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#+TITLE: Practicing Elixir by Building Concurrent, Distributed, Multiplayer Games in the Terminal #+TITLE: Practicing Elixir by Building Concurrent, Distributed, Multiplayer Games in the Terminal
#+AUTHOR: Lizzy Hunt (Simponic) #+AUTHOR: Lizzy Hunt (Simponic)
#+STARTUP: fold inlineimages
* Reminder: linux.usu.edu * Reminder: linux.usu.edu
This meeting should be being streamed live at [[https://linux.usu.edu/streams]]. This meeting should be being streamed live at [[https://linux.usu.edu/streams]].
@ -21,14 +22,11 @@ CheSSH is a multiplayer distributed game of chess over SSH - let's take a quick
[[https://chessh.linux.usu.edu]] [[https://chessh.linux.usu.edu]]
* Elixir - Functional Programming & Meta-Programming * Elixir - What You Need
Elixir is a self-proclaimed "dynamic, functional language for building scalable and maintainable applications". Obviously, one of Elixir's Elixir is a self-proclaimed "dynamic, functional language for building scalable and maintainable applications".
main selling points is that of its functional paradigm - it's the second in the list.
We'll take a quick look at some features of Elixir, and find that functional programming brings a lot to the table.
** Basic Data Types ** Basic Data Types
1. ~int~s, ~bool~s, ~string~s are all here 1. ~int~'s, ~bool~'s, ~string~'s are all here
+ ~1~, ~true~, ~"Hello"~ + ~1~, ~true~, ~"Hello"~
2. Atoms: prefixed with ":" are named constants whose name is their value, similar to symbols in LISP 2. Atoms: prefixed with ":" are named constants whose name is their value, similar to symbols in LISP
+ ~:x~, ~:three~ + ~:x~, ~:three~
@ -40,11 +38,165 @@ We'll take a quick look at some features of Elixir, and find that functional pro
+ ~{1,2,3}~, ~{1, {2, 3}}~ + ~{1,2,3}~, ~{1, {2, 3}}~
** Pattern Matching ** Pattern Matching
The match operator "=" does not mean its convential meaning of assignment, but instead an assertion of equivalence. The match operator "=" does not mean its convential meaning of assignment, but instead an assertion of equivalence. This gives way to a unique
feature of Elixir - pattern matching (similar to that found in Rust's ~match~ or Scala's ~case~).
This gives way to one of Elixir's unique features of pattern matching similar to that found in Rust's ~match~ or Scala's ~case~. With pattern matching we can access data from complex structures declaratively.
For example:
#+BEGIN_SRC elixir
[head | tail] = [1,2,3]
%{a: a_value} = %{a: 10}
{:ok, result} = {:ok, 2}
[head, tail, a_value, result]
#+END_SRC
And will raise an exception when the pattern cannot match:
#+BEGIN_SRC elixir
%{a: a_value} = %{b: 10}
#+END_SRC
*** Error Handling
Functions that can error will typically return a two-tuple, the first element of which is either the atom ~:ok~ or ~:error~, and the second is the
error info or value.
For many scenarios, the fact that a failed pattern match raises an exception is enough information to know we shouldn't execute further.
#+BEGIN_SRC elixir
defmodule Sequences do
def fib(n) when n < 0, do: {:error, :too_small}
def fib(n) when n <= 1, do: {:ok, n}
def fib(n) when n > 1 do
{:ok, n1} = fib(n-1)
{:ok, n2} = fib(n-2)
{:ok, n1 + n2}
end
end
{:ok, f10} = Sequences.fib(10)
{:ok, fn1} = Sequences.fib(-1)
IO.puts(fn1)
#+END_SRC
But sometimes we do want to capture that error information! In this case, we use ~case~!
#+BEGIN_SRC elixir
case Sequences.fib(-1) do
{:ok, val} -> val
{:error, err} ->
IO.puts("Ran into :error #{inspect(err)}")
0
end
#+END_SRC
** Piping
Elixir's pipe operator ~|>~ allows programmers to easily write statements as a composition of functions. It simply takes the value of the
function on the left, and passes it as the first argument to the function on the right.
