Using pre-bound sockets in node

Sat, 08 Dec 2012 17:02:43 +0000
tech node debugging

Abstract: This article provides a short explanation of how I fixed a problem I was having with node. In doing so it provides an introduction in to some of the node’s internal architecture.

There are times when running a node webserver where, rather than opening a network socket yourself, you want to use an existing socket. For example, I’ve got a simple loader which does some minimal setup, opening a socket and binding to a port, before exec()-ing another server (in this case a node server). In pseudo-code it looks something like:

s = socket(...);
bind(s, ...);
setuid(unprivileged_uid);
exec(...);

The goal behind this is to acquire some privileged resources (such as port number less than 1024) while running as root, and then dropping privileges before executing a larger, less trusted, code base. (I’m sure there are other potential approaches for achieving a similar kind of goal, that isn’t really what this post is about).

Anyway, if you use this approach, when calling a createServer API, rather than providing an address and port when listening, you can provide a file descriptor. Effectively what happens is that the code operates something like:

if (fd is null) {
   fd = socket(...)
   bind(fd, ...)
}

fd.listen()

This pattern worked really well for me on node around the time of version 0.4. As time passed and I upgraded from 0.4 through to 0.8 this approach appeared to continue working real well. Unfortunately, not appearances can be deceiving! It wasn’t until much later when trying to log an request’s remote address that I started to run into any problems. For some reason despite everything mentioned in the docs al attempts to derefence the remoteAddress property resulted in failure. It’s at this time that open source (or at least source available) libraries really shine, as it makes debugging really possible. A few dozen printfs later (well, OK, a combination of console.log and printf), and I was able to rule out any of my code, and any of express.js and any of the node http.js and https.js libraries.

The problem was that my socket object didn’t have a getpeername method, which is weird, because you expect sockets to have a getpeername method. The reason that the socket object didn’t have a getpeername method, is that it wasn’t actually a socket. Well, unfortuantely things aren’t quite that simple. There are a number of layers of abstraction in node, that make some of this more difficult to understand!

The top level of abstraction there is a javascript object that is based on node’s Socket prototype. The Socket prototype provides a number of userful methods; most of the things that you would expect from a socket: connect, read write, etc. It also defines the property we are most interested in: remoteAddress. Now this is a really simple property:

Socket.prototype.__defineGetter__('remoteAddress', function() {
  return this._getpeername().address;
});

As you can see, this property defers all the real work to another method _getpeername:

Socket.prototype._getpeername = function() {
  if (!this._handle || !this._handle.getpeername) {
    return {};
  }
  if (!this._peername) {
    this._peername = this._handle.getpeername();
    // getpeername() returns null on error
    if (this._peername === null) {
      return {};
    }
  }
  return this._peername;
};

Now, ready the code for _getpeername it should be clear that the Socket object is primarily a wrapper for an underlying _handle. After exporing the code in net.js some more it becomes clear that _handle could be one of two different things: a Pipe() or a TCP() object. These objects are implemented in C++ rather than Javascript. Now, reading the code for these objects (in pipe_wrap.cc and tcp_wrap.cc) it becomes clear that these two objects have very similar implementation, however the TCP object provides a few more features, critically it provides the getpeername method, whereas the Pipe object does not. This is the key to the underlying problem: my Socket objects have a Pipe object as the handle, rather than an a TCP object as the handle. The next question is why!

The answer lies in the createServerHandle function residing in net.js. This is the function that eventuallly is called when the HTTP listen method is called. This has some code like this:

  if (typeof fd === 'number' && fd >= 0) {
    var tty_wrap = process.binding('tty_wrap');
    var type = tty_wrap.guessHandleType(fd);
    switch (type) {
      case 'PIPE':
        debug('listen pipe fd=' + fd);
        // create a PipeWrap
        handle = createPipe();
      default:
        // Not a fd we can listen on.  This will trigger an error.
        debug('listen invalid fd=' + fd + ' type=' + type);
        handle = null;
        break;
   ....

The upshot of this code is that if an fd is specified, node tries to guess what kind of thing the file descriptors refers to and creates th handle based on this guess. The interesting thing with the switch statement is that it only has a single valid case: PIPE. This is interesting for a couple of reasons; it clearly isn’t hitting the default error case, which means that node somehow guesses that my file descriptor is a PIPE, which is strange, since it is definitely a socket. The kind of amazing thing is that apart from the inability to retrieve the remote address, everything in the system works perfectly. We’ll come back to this point later, but for now the challenge is to try and find out why the the guessHandleType method would think my socket is a pipe!

Again we get to follow the layers of abstraction game. guessHandleType is implemented in the tty_wrap function:

Handle<Value> TTYWrap::GuessHandleType(const Arguments& args) {
  HandleScope scope;
  int fd = args[0]->Int32Value();
  assert(fd >= 0);

  uv_handle_type t = uv_guess_handle(fd);

  switch (t) {
    case UV_TTY:
      return scope.Close(String::New("TTY"));

    case UV_NAMED_PIPE:
      return scope.Close(String::New("PIPE"));

    case UV_FILE:
      return scope.Close(String::New("FILE"));

    default:
      assert(0);
      return v8::Undefined();
  }
}

So, this wrapper function is really just turning results from an underlying uv_guess_handle function in to strings. Not much interesting, although it is somewhat interesting to know that at one layer of abstraction things are called NAMED_PIPE but simply PIPE at another. Looking at uv_guess_handle gets more interesting:

uv_handle_type uv_guess_handle(uv_file file) {
  struct stat s;

  if (file < 0) {
    return UV_UNKNOWN_HANDLE;
  }

  if (isatty(file)) {
    return UV_TTY;
  }

  if (fstat(file, &s)) {
    return UV_UNKNOWN_HANDLE;
  }

  if (!S_ISSOCK(s.st_mode) && !S_ISFIFO(s.st_mode)) {
    return UV_FILE;
  }

  return UV_NAMED_PIPE;
}

Huh, so, from this code it becomes clear that if a file-descriptor is a FIFO or a SOCK the uv library wants to treat the file-descriptor as a UV_NAMED_PIPE. This would seem to be the source of the problem. Clearly named pipes and sockets are different things, and it is strange to me that this function would force a socket to be treated as a named pipe (especially when the upper layer treat the two things differently). As an aside, this is the place where comments in code are essential. At this point I have to guess why this is written in this non-obvious manner. Some potential things come to mind: compatability with the Windows version, expediency, a restriction on the API to only return one of { TTY, UNKNOWN, FILE or NAMED_PIPE }. The other odd things is that a macro S_ISREG is also provided that could test explicitly for something that is UV_FILE, but that isn’t used so things such as directories, character devices and block devices are also returned as just FILE. Without comments it is difficult to tell if this was intentional or accidental.

