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CHITTY-CHAT

1. Streaming

When deciding between server-side streaming, client-side streaming, or bidirectional streaming, it's important to understand the differences between each.

Server-Side Streaming

The client sends a single request to the server, and the server responds with a stream of data. This is useful when the client needs to receive a continuous flow of data once a single request is made, such as receiving live updates, notifications, or real-time data feeds.

Client-Side Streaming

The client sends a stream of data to the server with a single request, and the server responds once when all data is received. This is appropriate when the server needs to process or analyze a large stream of data sent by the client before responding, such as file uploads or real-time data collection.

Bidirectional Streaming

Both client and server send streams of data to each other simultaneously in a single request. Each side works independently. Ideal for scenarios requiring real-time, two-way communication, such as chat applications or collaborative tools.

This project

Since this application is a chat server, bidirectional streaming is best for the purpose of the project.

2. System architecture

This project uses a client-server architecture for communication. The client connects to the chat server and messages is streamed between the server and the client. The clients are never directly exposed to each other.

3. RPC methods

Only 1 RPC method is used called broadcast. It takes a stream of chat events and returns a stream of chat messages.

service Chat {
    rpc Broadcast(stream ChatEvent) returns (stream ChatMessage);
}

A chat event is either a join, leave or message event.

message ChatEvent {
    oneof event {
        UserJoin join = 2;
        UserLeave leave = 3;
        ChatMessage message = 4;
    }

    message UserJoin {
        string username = 1;
    }

    message UserLeave {
        string username = 1;
    }

    message ChatMessage {
        string username = 1;
        string message = 2;
    }
}

The server then turns the event into a message and streams it back to the client.

message ChatMessage {
    uint64 timestamp = 1;
    string username = 2;
    string message = 3;
}

4. Lamport timestamps

The Lamport timestamp is implemented using an atomic unsigned integer. We use an atomic integer because we need to make sure we don't run into race conditions if the clock is shared between multiple go routines which it will be. We use an unsigned integer since the clock will never be a negative number.

The clock runs on both the servers and the clients.

Every time we send a message we then increment the counter of the clock by one. When we receive a message, we compare the value of the timestamp in the message with the local clock and pick what ever value is the highest and again increment the clock by one.

5. Diagram of Lamport

Lamport diagram

6. Github repository

https://github.com/Kanerix/chitty-chat

7. System logs

The systems logs can be found in the GitHub repo.

8. README.md

The README.md can be found in the GitHub repo.