For example, to find the length of the longest string in a list of strings:
#+BEGIN_SRC elixir
["Hello, world", "Another string", "Where are all these strings coming from"]
|> Enum.map(&String.length/1)
|> Enum.max()
#+END_SRC
** Meta-programming
Akin to my favorite language of all time, LISP, Elixir provides a way to interact directly with code as data (and thus the AST) via a powerful macro system.
However, they are not as elegant, and for that reason, Chris McCord suggests in his book "Metaprogramming Elixir":
#+BEGIN_QUOTE
Rule 1 : Don't Write Macros
#+END_QUOTE
The main reasoning is that it becomes difficult to debug, and hides too much from the user. These are fine trade-offs when you're working alone.
*** when-prime the functional way
#+BEGIN_SRC elixir
defmodule Prime do
def is_prime(2), do: true
def is_prime(n) when rem(n, 2) == 0 or n <= 1, do: false
def is_prime(n) do
is_prime_helper(n, 3)
end
defp is_prime_helper(n, i) when i * i > n, do: true
defp is_prime_helper(n, i) when rem(n, i) == 0, do: false
defp is_prime_helper(n, i) do
is_prime_helper(n, i + 2)
end
end
#+END_SRC
#+BEGIN_SRC elixir
when_prime_do = fn n, when_true, when_false ->
if Prime.is_prime(n) do
when_true.()
else
when_false.()
end
end
when_prime_do.(10, fn -> "10 is prime" end, fn -> "10 is not prime" end)
#+END_SRC
*** when-prime the metaprogramming way
#+BEGIN_SRC elixir
defmodule When do
defmacro prime(n, do: true_body, else: false_body) do
quote do
if Prime.is_prime(unquote(n)), do: unquote(true_body), else: unquote(false_body)
end
end
end
require When
When.prime 10, do: "10 is prime", else: "10 is not prime"
#+END_SRC
*** Real-world use-case: ~use~
One such use case for macros (besides those covered previously in my LISP presentation) is to emulate module "inheritance" to share functions.
We can think of a module in Elixir as a set of functions. Then, we can perform unions of modules by the ~use~ macros.
Additionally, with ~behaviours~ we can define callbacks to implement in each unioned module.
#+BEGIN_SRC elixir
defmodule Animal do
@callback noise() :: String.t()
defmacro __using__(_opts) do
quote do
@behaviour Animal
def speak() do
IO.puts("#{__MODULE__} says #{noise()}")
end
end
end
end
defmodule Dog do
use Animal
def noise() do
"Bark"
end
end
defmodule Cat do
use Animal
def noise() do
"Meow"
end
end
Cat.speak()
Dog.speak()
#+END_SRC
* Elixir - Concurrency * Elixir - Concurrency
Elixir is built on top of (and completely interoperable with) Erlang - a language developed to build massively fault-tolerant systems in the 80's Elixir is built on top of (and completely interoperable with) Erlang - a language developed to build massively fault-tolerant systems in the 80's
@ -154,9 +306,23 @@ This demo shows how we can:
+ Basic Elixir constructs (pattern matching, atoms, function calls, referencing functions) + Basic Elixir constructs (pattern matching, atoms, function calls, referencing functions)
* CheSSH * CheSSH
With a very brief and quick exploration into concurrency with Elixir, we can now explore the architecture of CheSSH, With a brief quick exploration into concurrency with Elixir, we can now explore the architecture of CheSSH,
and the hardware cluster it runs on: and the hardware cluster it runs on:
[[./pis.jpeg]] [[./pis.jpeg]]
** Erlang SSH Module - (maybe) building a tic tac toe game!
So much networking stuff is built on top of Erlang that its standard library - OTP - has implementations for tons of stuff you'd regularly reach for a library to help; ssh, snmp,
ftp, are all built in "OTP Applications".
