Originally published on my blog at ieftimov.com.
Some of my newsletter subscribers have
asked me a few times what is the easiest way to think about byte
slices, or
using Go's syntax: []byte
. Folks that have experience with low-level
languages, where working with bytes is widespread, usually do not have
challenges comprehending what []byte
means and how to use it.
But, if you come from a dynamic or a high-level language background, although everything we do ends up being a bunch of bytes, higher-level languages hide such details from us. Coming from a Ruby background, I sympathize with the folks that find this challenging.
Inspired by the conversations I had with these readers, I decided to try to help out. So, without beating around the bush – let's explore how we can build a simple TCP-based application protocol. And thoroughly understand bytes in the process.
Standing on shoulders of giants
The protocol that we will be implementing will work on top of TCP, because:
- TCP is high level enough, so we don't have to worry about too many low-level connection details
- Go has excellent TCP support through the
net
package - The interfaces that the
net
packages provide allow us to play with bytes (and slices of bytes) - TCP provides certain guarantees when it comes to data transfer, so we are left with less to worry about
- Standing on the shoulders of giants is more uncomplicated than reinventing the wheel
Now, because protocol design is no small feat, we will be implementing a very tiny and toyish protocol. I am by no means a protocol designer, so what we are going to be working on here is merely an example. But, if you have any experience with protocols, please do not hesitate to drop me a comment (or a message) and let me know what I got wrong.
Enter SLCK
Let us imagine that Slack, the omnipresent collaboration and communication app, wants to turn their chat design into an open internet protocol. Being an open internet protocol would allow anyone to create a Slack-compliant server by implementing the SLCK protocol and build their version of Slack.
In theory, having an open protocol would allow Slack to become distributed, with people hosting their Slack servers. If people would host their SLCK servers, the servers will communicate with a cluster (or inter-server) protocol. With a cluster protocol (between servers) and a client protocol (between client and server), two SLCK servers will have the ability to communicate between themselves and with clients.
But, a cluster protocol is not what we will explore here, as it is significantly more challenging to implement. That's why we will focus only on the client SLCK protocol.
Now, to make the client SLCK protocol production-ready would be a massive effort, and it is beyond what an article can cover. But, I believe that it's a great example through which we can learn more about working with bytes.
Without further ado, let's talk about SLCK
.
SLCK design
SLCK is a text-based wire protocol, meaning that the data that travels on the wire is not binary, but just ASCII text. The advantage of text-based protocols is that a client can practically open a TCP connection to a server that implements the protocol and talk to it by sending ASCII characters.
Clients can connect to and communicate with a SLCK server through a TCP socket, using a set of commands and conventions that we will define next.
Protocol conventions
SLCK follows a few simple but important conventions:
- It has TLV (type-length-value) format
- It has a control line & a content line
- It uses carriage return (
\r\n
) as delimiter - It contains a fixed list of subjects (tags) representing actions
- And as already mentioned, it uses ASCII encoded text on the wire
Or, if we put all of these conventions in combination, a SLCK message would look like:
MSG #general 11\r\nHello World
So, why an ASCII-encoded text-based wire protocol? Well, the advantage of such protocols is that once the specification (usually called spec) of the protocol is public, anyone can write an implementation. Thus, such a protocol can be the backbone on top of which an ecosystem can be born.
More practically, having a simple protocol makes it easy to work with it. We do
not need fancy clients to talk to a server that implements SLCK. A connection
through telnet
would suffice, and the messages sent to the server can be
written by anyone that understands the protocol specification, just by hand.
Protocol commands (subjects and options)
SLCK has a few different commands:
ID | Sent by | Description |
REG | Client | Register as client |
JOIN | Client | Join a channel |
LEAVE | Client | Leave a channel |
MSG | Both | Send or receive a message to/from entity (channel or user) |
CHNS | Client | List available channels |
USRS | Client | List users |
OK | Server | Command acknowledgement |
ERR | Server | Error |
Let's explore each of them:
REG
When a client connects to a server, they can register as a client using the
REG
command. It takes an identifier as an argument, which is the client's
username.
