Mercurial > hg > sv-dependency-builds
diff src/capnproto-git-20161025/doc/rpc.md @ 133:1ac99bfc383d
Add Cap'n Proto source
author | Chris Cannam <cannam@all-day-breakfast.com> |
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date | Tue, 25 Oct 2016 11:17:01 +0100 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/capnproto-git-20161025/doc/rpc.md Tue Oct 25 11:17:01 2016 +0100 @@ -0,0 +1,256 @@ +--- +layout: page +title: RPC Protocol +--- + +# RPC Protocol + +## Introduction + +### Time Travel! _(Promise Pipelining)_ + +<img src='images/time-travel.png' style='max-width:639px'> + +Cap'n Proto RPC employs TIME TRAVEL! The results of an RPC call are returned to the client +instantly, before the server even receives the initial request! + +There is, of course, a catch: The results can only be used as part of a new request sent to the +same server. If you want to use the results for anything else, you must wait. + +This is useful, however: Say that, as in the picture, you want to call `foo()`, then call `bar()` +on its result, i.e. `bar(foo())`. Or -- as is very common in object-oriented programming -- you +want to call a method on the result of another call, i.e. `foo().bar()`. With any traditional RPC +system, this will require two network round trips. With Cap'n Proto, it takes only one. In fact, +you can chain any number of such calls together -- with diamond dependencies and everything -- and +Cap'n Proto will collapse them all into one round trip. + +By now you can probably imagine how it works: if you execute `bar(foo())`, the client sends two +messages to the server, one saying "Please execute foo()", and a second saying "Please execute +bar() on the result of the first call". These messages can be sent together -- there's no need +to wait for the first call to actually return. + +To make programming to this model easy, in your code, each call returns a "promise". Promises +work much like Javascript promises or promises/futures in other languages: the promise is returned +immediately, but you must later call `wait()` on it, or call `then()` to register an asynchronous +callback. + +However, Cap'n Proto promises support an additional feature: +[pipelining](http://www.erights.org/elib/distrib/pipeline.html). The promise +actually has methods corresponding to whatever methods the final result would have, except that +these methods may only be used for the purpose of calling back to the server. Moreover, a +pipelined promise can be used in the parameters to another call without waiting. + +**_But isn't that just syntax sugar?_** + +OK, fair enough. In a traditional RPC system, we might solve our problem by introducing a new +method `foobar()` which combines `foo()` and `bar()`. Now we've eliminated the round trip, without +inventing a whole new RPC protocol. + +The problem is, this kind of arbitrary combining of orthogonal features quickly turns elegant +object-oriented protocols into ad-hoc messes. + +For example, consider the following interface: + +{% highlight capnp %} +# A happy, object-oriented interface! + +interface Node {} + +interface Directory extends(Node) { + list @0 () -> (list: List(Entry)); + struct Entry { + name @0 :Text; + file @1 :Node; + } + + create @1 (name :Text) -> (node :Node); + open @2 (name :Text) -> (node :Node); + delete @3 (name :Text); + link @4 (name :Text, node :Node); +} + +interface File extends(Node) { + size @0 () -> (size: UInt64); + read @1 (startAt :UInt64, amount :UInt64) -> (data: Data); + write @2 (startAt :UInt64, data :Data); + truncate @3 (size :UInt64); +} +{% endhighlight %} + +This is a very clean interface for interacting with a file system. But say you are using this +interface over a satellite link with 1000ms latency. Now you have a problem: simply reading the +file `foo` in directory `bar` takes four round trips! + +{% highlight python %} +# pseudocode +bar = root.open("bar"); # 1 +foo = bar.open("foo"); # 2 +size = foo.size(); # 3 +data = foo.read(0, size); # 4 +# The above is four calls but takes only one network +# round trip with Cap'n Proto! +{% endhighlight %} + +In such a high-latency scenario, making your interface elegant is simply not worth 4x the latency. +So now you're going to change it. You'll probably do something like: + +* Introduce a notion of path strings, so that you can specify "foo/bar" rather than make two + separate calls. +* Merge the `File` and `Directory` interfaces into a single `Filesystem` interface, where every + call takes a path as