It requires a little bit of time with headaches, but the docs are generally pretty good (with occasional source code browsing): [[https://www.erlang.org/doc/man/ssh.html]]
** Architecture
[[./architecture.png]]
** Lessons Learned
1. Use Kubernetes (~buildscripts~ is so horribly janky it's actually funny)
2. Docker was a great idea
3. Don't hardcode IP's
4. Don't try to use Multicast
5. Load balancing SSH

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defmodule Generator do
def gen_reference() do
min = String.to_integer("100000", 36)
max = String.to_integer("ZZZZZZ", 36)
max
|> Kernel.-(min)
|> :rand.uniform()
|> Kernel.+(min)
|> Integer.to_string(36)
end
end
defmodule TicTacToe.GameManager do
use GenServer
defmodule State do
defstruct games: %{},
joinable_games: [],
player_games: %{}
end
def start_link(_) do
GenServer.start_link(__MODULE__, %{
pid: nil
})
end
def init(_) do
{:ok, %State{}}
end
defp create_board(), do: Enum.map(0..2, fn _ -> Enum.map(0..2, fn _ -> :empty end) end)
defp create_game(game_id, player) do
%{
x: player,
o: nil,
board: create_board()
}
end
def handle_info(
{:join, %{client_pid: client_pid, username: username, player_id: connection_id} = player},
%State{player_games: player_games, games: games, joinable_games: joinable_games} = state
) do
if length(joinable_games) == 0 do
game_id = Generator.gen_reference()
send(client_pid, {:join_game, game_id})
{:ok,
%State{
state
| games: Map.put(games, game_id, create_game(game_id, player)),
joinable_games: joinable_games ++ [game_id],
player_games: Map.put(player_games, player_id, game_id)
}}
else
[joining_game_id | rest] = joinable_games
game = Map.get(games, joining_game_id)
send(game.x.client_pid, :player_joined)
send(client_pid, {:join_game, game_id})
{:ok,
%State{
state
| games: Map.put(games, game_id, %{game | o: player}),
joinable_games: rest,
connection_games: Map.put(player_games, connection_id, game_id)
}}
end
end
end
defmodule TicTacToe.SSHDaemon do
@port 4000
@key_dir "/tmp/keys"
use GenServer
require Logger
def start_link(_) do
GenServer.start_link(__MODULE__, %{
pid: nil
})
end
def init(state) do
send(self(), :start)
{:ok, state}
end
def handle_info(:start, state) do
game_manager_pid =
case GenServer.start_link(TicTacToe.GameManager, [%{}]) do
{:ok, game_manager_pid} ->
game_manager_pid
_ ->
nil
end
case :ssh.daemon(
@port,
system_dir: @key_dir,
ssh_cli:
{TicTacToe.SSHListener,
[
%TicTacToe.SSHListener.State{
game_manager_pid: game_manager_pid
}
]},
disconnectfun: &on_disconnect/1,
id_string: :random,
parallel_login: true,
max_sessions: 1_000,
subsystems: [],
no_auth_needed: true
) do
{:ok, pid} ->
Logger.info("SSH server started on port #{port}, on #{inspect(pid)}")
Process.link(pid)
{:noreply, %{state | pid: pid, game_manager_pid: game_manager_pid}, :hibernate}
{:error, err} ->
raise inspect(err)
end
{:noreply, state}
end
def handle_info(_, state), do: {:noreply, state}
defp on_disconnect(_reason) do
Logger.info("#{inspect(self())} disconnected")
end
end
defmodule TicTacToe.SSHListener do
alias Chessh.SSH.Client
alias IO.ANSI
require Logger
@behaviour :ssh_server_channel
@session_closed_message [
ANSI.clear(),
["This session has been closed"]
]
defmodule State do
defstruct channel_id: nil,
client_pid: nil,
game_manager_pid: nil,
connection_ref: nil
end
def init([%State{} = init_state]) do
{:ok, init_state}
end
def handle_msg({:ssh_channel_up, channel_id, connection_ref}, %State{} = state) do
Logger.debug("SSH channel up #{inspect(:ssh.connection_info(connection_ref))}")