Syntax:
REG <handle>
where:
handle
: name of the user
JOIN
When a client connects to a server, they can join a channel using the JOIN
command. It takes an identifier as an argument, which is the channel ID.
Syntax:
JOIN <channel-id>
where:
channel-id
: ID of the channel
LEAVE
Once a user has joined a channel, they can leave the channel using the LEAVE
command, with the channel ID as argument.
Syntax:
LEAVE <channel-id>
where:
channel-id
: ID of the channel
Example 1: to leave the #general
channel, the client can send:
LEAVE #general
MSG
To send a message to a channel or a user, the client can use the MSG
command,
with the channel or user identifier as argument, followed with the body length
and the body itself.
Syntax:
MSG <entity-id> <length>\r\n[payload]
where:
entity-id
: the ID of the channel or userlength
: payload lengthpayload
: the message body
Example 1: send a Hello everyone!
message to the #general
channel:
MSG #general 16\r\nHello everyone!
Example 2: send a Hello!
message to @jane
:
MSG @jane 4\r\nHey!
CHNS
To list all available channels, the client can send the CHNS
message. The
server will reply with the list of available channels.
Syntax:
CHNS
USRS
To list all users, the client can send the USRS
message. The server will
reply with the list of available users.
Syntax:
USRS
OK/ERR
When the server receives a command, it can reply with OK
or ERR
.
OK
does not have any text after that, think of it as an HTTP 204
.
ERR <error-message>
is the format of the errors returned by the server to the
client. No protocol errors result in the server closing the connection. That
means that although an ERR
has been returned, the server is still maintaining
the connection with the client.
Example 1: Protocol error due to bad username selected during registration:
ERR Username must begin with @
Example 2: Protocol error due to bad channel ID sent with JOIN
:
ERR Channel ID must begin with #
Implementing a server
Now that we have the basics of the SLCK protocol in place, we can move on to the implementation. There are many ways to create the server, but as long as it implements the SLCK protocol correctly, the clients will not care about what happens under the hood of the server.
In continuation, I will explain my approach to building the SLCK TCP server, and while we are on it, we will learn lots about bytes and slices of bytes.
(If you would like to jump ahead, the full code of the SLCK protocol server implementation can be found in this repo.)
Server design
The server design will have four different parts: a client (user), a channel (chat room), a command (from the client to the server), and a hub - the server that manages it all.
Let's take it from the most straightforward piece towards the most complicated.
Commands
Commands are what flows from the clients to the hub. Each received command from
the user, such as REG
, MSG
, and the others, has to be appropriately parsed,
validated, and handled.
Each command is of type command
. The type definition is as follows:
type command struct {
id ID
recipient string
sender string
body []byte
}
The four attributes of the type, including their explanation:
id
- the identification of thecommand
, which can be one of the protocol commands.recipient
- who/what is the receiver of the command. It can be a@user
or a#channel
.sender
- the sender of the command, which is the@username
of a user.body
- the body of the command sent by the sender to the receiver.
The flow of command
s will be: a client
receives the wire-protocol message,
parses it, and turns it in a command
, that the client
sends to the hub
.
Additionally, the command
also uses a type ID
, which is an int
type
alias. We use ID
so we can control the valid command types using a constants
and an iota
:
type ID int
const (
REG ID = iota
JOIN
LEAVE
MSG
CHNS
USRS
)
Although the client
s have to work with the raw strings that they receive from
the network, internally in the server, we map the wire commands to their
constant counterparts. This way, we establish strict control of all the command
types, enforced by Go's compiler. Using this approach, we assure that the id
will always be a valid command type.
Channels
Channels in the SLCK
protocol lingo are just chat rooms. It's worth
mentioning they have nothing in common with Go channels, except the name.