So the first fix on the way to solving the overall problem is to update uv_guess_handle so that it can actually return an appropriate value when we have a socket and not a pipe. There are two possible defines that this could be: UV_TCP or UV_UDP. There is likely a some way to distinguish between the two, however for my purposes I know this is always going to be TCP, so I’m going to return UV_TCP. Of course, I’m sure this will cause someone else a similar problem down the track, so if you know what the appropriate interface is, let me know!

Another approach that could be used is to leave this function alone entirely and provide some way of specifying the to listen and createServer whether the file-descriptor is a named-pipe or a socket, however deadling with all the parameter marshalling through the stack made this somewhat unattractive.

Once this is done, net.js can then be fixed up to create a TCP() object, rather than a Pipe() object in createServerHandle.

Aside: I find it amazing that a 43-line patch requires aroudn 1400 words of English to explain the rationale and back-story!

Now we’ve fixed enough of the underlying libraries that we can think of fixing net.js. What we’d like to do is something like this:

    var type = tty_wrap.guessHandleType(fd);
    switch (type) {
      case 'PIPE':
        debug('listen pipe fd=' + fd);
        // create a PipeWrap
        handle = createPipe();
        break;

      case 'TCP':
        debug('listen socket fd=' + fd);
        handle = createTCP();
        break;

      default:
        // Not a fd we can listen on.  This will trigger an error.
        debug('listen invalid fd=' + fd + ' type=' + type);
        global.errno = 'EINVAL'; // hack, callers expect that errno is set
        handle = null;
        break;
    }
    if (handle) {
        handle.open(fd);
        handle.readable = true;
        handle.writable = true;
    }
    return handle;

This looks pretty good, but unfortunately it doesn’t work. That’s because although the Pipe() object supports an open method, the TCP() object (which has a very similar set of APIs) does not support the open method! How very frustrating. Now the implementation of pipe’s open method is relatively straight forward:

Handle<Value> PipeWrap::Open(const Arguments& args) {
  HandleScope scope;

  UNWRAP(PipeWrap)

  int fd = args[0]->IntegerValue();

  uv_pipe_open(&wrap->handle_, fd);

  return scope.Close(v8::Null());
}

That looks pretty easy to implement on the TCP object, however we hit a problem when we get to the uv_pipe_open line. This function takes something of uv_pipe_t type, where as the handle in a TCP object has uv_tcp_t type.

Dropping down another level of abstraction again, we need to add a new uv_tcp_open function in that takes a uv_tcp_t parameter. It turns out that this is pretty straight foward:

int uv_tcp_open(uv_tcp_t* tcp, uv_file fd) {
  return uv__stream_open((uv_stream_t*)tcp,
                         fd,
                         UV_STREAM_READABLE | UV_STREAM_WRITABLE);
}

The only frustrating thing is that this is almost an exact duplicate of the code in uv_pipe_open. Such egregious duplication of code rub me the wrong way, but I don’t think there is a good alternative.

A this point I do find it somewhat amazing that there are four levels of abstraction:

I’m sure it is done for a good reason (most likely to provide compatability with Windows, where named pipes are sockets are probably different the kernel interface layer), however it is somewaht amusing that th eabstraction moves from the lowest kernel level, where both objects are just represetned as ints, and any function can be applied, up through two levels of abstaction that make each thing very different types, before ending up at a top-level where they are essentially recombined in to a single type.

In any case, after a lot of plumbing, we reach are able to make sure that when we listen on a socket file-descriptor, we actually get back socket objects that correclty support the remoteAddress property, and all is good with the world.

Catching thread exceptions in Python

Sat, 06 Oct 2012 12:50:18 +0000
tech python

Error handling is a total pain no matter method you choose to use; in Python we are more or less stuck with exceptions. When you have exceptions if you want any chance of debugging program failures, you want to see the stack-trace for any uncaught exceptions. Python usually obliges by spewing out a stack traces on stderr. However, it isn't too hard to get in to a situation where you end up losing those stack traces which ends up leading to a bunch of head scratcing.

When you have a server, you usually run it daemonized. When running as a deamon, it is not uncommon for any output to be redirected to /dev/null. In this case, unless you have arranged otherwise, your stack traces are going to disappear into the ether.

When you have a server style program, you definitely want to be using the Python logging system. This lets you output messages to logfiles (or syslogd). So ideally, you want any stack traces to go here as well.

Now, this is fairly straight forward, you can just make sure your top level function is wrapped in a try/except block. For example:

try:
  main()
except:
  logging.exception("Unhandled exception during main")

Another alternative is setting up a custom excepthook

This works great, unless you happen to be using the threading module. In this case, any exceptions in your run method (or the function you pass as a target) will actually be internally caught by the threading module (see the _bootstrap_inner method).

Unfortunately this code explicitly dumps the strack trace to stderr, which isn’t so useful.

Now, one approach to dealing with this is to have every run method, or target function expicilty catch any exceptions and output them to the log, however it would be nice to avoid duplicating this handling everywhere.

The solution I came up with was a simple sublcass the standard Thread class that catches the exception and places it out on the log.

class LogThread(threading.Thread):
    """LogThread should always e used in preference to threading.Thread.

    The interface provided by LogThread is identical to that of threading.Thread,
    however, if an exception occurs in the thread the error will be logged
    (using logging.exception) rather than printed to stderr.

    This is important in daemon style applications where stderr is redirected
    to /dev/null.

    """
    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        self._real_run = self.run
        self.run = self._wrap_run

    def _wrap_run(self):
        try:
            self._real_run()
        except:
            logging.exception('Exception during LogThread.run')

Then, use the LogThread class where you would previously use the Thread class.

Another alternative approach to this would be to capture any and all stderr output and redirect it to the log. An example of this approach can be found on in electric monk’s blog post "Redirect stdout and stderr to a logger in Python".