an argument. + +{% highlight capnp %} +# A sad, singleton-ish interface. + +interface Filesystem { + list @0 (path :Text) -> (list :List(Text)); + create @1 (path :Text, data :Data); + delete @2 (path :Text); + link @3 (path :Text, target :Text); + + fileSize @4 (path :Text) -> (size: UInt64); + read @5 (path :Text, startAt :UInt64, amount :UInt64) + -> (data :Data); + readAll @6 (path :Text) -> (data: Data); + write @7 (path :Text, startAt :UInt64, data :Data); + truncate @8 (path :Text, size :UInt64); +} +{% endhighlight %} + +We've now solved our latency problem... but at what cost? + +* We now have to implement path string manipulation, which is always a headache. +* If someone wants to perform multiple operations on a file or directory, we now either have to + re-allocate resources for every call or we have to implement some sort of cache, which tends to + be complicated and error-prone. +* We can no longer give someone a specific `File` or a `Directory` -- we have to give them a + `Filesystem` and a path. + * But what if they are buggy and have hard-coded some path other than the one we specified? + * Or what if we don't trust them, and we really want them to access only one particular `File` or + `Directory` and not have permission to anything else. Now we have to implement authentication + and authorization systems! Arrgghh! + +Essentially, in our quest to avoid latency, we've resorted to using a singleton-ish design, and +[singletons are evil](http://www.object-oriented-security.org/lets-argue/singletons). + +**Promise Pipelining solves all of this!** + +With pipelining, our 4-step example can be automatically reduced to a single round trip with no +need to change our interface at all. We keep our simple, elegant, singleton-free interface, we +don't have to implement path strings, caching, authentication, or authorization, and yet everything +performs as well as we can possibly hope for. + +#### Example code + +[The calculator example](https://github.com/sandstorm-io/capnproto/blob/master/c++/samples/calculator-client.c++) +uses promise pipelining. Take a look at the client side in particular. + +### Distributed Objects + +As you've noticed by now, Cap'n Proto RPC is a distributed object protocol. Interface references -- +or, as we more commonly call them, capabilities -- are a first-class type. You can pass a +capability as a parameter to a method or embed it in a struct or list. This is a huge difference +from many modern RPC-over-HTTP protocols that only let you address global URLs, or other RPC +systems like Protocol Buffers and Thrift that only let you address singleton objects exported at +startup. The ability to dynamically introduce new objects and pass around references to them +allows you to use the same design patterns over the network that you use locally in object-oriented +programming languages. Many kinds of interactions become vastly easier to express given the +richer vocabulary. + +**_Didn't CORBA prove this doesn't work?_** + +No! + +CORBA failed for many reasons, with the usual problems of design-by-committee being a big one. + +However, the biggest reason for CORBA's failure is that it tried to make remote calls look the +same as local calls. Cap'n Proto does NOT do this -- remote calls have a different kind of API +involving promises, and accounts for the presence of a network introducing latency and +unreliability. + +As shown above, promise pipelining is absolutely critical to making object-oriented interfaces work +in the presence of latency. If remote calls look the same as local calls, there is no opportunity +to introduce promise pipelining, and latency is inevitable. Any distributed object protocol which +does not support promise pipelining cannot -- and should not -- succeed. Thus the failure of CORBA +(and DCOM, etc.) was inevitable, but Cap'n Proto is different. + +### Handling disconnects + +Networks are unreliable. Occasionally, connections will be lost. When this happens, all +capabilities (object references) served by the connection will become disconnected. Any further +calls addressed to these capabilities will throw "disconnected" exceptions. When this happens, the +client will need to create a new connection and try again. All Cap'n Proto applications with +long-running connections (and probably short-running ones too) should be prepared to catch +"disconnected" exceptions and respond appropriately. + +On the server side, when all references to an object have been "dropped" (either