A channel
is just a type
with two attributes:
type channel struct {
name string
clients map[*client]bool
}
The name
of the channel is just a string
that contains the unique name of
the channel. The clients
map is a set of *client
s that are part of the
channel at a given time. Having the list of clients available allows us to
easily broadcast messages to all clients in the channel, such as:
func (c *channel) broadcast(s string, m []byte) {
msg := append([]byte(s), ": "...)
msg = append(msg, m...)
msg = append(msg, '\n')
for cl := range c.clients {
cl.conn.Write(msg)
}
}
Which brings us to the client
itself.
Client
A client
is a wrapper around the TCP connection. It encapsulates all the
functionality around accepting messages from the TCP connection, parsing the
messages, validating their structure and content, and sending them for further
processing and handling to the hub
.
Let's look closer into the client
type:
type client struct {
conn net.Conn
outbound chan<- command
register chan<- *client
deregister chan<- *client
username string
}
The four attributes of the client
type, in order:
conn
- the TCP connection itself (of typenet.Conn
)outbound
- a send-only channel of typecommand
. This channel will be the connection between theclient
and thehub
, through which theclient
will sendcommand
s to thehub
register
- a send-only channel of type*client
through which the client will let thehub
know that it wants to register itself with thehub
(a.k.a. the chat server)deregister
- a send-only channel of type*client
through which the client will let thehub
know that the user has closed the socket, so thehub
should deregister the client (by removing it from the clientsmap
and from all channels)username
- the username of the user (of typestring
) that is sitting behind the TCP connection
If this is a bit confusing, worry not. It will get more evident once you see the whole thing in action.
Now, let's move on to the client
's methods. Once we intantiate a client
, it
can listen for incoming messages over the TCP connection. To do that, the
client
has a method called read
:
func (c *client) read() error {
for {
msg, err := bufio.NewReader(c.conn).ReadBytes('\n')
if err == io.EOF {
// Connection closed, deregister client
c.deregister <- c
return nil
}
if err != nil {
return err
}
c.handle(msg)
}
}
read
loops endlessly using a for
loop, and accepts incoming messages from
the conn
attribute (the TCP connection). Once the message (msg
) is
received, it will pass it on to the handle
method, which will process it.
In case the err
returned is io.EOF
, meaning the user can closed the
connection, the client
will send notify the hub
through the deregister
channel. The hub
will remove the deregistered client from the clients
map
and from all of the channels that the client
participated in.
Handling bytes in handle
using the bytes
package
Because of the protocol definition, we know the structure of the commands that
the chat server might receive from the user. That's what the client
's
handle
method does - it get the raw messages from the socket and parses the
bytes to make meaning out of them.
func (c *client) handle(message []byte) {
cmd := bytes.ToUpper(bytes.TrimSpace(bytes.Split(message, []byte(" "))[0]))
args := bytes.TrimSpace(bytes.TrimPrefix(message, cmd))
switch string(cmd) {
case "REG":
if err := c.reg(args); err != nil {
c.err(err)
}
case "JOIN":
if err := c.join(args); err != nil {
c.err(err)
}
case "LEAVE":
if err := c.leave(args); err != nil {
c.err(err)
}
case "MSG":
if err := c.msg(args); err != nil {
c.err(err)
}
case "CHNS":
c.chns()
case "USRS":
c.usrs()
default:
c.err(fmt.Errorf("Unknown command %s", cmd))
}
}
Handling messages is where we get to see the slice of bytes ([]byte
) type in
action. So, what happens here? Let's break it down.
Given that our SLCK protocol is a text-based wire protocol, the bytes that are flowing on the TCP connection are, in fact, plain ASCII text. Each byte (or octet, because a byte is eight bits) in the decimal number system has a value between 0 and 255 (2 to the power of 8). That means that each of the octets can contain any of the characters in the extended ASCII encoding. (Refer to this ASCII table to see all of the available characters.)
Having a text-based protocol allows us to easily convert each of the bytes that
arrive through the TCP connection into a meaningful text. That's why each
byte
in the []byte
slice represents one character. Because each byte in the
slice []byte
is a character, converting a []byte
in a string is as easy as:
s := string(slice)
.