Python packages and plugins

Sat, 06 Oct 2012 10:09:11 +0000
tech python

One thing that can be a little confusing with Python is how packages work. Packages let you group your modules together and gives you a nice namespace. You can read all about them in the Python docs.

Now one thing that can be pretty confusing is that importing a package does not mean that any modules inside that package are loaded.

Imagine a very simple package called testing, with a single foo module. E.g:

  testing/
    __init__.py
    foo.py

The foo module might look something like:

def bar():
    return 'bar'

Now, you might expect to be able to write code such as:

import testing
print(testing.foo.bar())

However, trying this won’t work, you end up with an AttributeError:

Traceback (most recent call last):
  File "t.py", line 2, in 
    testing.foo.bar()
AttributeError: 'module' object has no attribute 'foo'

So, to fix this you need to actually import the module. There are at (at least) two ways you can do this:

import testing.foo
from testing import foo

Either of these put testing.foo into sys.modules, and testing.foo.bar() will work fine.

But, what if you want to load all the modules in a package? Well, as far as I know there isn't any built-in approach to doing this, so what I’ve come up with is a pretty simple function that, given a package, will load all the modules in the package, and return them as a dictionary keyed by the module name.

def plugin_load(pkg):
    """Load all the plugin modules in a specific package.

    A dictionary of modules is returned indexed by the module name.

    Note: This assumes packages have a single path, and will only
    find modules with a .py file extension.

    """
    path = pkg.__path__[0]
    pkg_name = pkg.__name__
    module_names = [os.path.splitext(m)[0] for m in
                    os.listdir(path)
                    if os.path.splitext(m)[1] == '.py' and m != '__init__.py']
    imported = __import__(pkg_name, fromlist=module_names)
    return {m: getattr(imported, m) for m in module_names}

There are plenty of caveats to be aware of here. It only works with modules ending in .py, which may miss out on some cases. Also, at this point it doesn’t support packages that span multiple directories (although that would be relatively simple to add. Note: code testing on Python 3.2, probably needs some modification to work on 2.x (in particular I don’t think dictionary comprehensions in 2.x).

If you’ve got a better way for achieving this, please let me know in the comments.

distrusting git

Sat, 01 Oct 2011 07:06:11 +0000
git tech rant

tl;dr git destroyed my data; my team now has severe trust issues with git

We ask a lot from our source control systems. We want them to be flexible, fast, distributed, clever and even easy-to-use. But the number 1 thing we should demand from a source control system is that it doesn’t destroy our data. Probably most importantly, it shouldn’t ever lose stuff that has been committed, but just behind that it really shouldn’t destroy data in our working directory.

When you find out that your source control system has lost your data you end up in a very bad place. Once your source control system destroys your data once, you immediately have a severe break-down of trust between yourself and your tool. You revert to using cp -R to create backups before doing anything with the tool, just in case it destroys your data again.

Development was proceeding along at a cracking pace, and I was getting ready to commit a series of important changes. Before doing so, I want to merge in the recent changes from the remote master, so I do the familiar git pull. It complained about some files that would be overwritten by the merge, so I saved a backup of my changes, then reverted my changes in those specific files, and proceeded. The merge went went fine, and pulled in all the remote changes to the working directory. Getting ready for the commit, I do a git status and start to get a little concerned; one of the files I’ve been heavily editting doesn’t show up in the status list. I cat the file to see what is going on; seems none of my changes are there. Now, I’m getting concerned, maybe I’m going slightly crazy after 3 days straight hacking, but I’m sure I made some changes to this file. I scroll up the terminal backlog to the git status I did before the pull. Sure enough, the file is marked as changed there, but not after the merge. I carefully read the full details from the merge; my file isn’t listed being touched there. Now I am really worried. git has just gone and destroyed the last 5 or 6 hours worht of work. Not happy!

Luckily, I was able to reconstruct most of the work from editor buffers, which I luckily still had open.

But, now I am worried. Why the fuck did git decide to destroy data in my working directory, without even telling me!. Did I do something wrong? Is this a case I should know about? I had to investigate.

So, I took a snapshot of my repository, rolled back to the revision before the merge, mad some minor modifications to my file, the ran the merge again. And, again, git destroys the change in the working directory. Now this isn’t normal behaviour, something is really fucked. The only thing slightly interesting about the file in question is that it had been recently renamed. Somehow this rename had confused the merge, and the merge was silently overwriting files.

Now git has a few different merge strategies, so I tried out some different ones. This was a simple pretty simple merge with 2-heads so the options were really recursive or resolve. git picks recursive be default, so I tried resolve instead. This worked fine. Surprsingly this made me feel a little better, I wasn’t completely crazy, silently updating files in my working directory wasn’t intended behaviour, there had to be something wrong in recursive merge.

So, I updated to the latest version in homebrew. Same problem.

Then it was time to start debugging git for real. So I downloaded the source (using git of course). I started having a look through merge-recursive.c. It didn’t look too bad, but there was clearly going to be a lot to learn if I was going to debug this. Before I started literring the code with prints I thought I better just see if head had the same problem. Lo and behold head worked! OK, cool, they fixed the bug. But that isn’t really a satisfying answer. Just for fun I checked out some random version to try and narrow down when the bug was fixed. In doing so I found that actually it worked in some old vesions, then didn’t work, and then finally worked again in the very latest. Here are my raw notes:

1.7.1               => good
1.7.2               => good
1.7.3               => good
1.7.4               => bad
1.7.5               => bad              
1.7.6.1 (installed) => bad
1.7.6.1 (checkout)  => bad
1.7.6.4             => bad
1.7.7-rc0           => fail
1.7.7-rc1           => pass
1.7.7-rc3           => pass

OK, this is getting more interesting. So somewhere between 1.7.2 and 1.7.3 this bug was introduced. I started using git bisect to narrow things down. I quickly got bored of manually doing git bisect good and git bisect bad, luckily I stumbled upon git bisect run that automates the whole process. After about 20 minutes compiling and testing it found the bad commit.

commit 882fd11aff6f0e8add77e75924678cce875a0eaf
Author: Elijah Newren 
Date:   Mon Sep 20 02:29:03 2010 -0600

    merge-recursive: Delay content merging for renames
    
    Move the handling of content merging for renames from process_renames() to
    process_df_entry().
    