username =
:ssh.connection_info(connection_ref)
|> Keyword.fetch!(:user)
|> String.Chars.to_string()
{:ok,
%State{
state
| channel_id: channel_id,
connection_ref: connection_ref,
player: %{
id: Generator.gen_reference(),
username: username
}
}}
end
def handle_msg(
{:EXIT, client_pid, _reason},
%State{client_pid: client_pid, channel_id: channel_id} = state
) do
send(client_pid, :quit)
{:stop, channel_id, state}
end
def handle_msg(
{:send_data, data},
%State{connection_ref: connection_ref, channel_id: channel_id} = state
) do
:ssh_connection.send(connection_ref, channel_id, data)
{:ok, state}
end
def handle_msg(
:session_closed,
%State{connection_ref: connection_ref, channel_id: channel_id} = state
) do
:ssh_connection.send(connection_ref, channel_id, @session_closed_message)
{:stop, channel_id, state}
end
def handle_msg(msg, term) do
Logger.debug("Unknown msg #{inspect(msg)}, #{inspect(term)}")
end
def handle_ssh_msg(
{:ssh_cm, _connection_handler, {:data, _channel_id, _type, data}},
%State{client_pid: client_pid} = state
) do
send(client_pid, {:data, data})
{:ok, state}
end
def handle_ssh_msg(
{:ssh_cm, connection_handler,
{:pty, channel_id, want_reply?, {_term, _width, _height, _pixwidth, _pixheight, _opts}}},
%State{} = state
) do
Logger.debug("#{inspect(state.player_session)} has requested a PTY")
:ssh_connection.reply_request(connection_handler, want_reply?, :success, channel_id)
{:ok, state}
end
def handle_ssh_msg(
{:ssh_cm, connection_handler, {:env, channel_id, want_reply?, var, value}},
state
) do
:ssh_connection.reply_request(connection_handler, want_reply?, :failure, channel_id)
{:ok, state}
end
def handle_ssh_msg(
{:ssh_cm, _connection_handler,
{:window_change, _channel_id, _width, _height, _pixwidth, _pixheight}},
%State{client_pid: client_pid} = state
) do
{:ok, state}
end
def handle_ssh_msg(
{:ssh_cm, connection_handler, {:shell, channel_id, want_reply?}},
%State{player: player} = state
) do
:ssh_connection.reply_request(connection_handler, want_reply?, :success, channel_id)
{:ok, client_pid} =
GenServer.start_link(Client, [
%Client.State{
tui_pid: self(),
player: player
}
])
send(client_pid, :refresh)
{:ok, %State{state | client_pid: client_pid}}
end
def handle_ssh_msg(
msg,
%State{channel_id: channel_id} = state
) do
Logger.debug("UNKOWN MESSAGE #{inspect(msg)}")
# {:stop, channel_id, state}
{:ok, state}
end
def terminate(_reason, _state) do
:ok
end
end
defmodule TicTacToe.Client do
alias IO.ANSI
use GenServer
@clear_codes [
ANSI.clear(),
ANSI.home()
]
defmodule State do
defstruct tui_pid: nil,
game_manager_pid: nil,
player: %{},
game_id: nil
end
@impl true
def init([%State{game_manager_pid: game_manager_pid, player: player} = state]) do
player = %{
player
| client_pid: self()
}
send(game_manager_pid, {:join, player})
{:ok,
%State{
player: player
}}
end
@impl true
def handle_info(:quit, %State{} = state) do
{:stop, :normal, state}
end
@impl true
def handle_info({:join_game, game_id}, %State{} = state) do
state = %State{state | game_id: game_id}
render(state)
{:stop, :normal, state}
end
def handle(
{:data, data},
%State{} = state
) do
case keymap(data) do
:quit ->
{:stop, :normal, state}
end
end
def handle(
:player_joined,
%State{} = state
) do
render(state)
{:noreply, state}
end
defp render(%State{
tui_pid: tui_pid
}) do
send(tui_pid, {:send_data, ["Testing"]})
end
def keymap(key) do
case key do
# Exit keys - C-c and C-d
<<3>> -> :quit
<<4>> -> :quit
x -> x
end
end
end