And Go is good at handling bytes. For example, it has a
bytes package which lets us work with
[]byte
, instead of converting them into string
s every time we want to work
with bytes.
Given that all SLCK commands begin with a single word separated with space
after it, we can simply take the first word from the []byte
, upcase it and
compare it with the valid keywords of the protocol. "But, how are we supposed
to take a word from a slice of bytes?" you might ask. Since bytes are not
words, we have to resort to either compare them byte-by-byte or use the
built-in bytes
package. To keep things simple, we will use the bytes
package. (You can check this snippet
to compare the two approaches.)
In the first line of the handle
, method we take the first part of the
received message, and we upcase it. Then, on the second line, we remove the
first part from the rest of the message. The split allows us to have the
command (cmd
) and the rest of the command arguments (args
) in separate
variables.
cmd := bytes.ToUpper(bytes.TrimSpace(bytes.Split(message, []byte(" "))[0]))
args := bytes.TrimSpace(bytes.TrimPrefix(message, cmd))
After that, in the switch
construct, we handle all of the different commands.
For example, handling the REG
command is done using the reg
, and the err
methods:
func (c *client) reg(args []byte) error {
u := bytes.TrimSpace(args)
if u[0] != '@' {
return fmt.Errorf("Username must begin with @")
}
if len(u) == 0 {
return fmt.Errorf("Username cannot be blank")
}
c.username = string(u) c.register <- c
return nil
}
The reg
method takes the args
slice, and it removes any space bytes (using
bytes.TrimSpace
). Given that the second argument of the REG
command is the
@username
of the user, it checks if the passed username begins with @
and
if it's blank. Once it does that, it converts the username to a string, and it
assigns it to the client (c
) itself. From then on, the client has an assigned
username.
As a second step, it sends the client itself through the register
channel.
This channel is read by the hub
(the chat server), which will do more
validation of the username before it successfully registers the client.
func (c *client) err(e error) {
c.conn.Write([]byte("ERR " + e.Error() + "\n"))
}
The err
func simply takes an error and sends its contents back to the user,
using the underlying TCP connection of the client.
We will come back to the other commands and methods once we have thoroughly explored the chat server.
The hub
The hub
is the central entity that the clients connect and register with.
The hub
also manages the available channels (chat rooms), broadcasting
messages to said channels, and relaying messages (private/direct messages)
between clients.
All of the above functionality means that the hub
is the central place of all
communications, hence the name.
First, let's explore the hub
type with all of its attributes:
type hub struct {
channels map[string]*channel
clients map[string]*client
commands chan command
deregistrations chan *client
registrations chan *client
}
The attributes, and their explanations, in order:
channels
- amap
of the channels (chat rooms), with the name of the channel as the key and the*channel
as valueclients
- amap
of the clients (connected users), with the username as the key and the*client
as valuecommands
- a channel ofcommand
that are flowing from the clients to thehub
, that thehub
will validate and executederegistrations
- a channel of*client
through which a client deregisters itself, through which thehub
will be informed that the user has closed the connection and it will clean up any references to thatclient
registrations
- a channel of*client
through which new clients register themselves to thehub
, through which thehub
will accept the new client, validate theirusername
and add them to theclients
map
So, how does the hub
function? It all begins with the run
method:
func (h *hub) run() {
for {
select {
case client := <-h.registrations:
h.register(client)
case client := <-h.deregistrations:
h.unregister(client)
case cmd := <-h.commands:
switch cmd.id {
case JOIN:
h.joinChannel(cmd.sender, cmd.recipient)
case LEAVE:
h.leaveChannel(cmd.sender, cmd.recipient)
case MSG:
h.message(cmd.sender, cmd.recipient, cmd.body)
case USRS:
h.listUsers(cmd.sender)
case CHNS:
h.listChannels(cmd.sender)
default:
// Freak out?