    Signed-off-by: Elijah Newren 
    Signed-off-by: Junio C Hamano 

OK, lots of talk about merge-recursive and renames. That sounds like it makes sense; at least there is a specific bit of code that I can blame for my data destruction, maybe I don’t have to distrust the whole tool.

But to really be confident, I want to think that the fix isn’t just something random, and was actually done to fix this this problem. So I switched the return code in my test script, and ran git bisect again to find when the bug was fixed. Eventually it found this commit:

commit 5b448b8530308b1f5a7a721cb1bf0ba557b5c78d
Author: Elijah Newren 
Date:   Thu Aug 11 23:20:10 2011 -0600

    merge-recursive: When we detect we can skip an update, actually skip it
    
    In 882fd11 (merge-recursive: Delay content merging for renames 2010-09-20),
    there was code that checked for whether we could skip updating a file in
    the working directory, based on whether the merged version matched the
    current working copy.  Due to the desire to handle directory/file conflicts
    that were resolvable, that commit deferred content merging by first
    updating the index with the unmerged entries and then moving the actual
    merging (along with the skip-the-content-update check) to another function
    that ran later in the merge process.  As part moving the content merging
    code, a bug was introduced such that although the message about skipping
    the update would be printed (whenever GIT_MERGE_VERBOSITY was sufficiently
    high), the file would be unconditionally updated in the working copy
    anyway.
    
    When we detect that the file does not need to be updated in the working
    copy, update the index appropriately and then return early before updating
    the working copy.
    
    Note that there was a similar change in b2c8c0a (merge-recursive: When we
    detect we can skip an update, actually skip it 2011-02-28), but it was
    reverted by 6db4105 (Revert "Merge branch 'en/merge-recursive'"
    2011-05-19) since it did not fix both of the relevant types of unnecessary
    update breakages and, worse, it made use of some band-aids that caused
    other problems.  The reason this change works is due to the changes earlier
    in this series to (a) record_df_conflict_files instead of just unlinking
    them early, (b) allowing make_room_for_path() to remove D/F entries,
    (c) the splitting of update_stages_and_entry() to have its functionality
    called at different points, and (d) making the pathnames of the files
    involved in the merge available to merge_content().
    
    Signed-off-by: Elijah Newren 
    Signed-off-by: Junio C Hamano 

OK, this is good. Looks like they fixed the bug, and it even references the bad commit that I had narrowed things down to.

So I’m a little bit dismayed that this bug existed for almost a full year before being fixed. I can’t be the only person to have been hit by this problem can I? I looked at the release notes for v1.7.7. This is what they have to say abou the issue:

 The recursive merge strategy implementation got a fairly large
 fix for many corner cases that may rarely happen in real world
 projects (it has been verified that none of the 16000+ merges in
 the Linux kernel history back to v2.6.12 is affected with the
 corner case bugs this update fixes).

OK, so the bug never trigged in 16,000+ Linux kernel merges. Strangely that doesn’t actually make me feel any better.

So, I don’t think git sucks. All software has bugs, but bugs that destroy data are pretty devastating. It is a little hard to trust git merge operations now. I’ll probably try to make sure I don’t merge on to a working directory (i.e: stash my changes first, since then they are at least backed up on the object database).

Of course convincing my colleagues, who were also affected by this bug, and didn’t really have any love for git in the first place, that git isn’t completely broken is going to be a tough sell.

node.js and IPv6

Sat, 13 Aug 2011 09:46:35 +0000
node.js ipv6 tech

tl;dr

OK, my last few posts on node.js may have seemed a little negative. While there are some things in node.js that seem a little more complicated than necessary, there are some things that are nice and simple, such as getting your server to run on both IPv4 and IPv6. This post is a little late for World IPv6 Day, but better late than never!

So this post isn’t about configuring IPv6 on your machine in general. I’m going to assume that your local network interface has an IPv6 address. You can probably check this with the output of ifconfig. On my Darwin box it looks something like:

benno@ff:~% ifconfig lo0
lo0: flags=8049 mtu 16384
	inet6 ::1 prefixlen 128 
	inet6 fe80::1%lo0 prefixlen 64 scopeid 0x1 
	inet 127.0.0.1 netmask 0xff000000 

You should see the local interface bound to the IPv6 localhost address ::1 as well the IPv4 localhost address 127.0.0.1. So lets get started with a simple little IPv4 server.

var http = require('http')
var server

function onRequest(req, res) {
    console.log(req.method, req.url)
    res.writeHead(200, {'Content-Type': 'text/plain'})
    res.end('Hello World\n')
}

function onListening() {
    console.log('Listening at http://' + this.address().address + ':' + this.address().port + '/')
}

server = http.createServer()
server.on('request', onRequest)
server.on('listening', onListening)
server.listen(1337, '127.0.0.1')

This is a slight variation on the canonical node.js Hello World example. A few things worth noting:

So, apart from my stylistic quirks, the above should be fairly straight forward. The only new thing functionality wise compared to the normal node.js example is the addition of some trivial logging in the request handler.

So our quest is going to be to add support for IPv6. Before we do that though, I’m going to improve our logging a bit. Just because we are supporting IPv6, doesn’t mean we want to stop our server running on IPv4, so we are going to end up with multiple servers running at once. Once this happens, our logging might get a bit confusing. So we’re going to give our servers a name, and include that in the logging.

var http = require('http')
var server

function onRequest(req, res) {
    console.log('[' + this.name + ']', req.method, req.url)
    res.writeHead(200, {'Content-Type': 'text/plain'})
    res.end('Hello World\n')
}

function onListening() {
    console.log('[' + this.name + '] Listening at http://' + this.address().address + ':' + this.address().port + '/')
}

server = http.createServer()
server.name = 'ipv4server'
server.on('request', onRequest)
server.on('listening', onListening)
server.listen(1337, '127.0.0.1')

Because Javascript objects are open we can trivially add a name field to our objects, and then use this when logging. In general I avoid messing with objects created by other modules, but it is the quick and easy approach in this case.