because the +clients explicitly dropped them or because they became disconnected), the object will be closed +(in C++, the destructor is called; in GC'd languages, a `close()` method is called). This allows +servers to easily allocate per-client resources without having to clean up on a timeout or risk +leaking memory. + +### Security + +Cap'n Proto interface references are +[capabilities](http://en.wikipedia.org/wiki/Capability-based_security). That is, they both +designate an object to call and confer permission to call it. When a new object is created, only +the creator is initially able to call it. When the object is passed over a network connection, +the receiver gains permission to make calls -- but no one else does. In fact, it is impossible +for others to access the capability without consent of either the host or the receiver because +the host only assigns it an ID specific to the connection over which it was sent. + +Capability-based design patterns -- which largely boil down to object-oriented design patterns -- +work great with Cap'n Proto. Such patterns tend to be much more adaptable than traditional +ACL-based security, making it easy to keep security tight and avoid confused-deputy attacks while +minimizing pain for legitimate users. That said, you can of course implement ACLs or any other +pattern on top of capabilities. + +For an extended discussion of what capabilities are and why they are often easier and more powerful +than ACLs, see Mark Miller's +["An Ode to the Granovetter Diagram"](http://www.erights.org/elib/capability/ode/index.html) and +[Capability Myths Demolished](http://zesty.ca/capmyths/usenix.pdf). + +## Protocol Features + +Cap'n Proto's RPC protocol has the following notable features. Since the protocol is complicated, +the feature set has been divided into numbered "levels", so that implementations may declare which +features they have covered by advertising a level number. + +* **Level 1:** Object references and promise pipelining, as described above. +* **Level 2:** Persistent capabilities. You may request to "save" a capability, receiving a + persistent token which can be used to "restore" it in the future (on a new connection). Not + all capabilities can be saved; the host app must implement support for it. Building this into + the protocol makes it possible for a Cap'n-Proto-based data store to transparently save + structures containing capabilities without knowledge of the particular capability types or the + application built on them, as well as potentially enabling more powerful analysis and + visualization of stored data. +* **Level 3:** Three-way interactions. A network of Cap'n Proto vats (nodes) can pass object + references to each other and automatically form direct connections as needed. For instance, if + Alice (on machine A) sends Bob (on machine B) a reference to Carol (on machine C), then machine B + will form a new connection to machine C so that Bob can call Carol directly without proxying + through machine A. +* **Level 4:** Reference equality / joining. If you receive a set of capabilities from different + parties which should all point to the same underlying objects, you can verify securely that they + in fact do. This is subtle, but enables many security patterns that rely on one party being able + to verify that two or more other parties agree on something (imagine a digital escrow agent). + See [E's page on equality](http://erights.org/elib/equality/index.html). + +## Encryption + +At this time, Cap'n Proto does not specify an encryption scheme, but as it is a simple byte +stream protocol, it can easily be layered on top of SSL/TLS or other such protocols. + +## Specification + +The Cap'n Proto RPC protocol is defined in terms of Cap'n Proto serialization schemas. The +documentation is inline. See +[rpc.capnp](https://github.com/sandstorm-io/capnproto/blob/master/c++/src/capnp/rpc.capnp). + +Cap'n Proto's RPC protocol is based heavily on +[CapTP](http://www.erights.org/elib/distrib/captp/index.html), the distributed capability protocol +used by the [E programming language](http://www.erights.org/index.html). Lots of useful material +for understanding capabilities can be found at those links. + +The protocol is complex, but the functionality it supports is conceptually simple. Just as TCP +is a complex protocol that implements the simple concept of a byte stream, Cap'n Proto RPC is a +complex protocol that implements the simple concept of objects with callable methods.