}
}
}
}
When we establish a new hub
instance (which we will see later), we execute
the run
method in a goroutine. The goroutine will run the for
loop
indefinitely, processing the registrations
, deregistrations
, and the
commands
channels. Messages arriving through the registrations
and
deregistrations
channels will be handled differently from the messages that
will come from the commands
channel.
run
will receive messages through the registrations
channel, and it will
send them to the register
method for processing:
func (h *hub) register(c *client) {
if _, exists := h.clients[c.username]; exists {
c.username = ""
c.conn.Write([]byte("ERR username taken\n"))
} else {
h.clients[c.username] = c
c.conn.Write([]byte("OK\n"))
}
}
The register
method will check if the hub
already has a user with the given
username, and it will react accordingly. If the username is taken, it will
remove the username from the client
and respond with an error. If the
username is not taken, then it will add the client
to the clients
map, with
the username as a key and the client
reference as a value.
run
will receive messages through the deregistrations
channel, and it will
send them to the deregister
method for processing:
func (h *hub) deregister(c *client) {
if _, exists := h.clients[c.username]; exists {
delete(h.clients, c.username)
for _, channel := range h.channels {
delete(channel.clients, c)
}
}
}
The deregister
method will check if the hub
already has a user with the
given username. If it finds the user, it will remove it from the hub
's
clients
map. Also, it will go through the map of channels
and it will try
to remove it from each of the channel
's clients
map.
When it comes to handling commands, things are more different. Each of the
command
s, as we already established, has an id
attribute. For each of the
command
s that we receive, we do a switch on the id
attribute, which will
invoke a different method. For example, to join a channel, the id
must be of
value JOIN
, which will invoke the joinChannel
function, with the
command
's sender
and recipient
attributes.
The joinChannel
function receives the username (u
) and the channel (c
) as
arguments. Then, if it finds the channel, it will add the client
to the
channel's clients
map. Otherwise, it will first create the channel, using the
newChannel
constructor, and then add the client
as the first client to the
channel
:
func (h *hub) joinChannel(u string, c string) {
if client, ok := h.clients[u]; ok {
if channel, ok := h.channels[c]; ok {
// Channel exists, join
channel.clients[client] = true
} else {
// Channel doesn't exists, create and join
h.channels[c] = newChannel(c)
h.channels[c].clients[client] = true
}
}
}
Now, let's zoom out and see how a client
wraps a TCP connection. Then, we
will see how bytes are flowing from the user, through the client
, to the
hub
ending up with the receiver (another channel or user).
Sending messages
The core functionality to a chat server and the purpose of our SLCK protocol is sending and receiving messages. Let's follow the flow of the bytes and see how we can implement sending messages between clients.
The structure of the MSG
command is as follows:
MSG <entity-id> <length>\r\n[payload]
For example, to send a Hello!
message to the #general
channel:
MSG #general 6\r\nHello!
Or, to send a Hey!
message to @jane
:
MSG @jane 4\r\nHey!
Once the user sends the MSG
command, the client
's handle
method accepts
it. Then, in handle
we extract the message and the command, and we invoke the
msg
method of the client
:
func (c *client) handle(message []byte) {
cmd := bytes.ToUpper(bytes.TrimSpace(bytes.Split(message, []byte(" "))[0]))
args := bytes.TrimSpace(bytes.TrimPrefix(message, cmd))
switch string(cmd) {
// Some other stuff here...
case "MSG":
if err := c.msg(args); err != nil {
c.err(err)
}
// Some other stuff here...
default:
c.err(fmt.Errorf("Unknown command %s", cmd))
}
}
The args
are passed to the msg
method, which does some heavy lifting.
func (c *client) msg(args []byte) error {
args = bytes.TrimSpace(args)
if args[0] != '#' && args[0] != '@' {
return fmt.Errorf("recipient must be a channel ('#name') or user ('@user')")
}
recipient := bytes.Split(args, []byte(" "))[0]
if len(recipient) == 0 {
return fmt.Errorf("recipient must have a name")
}
// More stuff here...