OK, so on to IPv6. As a first stab at it, we get something like this:

var http = require('http')
var server

function onRequest(req, res) {
    console.log('[' + this.name + ']', req.method, req.url)
    res.writeHead(200, {'Content-Type': 'text/plain'})
    res.end('Hello World\n')
}

function onListening() {
    console.log('[' + this.name + '] Listening at http://' + this.address().address + ':' + this.address().port + '/')
}

ipv4server = http.createServer()
ipv6server = http.createServer()

ipv4server.name = 'ipv4server'
ipv6server.name = 'ipv6server'

ipv4server.on('request', onRequest)
ipv6server.on('request', onRequest)

ipv4server.on('listening', onListening)
ipv6server.on('listening', onListening)

ipv4server.listen(1337, '127.0.0.1')
ipv6server.listen(1337, '::1')

Basically, creating an IPv6 server is exactly the same as creating an IPv4 server, except you use an IPv6 address literal (i.e: ::1) to specify the local address to bind to, rather than an IPv4 address literal. You can see that there is absolutely no problem sharing the event handlers between the two different servers. The this variable in each event handler function refers to the server itself, so you can handle cases that are server specific if necessary.

When you run this you should get some output like:

[ipv4server] Listening at http://127.0.0.1:1337/
[ipv6server] Listening at http://::1:1337/

Which looks pretty good. You can try going to the IPv4 server URL in your browser. If you try the IPv6 URL, you will probably run in to some problems. This is because you need some escaping of the IPv6 literal address in the URL, or it can’t be parsed correctly (what with there being all those colons which are usually used for separating the port number). So the correct URL should be: http://[::1]:1337/. We better fix this bug in the code:

function onListening() {
    var hostname = this.type === 'tcp4' ? this.address().address : '[' + this.address().address + ']'

    console.log('[' + this.name + '] Listening at http://' + hostname + ':' + this.address().port + '/')
}

OK, that’s looking pretty good now, if you start hitting those URLs on the different address you should get some useful output such as:

[ipv4server] Listening at http://127.0.0.1:1337/
[ipv6server] Listening at http://[::1]:1337/
[ipv4server] GET /
[ipv4server] GET /favicon.ico
[ipv6server] GET /
[ipv6server] GET /favicon.ico

Now, I mentioned earlier I don’t like duplicating data. I also don’t like duplicating code either, so let’s refactor this a little:

function startServer(name, address, port) {
    var server = http.createServer()
    server.name = name
    server.on('request', onRequest)
    server.on('listening', onListening)
    server.listen(port, address)
    return server
}

startServer('ipv4server', '127.0.0.1', 1337)
startServer('ipv6server', '::1', 1337)

So, in conclusion it is easy-peasy to run your web application on IPv6, and even on IPv4 and IPv6 using the exact same script.

node.js semi-asynchronous functions

Mon, 08 Aug 2011 19:19:28 +0000
tech node.js

tl;dr

Last time I wrote about some of the idiosyncrasies in the way in which you deal with exceptions in node.js. This time, I’m looking at a phenomenon I’m calling semi-asynchronous functions.

Let’s start with a simple asynchronous function. We have a function x which sets the value of two global variables. Of course global variables are bad, so you could imagine that x is a method and it is updating some fields on the current object if it makes you feel better. Of course some will argue that any mutable state is bad, but now we are getting side-tracked!

var a = 0
var b = 0

function x(new_a, new_b) {
    a = new_a
    b = new_b
}

So, here was have a pretty simple function, and it is pretty easy to state the post-condition that we expect, specifically that when x returns a will have the value of the first argument and b will have the value of the second argument.

So, let’s just write some code to quickly test our expectations:

x(5, 6)
console.log(a, b)

As expected this will print 5 6 to the console.

Now, if x is changed to be an asynchronous function things get a little bit more interesting. We’ll make x asynchronous by doing the work on the next tick:

function x(new_a, new_b, callback) {
    function doIt() {
	a = new_a
	b = new_b
	callback()
    }
    process.nextTick(doIt)
}

Now, we can guarantee something about the values of a and b when the callback is executed, but what about immediately after calling? Well, with this particular implementation, we can guarantee that a and b will be unchanged.

function done() {
    console.log("Done", a, b)
}

x(5, 6, done)
console.log("Called", a, b)

Running this we see that our expectations hold. a and b are 0 after x is called, but are 5 and 6 by the time the callback is executed.

Of course, another valid implementation of x could really mess up some of these assumptions. We could instead implement it like so:

function x(new_a, new_b, callback) {
    a = new_a
    function doIt() {
	b = new_b
	callback()
    }
    process.nextTick(doIt)
}

Now we get quite a different result. After x is called a has been modified, but b remains unchanged. This is what I call a semi-asynchronous asynchronous function; part of the work is done synchronously, while the remainder happens some time later.

Just in case you are thinking at this point that this is slightly academic, there are real functions in the node.js library that are implemented in this semi-asynchronous fashion.

Now as a caller, faced with this semi-asynchronous functions, how exactly should you use it? If it is clearly documented which parts happen asynchronously and which parts happen synchronously and that is part of the interface, then it is relatively simple, however most functions are not documented this way, so we can only make assumptions.

If we are conservative, then we really need to assume that anything modified by the function must be in an undefined state until the callback is executed. Hopefully the documentation makes it clear what is being mutated so we don’t have to assume the state of the entire program is undefined.

Put another way, after calling x we should not rely on the values a and b in anyway, and the implementer of x should feel free to change when in the program flow a and/or b is updated.

So can we rely on anything? Well, it might be nice to rely on the order in which some code is executed. With both the implementation of x so far, we have been able to guarantee that the code immediately following the function executes before the asynchronous callback executes. Well, that would be nice, but what if x is implemented like so:

function x(new_a, new_b, callback) {
    a = new_a
    b = new_b
    callback()
}

In this case, the callback will be executed before the code following the call to x. So, there are two questions to think about. Is the current formulation of x a valid approach? And secondly, is it valid to rely on the code ordering?

While you think about that, let me introduce another interesting issue. Let’s say we want to execute x many times in series (i.e: don’t start the next x operation until the previous one has finished, i.e: it has executed the callback.). Well, of course, you can’t just use something as simple as a for loop that would be far too easy, and it would be difficult to prove how cool you are at programming if you could just use a for loop. No instead, you need to do something like this:

var length = 100000;
function repeater(i) {
  if( i < length ) {
      x(i, i,  function(){
	  repeater(i + 1)
      })
  }
}
repeater(0)

This appears to be the most widely used approach. Well there is at least one blog post about this technique, and it has been tied up into a nice library. Now, this works great with our original implementations of x. But try it with the latest one (i.e: the one that does the callback immediately). What happens? Stack overflow happens:

node.js:134
        throw e; // process.nextTick error, or 'error' event on first tick
        ^
RangeError: Maximum call stack size exceeded

So now the question isn’t just about whether the code ordering is a reasonable assumption to make, now we need to work out whether it is a reasonable assumption to make that the callback gets a new stack each time it is called! Once again, if it is clearly documented it isn’t that much of a problem, but none of the standard library functions document whether they create a new stack or not.

The problem here is that common usage is conflicting. There is a lot of advice and existing libraries that make the assumption that a callback implies a new stack. At the same time there is existing code within the standard library that does not create a new stack each time. To make matters worse, this is not always consistent either, it can often depend on the actual arguments passed to the function as to whether a new stack is created, or the callback is executed on the existing stack!

What then can we make of this mess? Well, once again, as a caller you need to make sure you understand when the state is going to be mutated by the function, and also exactly when, and on which stack your callback will be executed.

As an API provider as always, you need to document this stuff, but lets try to stick to some common ground; callback should always be executed in a new stack, not on the existing one.

node.js exceptions

Mon, 08 Aug 2011 16:10:28 +0000
tech node.js

tl;dr

One of the best things about asynchronous, callback based programming is that basically all those regular flow control constructs you are used to are completely broken. However, the one I find most broken is the handling of exceptions.

Javascript provides a fairly familiar try...catch construct for dealing with exceptions. The problems with exceptions is that they provide a great way of short-cutting errors up a call stack, but end up being completely useless of the error happens on a different stack.

Here is a simple example to get started:

function x() {
    throw new Error('my silly error')
}

x()

If we run this in node, the result is fairly intuitive, we get a nasty traceback:

node.js:134
        throw e; // process.nextTick error, or 'error' event on first tick
        ^
Error: my silly error
    at x (/Users/benno/apkudo/test.js:2:11)
    at Object. (/Users/benno/apkudo/test.js:5:1)
    at Module._compile (module.js:402:26)
    at Object..js (module.js:408:10)
    at Module.load (module.js:334:31)
    at Function._load (module.js:293:12)
    at Array. (module.js:421:10)
    at EventEmitter._tickCallback (node.js:126:26)

Now if we ignore the first few lines of junk, the rest is a fairly familiar traceback. You’ll note that we are already pretty deep in a stack trace even for this very simple function. You can mostly ignore everything from Module._compile onwards.

Now instead of doing this we might want to, instead, catch this error and write some code to handle the error. We aren’t going to do anything earth shattering in the handler, just print out the exception and continue on our merry way.

function x() {
    throw new Error('my silly error')
}

try {
    x()
} catch (err) {
    console.log("Error:", err)
}

Now, if you run this you get:

Error: { stack: [Getter/Setter],
  arguments: undefined,
  type: undefined,
  message: 'my silly error' }

So far, so good. Just what you would expect in the normal world of programming. Let’s spice things up a bit; let’s make x asynchronous. We’ll create a wrapper function y which will take two arguments. The first argument indicates whether to execute x synchronously or asynchronously. The second argument is a function that will be called on completion. Something like this:

function y(arg, callback) {
    if (arg === 1) {
	x()
	callback()
    } else {
	function onTick() {
	    x()
	    callback()
	}
	process.nextTick(onTick())
    }
}

Now this setup may seem a tad contrived, but in the real world we get situations not all that different to this. For example the built-in listen method may do a DNS lookup on the host argument if it is not a dotted decimal. If it is a dotted decimal though, no lookup is required. So, we change our calling code appropriately:

try {
    y(1, function () { console.log("Callback") })
} catch (err) {
    console.log("Error:", err)
}

Running this gets us essentially the same output as before: we successfully catch the exception and then we are on our way. Let’s change our calling code slightly though, so that we hit the asynchronous path:

try {
    y(0, function () { console.log("Callback") })
} catch (err) {
    console.log("Error:", err)
}

Running this we now find that we get an ugly traceback. We completely failed in catching the exception:

node.js:134
        throw e; // process.nextTick error, or 'error' event on first tick
        ^
Error: my silly error
    at x (/Users/benno/apkudo/test.js:2:11)
    at Array.onTick (/Users/benno/apkudo/test.js:11:6)
    at EventEmitter._tickCallback (node.js:126:26)

What happened here is that when y hits the asynchronous path it creates an entirely new call stack, on that isn’t protected by a try..catch block at the top of the call stack. So we end up with the default node exception handling code. You can see how the call stack in this case is much shorter.

How can we deal with this? Well, one way is that we just don’t do exception like things, and always explicitly return errors or pass them as arguments to callbacks. The other option is to use the event system provided by node.js. That is what we will look at next as it is what node.js uses internally. We are going to change our code so that y emits a myerror event rather than the exception bubbling up.

var events = require('events')
emitter = new events.EventEmitter()

function y(arg, callback) {
    if (arg === 1) {
	x()
	callback()
    } else {
	function onTick() {
	    try {
		x()
	    } catch(err) {
		emitter.emit('myerror', err)
		return
	    }
	    callback()
	}
	process.nextTick(onTick)
    }
}

In this example we are just using a global emitter object. In a real example x would likely be a method on an object that sub-classed the EventEmitter class. If we run the code now don’t get any output at all! This is because we haven’t yet attached a listener to the myerror event. We can do that like so:

emitter.on('myerror', function(err) { console.log("Error:", err) })
y(0, function () { console.log("Callback") })

Now, when we run it we get the same type of output as we did when we were catching exceptions:

Error: { stack: [Getter/Setter],
  arguments: undefined,
  type: undefined,
  message: 'my silly error' }

Now, you might have picked up a slight problem with the above approach. If we don’t catch the exception by registering a handler for the myerror event nothing happens; the exception is essentially ignored. This is different to normal exceptions in Javascript that will bubble right up to the run-time for reporting.