}
The msg
method's first step is to check if the first argument of the message
begins with a @
or #
– a user or a channel name. If that's correct, we
extract the recipient
, which can be the username or the channel name.
func (c *client) msg(args []byte) error {
// The stuff from above here...
args = bytes.TrimSpace(bytes.TrimPrefix(args, recipient))
l := bytes.Split(args, DELIMITER)[0]
length, err := strconv.Atoi(string(l))
if err != nil {
return fmt.Errorf("body length must be present")
}
if length == 0 {
return fmt.Errorf("body length must be at least 1")
}
padding := len(l) + len(DELIMITER) // Size of the body length + the delimiter
body := args[padding : padding+length]
c.outbound <- command{
recipient: string(recipient[1:]),
sender: c.username,
body: body,
id: "MSG",
}
return nil
}
We extract the next argument after, which, according to the protocol specification, is the length of the body in bytes. Having the size of the body (the length of the bytes) as part of the command that is sent by the client allows the server to slice off the bytes it needs from the body efficiently.
Let's see an example:
MSG #general 39\r\nHey folks, hope you are all doing well!
In the handle
method, we sliced off MSG
, and we send the rest of the bytes
to the msg
method. In msg
, we checked if the next argument is a channel or
a username – which is correct. Then, we pick up the 39
, and we store them in
the l
variable.
Having l
being 39
is not enough – the slice of bytes that represent the
ASCII 39
is [51 57]
. The 51
and 57
bytes just mean that the two octets
representing 3
and 9
in ASCII, have byte representation as 51
and 57
.
To make our Go code understand [51 57]
like 39
, we have to convert them
into a string
, so they become "39"
and then use the strconv
package to
convert the string
to an int
:
l := bytes.Split(args, DELIMITER)[0]
length, err := strconv.Atoi(string(l))
Once we have the length
of the body, we validate that it will be at least one
byte. Next, we take the remaining bytes from the args
, and we slice off the
length
amount of bytes from the args
:
padding := len(l) + len(DELIMITER) // Size of the body length + the delimiter
body := args[padding : padding+length]
In context of our example above:
MSG #general 39\r\nHey folks, hope you are all doing well!
we take the length (2) of the 39
plus the length of the \r\n
delimiter and
then take the body out of the args
slice of bytes by using the "slice"
operator (:
). The slicing operation results in slicing all of the bytes
between \n
to the end of the body, meaning the body
becomes:
Hey folks, hope you are all doing well!
If the length
were less then 39
, then the body
would end up being
shorter, because the user has sent the wrong body size to the server.
Conversely, if we tried to slice off more than the size of the body
, then the
goroutine serving the hub
would crash, rendering our server useless.
Given that body
now contains the message itself, the last step of the msg
method is to send the new command it received through the outbound
channel to
the hub
:
c.outbound <- command{
recipient: string(recipient[1:]),
sender: c.username,
body: body,
id: MSG,
}
The command
has a recipient
(channel or user ID), the sender
, which is
the username of the message author, the body
containing the body
of the
message, and the id
that's the identifier of the command
- MSG
in this
case.
Then, the hub
which infinitely loops and reads from the commands
channel
(which is the same channel as the outbound
channel of the client
), will
pick up the message from the client
and process it in the message
method:
func (h *hub) message(u string, r string, m []byte) {
if sender, ok := h.clients[u]; ok {
switch r[0] {
case '#':
if channel, ok := h.channels[r]; ok {
if _, ok := channel.clients[sender]; ok {
channel.broadcast(sender.username, m)
}
}
case '@':
if user, ok := h.clients[r]; ok {
user.conn.Write(append(m, '\n'))
}
}
}
}
The message
method will check if the sender username (u
) is present in the
list of active clients (h.clients
). If the client is active, then it will
check if the first byte of the message (m
) is a #
or a @
. Based on the
result of the switch
, either it will broadcast the message (m
) to the
channel, or it will find the recipient (r
) from the h.clients
list and send
the message through the recipient's TCP connection.
Let's see this in action. I will start the server (using go run .