Now, we could ensure that there is always a default handler for the myerror event which dumped the traceback and exits, but you would also need to work out if another listener already handled the error or not, and so on. It turns out that node.js has already solved this problem, so instead of inventing our own event name we can use the special error event. Events called error are treated very specially by the node code. From the emit code in event.js:

  if (type === 'error') {
    if (!this._events || !this._events.error ||
        (isArray(this._events.error) && !this._events.error.length))
    {
      if (arguments[1] instanceof Error) {
        throw arguments[1]; // Unhandled 'error' event
      } else {
        throw new Error("Uncaught, unspecified 'error' event.");
      }
      return false;
    }
  }

Of course, registering an error event listener doesn’t magically trap any exceptions that might be raised in the old fashioned way. This means if you are writing code, you really need to understand which type of error handling approach the code you are calling uses and ensure you handle it appropriatley.

Unfortunately, most APIs don’t actually document this error handling behaviour, so you are forced to go and read the code to work out exactly what is going on. If you are writing an API, please make it easy on your fellow developer by documenting this kind of thing.

Determining Dependencies

Tue, 15 Mar 2011 18:58:48 +0000
tech build-system

One of the best ways to make a build system fast is to avoid the unnecessary rebuilding of files. Build tools have a variety ways of achieving this. To better discuss this, let’s first define some terms. One way to look at a build system is that it takes some set of inputs in to some set of outputs. Usually these inputs and outputs are files in the file-system, but could potentially be something else, like tables in a database or anything else. Usually the build system consists of a set of build rules; each build rule has some set of inputs, and produces a set of outputs, by running a given build command. You’ll have to forgive the abstruse nature of these definitions, but I’m attempting to keep the design space as open as possible!

So to improve the speed of the build system we want to avoid executing unnecessary build commands. To do this in any reasonable way requires making some assumptions about the individual build rules, specifically that the output for a build rule only depends on the build rule’s inputs. With such an assumption there is no need to rerun a build command if the inputs of a build rule have not changed.

This in itself is an interesting restriction as the inputs to a build rule may not be entirely obvious. For example, the output of a build rule may depend on the time, or the user name of the hostname. The other problem is build commands that have inputs which are also outputs (i.e: commands that modify files such as ar). And of course the given command for a build rule may also potentially change. For example, imagine a build system that support a --ndebug argument, which causes compile command to have an extra -DNDEBUG argument.

So the aim of this article is to explore the design space of how build tools handle the specification of the inputs to a given build rule.

Explicit

Now the easiest approach is that the build system explicitly lists the inputs for each build rule. This is the base line kind of approach for something like make. The difficulty with this approach is that it can be error prone. A prototypical extract from a Makefile might look something like:


foo.o: foo.c
     gcc foo.c -o foo.o

Now if foo.c includes foo.h then there is a problem. Since foo.h is not captured as one of the inputs to the build rule, if foo.h changes, then the build command will not be re-run.

Of course, it is quite simple to include foo.h as one of the inputs for this specific build rule, but that is pretty brittle. C already sucks enough having to both declare and define public functions, without making it even more annoying by requiring you to update the build system every time you add a header to a source file. (And of course it should be removed from the build system when it is removed from the C file, however forgetting to do this will just affect performance, not correctness of the build system).

Another possibility is to treat each of the include path directories as an input to the build rule. There are some other issues with determining if a directory has changed from one build to the next, but we’ll ignore that for now. This approach should be relatively easy to use, and should be correct most of the time, but has a performance drawback if the include path has many include files, and most source files only include one or two headers.

Rule Specific Scanners

Rather than having to manually define each and every input file another approach is to have some rule specific process that can determine the correct inputs for a given rule. gcc has a -MM option which can be used to determine which header files would be used to compile a given file. This can be used in conjuction with make to automatically determine the inputs for any compile rules, which is a great improvement over manually managing the dependencies for any given source file, however there are some drawbacks.

The first is that the overall compile time is affected, as each time a file is compiled it must also generate the dependencies. In practise this isn't too bad; scanning for headers isn’t particularly CPU intensive, and since the compile will touch the same files doesn’t result in any extra I/O (and if the files weren’t cached, it primes the cache for the compile anyway).

The second problem, is that gcc -M is a gcc specific thing that isn’t going to work with other compilers, or other tools more generally. Of course, it would be possible to write a generate dependencies script for each type of build rule, but this is potentially a lot of work, and can have accuracy problem as the actual build command may in fact work slightly differently to how dependency script works, which risks having incorrect builds.

The next problem is to do with generated header files. If a source file includes a generated header file, and that generated header file does not yet exist, then gcc -MM will result in an error. gcc provides a -MG option to help account for this problem, however it is far from perfect. It assumes that the include path of the generated header is the current working directory which may not actually be the case. Generated files are not necessarily a problem, depending on some other design decisions it is possible to ensure that this dependency scanning occurs at the same time as compilation, so missing includes would be an error.

Another way to avoid the generated header file problem if the scanning operation is aware of the rest of the build rules. For example, when searching for a specific include file, the scanning tool could check not just for specific files in the file system itself, but also check for known outputs from other build rules in the build system. This approach has the drawback that the accuracy of scanning might not be adequate. For example, the SCons build tool uses this approach but can generate incorrect set of inputs when include files are conditionally included, or when headers are included through a macro. E.g:


#define ARCH mips
#define ARCH_INC(x) 
#include ARCH_INC(foo.h)

Of course you can argue that such a construct is probably less than ideal, however any approach like this is going to be prone to the same class of errors.

Depending on the exact model for determining the execution order of build commands in the system (the subject of a later article) the time at which the scanning occurs can have a major impact on performance.

A final problem with this approach in practise is that it can actually miss some dependencies. Consider the a command such as gcc -Iinc1 -Iinc2 foo.c. If foo.c includes foo.h and foo.h resides in the inc2 directory then this approach will generally report that foo.c depends on inc2/foo.h. However, this misses an important bit of information; the command is dependent on the non-existence of foo.h in the inc1 directory. If foo.h in added to inc1 then the output of the command will be different but an incremental build would miss this and not cause a rebuild. In theory there should be no reason why such a tool can’t report that a build rule depends on the non-existence of files as well. And indeed why explicit noting of inputs can’t do the same thing.

Tracing command execution

The only other approach (that I know of) is to track what files the build command actually touches when it executes. There are a couple of ways in which this can be done, but all approaches conceptually track when the build command opens files. One example of this is the memoize.py build tool, which uses strace to trace which files are touched by a given build command.

This approach has the very large advantage of being pretty accurate and capturing all the files that a build command touches and of not needing any build rule specific logic to determine the input files.