) and open
two telnet
sessions with the server:
$ telnet 127.0.0.1 8081
Trying 127.0.0.1...
Connected to localhost.
Escape character is '^]'.
Given that SCLK is a ASCII wire protocol, it means we can just send some
commands to the server right away. Let's first register both clients. The first
one will be @jane
:
REG @jane
OK
And the second client will be @john
:
REG @john
OK
In both cases the registration with the server went well, so the server replied
with OK
. Now, let's make both of the clients join the #general
channel. If
any of the users listed the channels they would get an error:
CHNS
ERR no channels found
Great, let's make them both join #general
, so the channel would be created.
First @john
:
JOIN #general
OK
@jane
righ after:
CHNS
#general
JOIN #general
OK
Now that both are in the channel, we can also send a message from @jane
to
#general
, and it should pop up on @john
's screen too.
Sending the message:
MSG #general 5\r\nHello
And in @john
's screen we can see:
jane: Hello
Voilá! @john
received the message. Let's say @john
would like to send
@jane
a direct message. He sends:
MSG @jane 3\r\nHey
And on @jane
's screen she will see:
@john: Hey
Tying it all together
Now that we went through the client
, hub
, channel
, and command
, we need
to see the last piece of the puzzle - the main
function that ties it all
together.
In the main
func, we will initialize a TCP listener, through which we can
accept a new TCP connection. Then, we will establish a new hub
and invoke
run
in a separate goroutine.
Once the hub
is running, we will infinitely loop using a for
. Within the
for
loop, we will accept new TCP connections, wrap them in a new client
and
spin them off in a new goroutine.
package main
import (
"log"
"net"
)
func main() { ln, err := net.Listen("tcp", ":8081")
if err != nil {
log.Printf("%v", err)
}
hub := newHub()
go hub.run()
for {
conn, err := ln.Accept()
if err != nil {
log.Printf("%v", err)
}
c := newClient(
conn,
hub.commands,
hub.registrations,
hub.deregistrations,
)
go c.read()
}
}
As a refresher, within the read
function of the client
, we also infinitely
loop using a for
and accept new incoming TCP messages:
func (c *client) read() error {
for {
msg, err := bufio.NewReader(c.conn).ReadBytes('\n')
if err == io.EOF {
// Connection closed, deregister client
c.deregister <- c
return nil
}
if err != nil {
return err
}
c.handle(msg)
}
return nil
}
Having the client
's read
method being run a separate goroutine allows us to
spin off as many goroutines as we have connections. That leaves our main thread
to accept new connections and just spin the off into goroutines. Once the
goroutine is running, it will take care of itself until it crashes or the
client exits.
The pitfall of this approach is that we have a single hub
instance, which
means that there's only one goroutine that is accepting messages from what can
be thousands of clients. While having a single hub
instance simplifies the
design, it also introduces a single point of failure. If the hub.run
goroutine crashes/exits for whatever reason, the server will be rendered
useless, although all of the client connections will be working fine.
The full code of the SLCK protocol server implementation can be found in this repo.
Notable shortcuts
Before we wrap up here, I would like to highlight a few of the shortcuts we took while building this server implementation. Cutting these corners was with a purpose - not making this long article even longer.
First, we are missing resource locking when creating the channels or when a user joins/leaves a channel. If multiple people would join the same channel at the same time, it is possible to get a concurrent writes issue.
Second, our server does not have a graceful shutdown. A production-ready implementation would gracefully shut down all of the connections, informing the clients about the shutdown. Then, it would potentially save some state on disk before shutting down.
Another shortcut we took was validation of the body size in the msg
method.
When we are performing the slicing of the message body, we do not take into
consideration if there are enough bytes in the message. If a client sends a
body size larger then the body itself, we might slice off more bytes than
available, which would result in a panic
and a slice out of bounds error.
If you would like to play more with our chat server, I recommend starting with adding each of these missing functionalities to it. And drop me the link to the repo in the comments, so I can see how you pulled it off.