This approach can also easily capture files that were attempted to be opened

There are of course a few disadvantages. Firstly there is no standard API for tracing, so this part of any build tool ends up being OS specific, which is not ideal. Also tracing can add some significant overhead to the execution of build commands. Benchmarks are required to see what the difference in performance is between simply tracing build commands and running some rule specific scanner / dependency generation.

A potential disadvantage of this approach is false dependencies. If a build command opens a file but doesn’t actually consider the contents of the file during the execution of the command it will still be marked as a dependency, although there would be no need to rebuild if that file changed. This is is not a correctness problem, but could cause excessive unnecessary rebuilds.

Probably the biggest disadvantage of this approach is that all the input files for a build rule are not known until after the build command has executed. This has some pretty significant impacts on the different approaches that can be used for choosing the build rules execution order.

Summary

There are different approaches that can used to determine the set of input files for a given build rule; each has pros and cons, there is no clear winner.

My preference is the automatic detection of inputs for and build rule using a tracing approach of some kind. It wins in terms of correctness and also ease-of-use. Performance is a little bit unknown, however it should approach the performance of using a secondary script for determining the inputs.

Disagree with my analysis? Can you suggest some alternatives? Please leave a comment.

Build System Requirements

Sun, 13 Mar 2011 14:46:30 +0000
tech build-system

On just about any project that is larger than hello world you are going to want some kind of tool that can automate all the steps required to build a program. In general we give the name build sytem to the various compenents that go in to generating the final program. Build systems are probably up there with revision control systems as one of the most important software engineering tools. In this first post of a series about build systems I'm going to try and put together some of the requirements that a project’s build system should have.

So what is a build system? Basically, something that takes in the project source and generates the project artifacts (generally programs, libraries, tarballs, etc).

Before getting too far into the discussion is useful to draw the distinction between a project’s build system and the underlying build tool (e.g: make, scons, etc). This post is primarily about the former, not the latter. Of course the choice of tool can make it easier or harder to achieve the goals of the project’s build system, but it is possible to build good or bad systems regardless of the underlying tool.

Completeness

The build system should make it easy to build all the project’s outputs right up to something in releasable format. See also The Joel Test #2. This is not always easy to achieve, especially if some of your build process includes tools that are not easily scriptable.

Ideally this should include all the artifacts that are related to the release, including user manuals, release notes, test reports and so forth. Enabling the build system to automate the generation of all these artifacts requires some pretty careful thinking about the entire software development process.

For example, release notes may be as simple as pulling all the commit messages from yoru revision control system. Of course, depending on your choice of revision control system this may more or less difficult. Ofcourse there are plently of reasons why simple pulling commit messages it not the best approach to release notes; a higher level feature oriented change list is often more appropriate.

Another area is how testing will work. Clearly such an approach pushes for automated testing procedures, but this is not always so straight forward, especially for embedded software where the final test requires some form of manual testing.

Another point of consideration is build variants. Although most developers will only be building and testing a certain configuration or target at once, it should be possible to build all the supported variants of the project in one go.

Correctness

The output of any invocation of the build sytem should be correct. This seems obvious, but can actually be very difficult to get right. The main place that this is relevant is when thinking about incremental builds. Incremental builds are a pretty common optimisation that attempts to avoid doing unnecessary work to regenerate the outputs when the inputs haven’t changed. In such case, the result of doing an incremental build should be the same as doing a full build.

The usual way this can go wrong is that the dependencies for an output command are incorrecty specified or determined; this can lead to a file changing (such as a header), and output file not being rebuilt.

Performance

The build system should be fast! Building the entire project itself should be fast, and incremental builds should also fast. As a programmer you really want to get the edit-compile-test cycle to be fast; it doesn’t need to be too long before you lose concentration and just quickly check twitter or hackernews.

Incremental builds are normally the main thing required for performance, but an oft overlooked aspect is partial build where only some subset of the outputs are required.

XKCD: The #1 programmer excuse for legitimately slacking off: “My code’s compiling”

Easy to use

To be effective the build system should be easy to use for all the developers. Of course there are a lot of aspects of ease-of-use. Firstly, it should be simple to start and execute a build; this part is usually pretty easy to achieve. It should also be easy to understand what the different targets are, and build for a specific target; this can be slightly harder to get right.

Ideally it would be easy and straight-forward for developers to change the build, for exmaple adding or removing targets, changing the build line, and so forth. This is the bit that many build systems fail at. It’s often very difficult to work out where a particular target is defined, and where the various different flags are defined; especially when flags are often the accumulation of options set in various different places.

Summary

So, this has been a pretty high-level overview of the requirements of a build system. In future posts, I'm going to look at the design of various build tools, and how the design of these tools can help achieve the goals outlined in this post.

If you have other requirements on a build system, it would be great if you could leave a comment or send me an e-mail.

Python getCaller

Thu, 06 Jan 2011 12:55:06 +0000
python tech

I’ve been doing a bit of Python programming of late, and thought I’d share a simple trick that I’ve found quite useful. When working with a large code-base it can sometimes be quite difficult to understand the system’s call-flow, which can make life trickier than necessary when refactoring or debugging.

A handy tool for this situation is to print out where a certain function is called from, Python makes this quite simple to do. Python’s inspect module is very powerful way of determining the current state of the Python interpreter. The stack function provides a mechanism to view the stack.

import inspect

print inspect.stack()

inspect.stack gives you a list of frame records. A frame record is a 6-tuple that, among other things, contains the filename and line number of the caller location. So, in your code you can do something like:

import inspect
_, filename, linenumber, _, _, _ = inspect.stack()[1]
print "Called from: %s:%d" % (filename, linenumber)

The list-index used is 1, which refers to the caller’s frame records. Index 0 returns the current function’s frame record.

Now, while this is just a simple little bit of code, it is nice to package it into something more reusable, so we can create a function:

def getCallsite():
    """Return a string representing where the function was called from in the form 'filename:linenumber'"""
    _, filename, linenumber, _, _, _ = inspect.stack()[2]
    return "%s:%d" % (filename, linenumber)

The tricky thing here is to realise that it is necessary to use list index 2 rather than 1.

The ability to inspect the stack provides the opportunity to do some truly awful things (like making the return value dependent on the caller), but that doesn’t mean it can’t be used for good as well.