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190 lines
No EOL
8 KiB
Text
synapse code design documentation
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=================================
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Objective:
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----------
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Provide a simple cross platform layer to use dynamically loaded code
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inside a core application. Portability intended to win32 / linux / MacOS (?)
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Main features are:
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- designed for single process only, no remote clients, no asynchronous processes
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- a client/server architecture, based on configuration files: a main binary,
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loading a set of shared objects
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Constraints:
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------------
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- large existing plugin code in Radiant!
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must be compatible with minimal changes, specially for plugins (i.e. clients)
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- make things as much transparent as possible
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(ideally, no real difference between a static linkage and dynamic linkage,
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cf usage of #define macros to wrap a function call onto a code pointer)
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Features:
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---------
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Gather as much generic code as possible in a static .lib with minimal dependencies
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(only dependency should be configuration files parser)
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NOTE: current effective dependency is STL / glib / xml
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Main executable implemented as a server, all others as clients. What has to
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be done for a server / what has to be done for a client needs to be documented.
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Provide as much scripts and tools and guidelines as needed (scripted generation of
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some .h files?)
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Proposed implementation:
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------------------------
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- have linux/ and win32/ subdirectories with OS-specific implementations
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(such as dynamically loading shared objects, and doing the initial query?)
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- reduce the API of a client to the minimum: one exported function?
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provide a squeleton to make new clients easily?
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Server use case:
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1) build information about location of the modules (from code and config files)
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2) load all modules and query information about their APIs
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NOTE: could read the APIs from some XML description files instead of
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querying it from the modules?
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3) build information about the required function tables
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i.e.: setup a list with the function tables to be filled in, and what they
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need to be filled in with.
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4) resolve the function table
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NOTE: is this iterative? will some plugins request more APIs as they get filled
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up?
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NOTE: do we have optional tables?
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5) unload unreferences modules
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NOTE: we don't expect to be unloading a LOT of modules, otherwise we would
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setup a solution that allows exploring of the APIs a given module provides
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from a file description. Or you could 'cache' that (md5-checksum the file, and
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maintain an XML list).
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Client use case:
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1) dynamically loaded
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2) prompted for the interfaces it provides
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2) prompted for the interfaces it requires
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3) either unloaded, or told what interfaces have been filled in
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The client module exports an Synapse_EnumerateInterfaces entry point
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This returns an ISynapseClient, which lists what the plugin provides, and what it requires
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The APIs:
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An interface is a function table, GUID / major string / minor string
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GUID is a shortcut to reference a major string (i.e. the human readable thing)
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the GUID / major string is unique for a given interface
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minor string is used to reference a particular version of an API
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(for instance when talking about image loading functionality, tga and jpg etc.)
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The GUID scheme is handy because it provides easy tests. They are not strictly
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necessary but we will probably want to keep them. Should we extend to GUIDs
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for minor too?
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Roadmap:
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--------
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Need to convert the core (as server) and the required modules. Will have
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clearer view of what's to be done along the way.
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Implementation design:
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----------------------
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There is a client and server side to synapse. Typically server is in Radiant or q3map,
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client is in any module. For implementation, we have one server class and one client class.
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It would be possible to have two seperate libraries, synapse-client and synapse-server. But
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that only brings down the statically linked stuff to make things more complicated build-sysem
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wise.
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Initial implementation has been using isynapse.h and synapse.h, to provide a pure virtual
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base class for server and client. But that doesn't bring any major functionality, it's easier
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if both sides see the full API of the client and server classes.
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A side problem is the diagnostic printing functionality. For easy debugging we require that
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the synapse code can have access to a Sys_Printf or similar function at all times (that is for
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client and server implementation). On client we will pipe through the main API to the server
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as soon as we can in most cases. Using Sys_Printf would bring us to a dead end situation, since
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when synapse is used as the server, the main code implements it's own Sys_Printf stuff.
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Instead we introduce a local Syn_Printf implementation, which can be overriden in the server
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to point to the appropriate print functions.
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Runtime config:
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---------------
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Something that has not been looked upon a lot yet, runtime configuration. What interfaces
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are loaded etc. Ideally, from an XML config file. A client explicitely requests the
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server to load all the interfaces it requires (in this case, the client is radiant or
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q3map).
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Plugins are somewhat out of the 'required interfaces' frame, since they are loaded
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whenever they are found. It is possible however that some plugins would not want to be
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loaded in if the game doesn't match etc. in case they would need to access the global
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config?
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In most cases a given API is only required once for editor functionality. (VFS for
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instance), so our #define strategy for easy mapping of the functions should still work.
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Version checks, reference counting:
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------------------------------------
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Need version checking at several levels. A version string (major/minor) on the main API
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entry point (straight in the exported function to save as much as possible for
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compatibility). For individual APIs, we have been feeding the struct size into the first
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int of the struct so far, and it has worked very well.
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Reference counting: we introduced class based APIs to solve the ref counting issues,
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which are not easy to solve on C function tables. That problem would arise in plugin
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situations where we might want to 'reload' or 'unload' some plugins. The server could
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keep track of the ref count.
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Caching?
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--------
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We are going to load every shared object we find and query it for it's interfaces. Then
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we will unload the stuff we don't want. This is going to slow down the startup process.
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We could extract the API information in a cache to avoid the loading step.
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Interfaces with multiple minors against I* objects?
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---------------------------------------------------
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Looking at the iimage.h API, why not having instead something that enumerates C++ objects
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directly? Mainly because we want to be able to spread several minors accross multiple modules
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and still use them together. And straight laid out function tables in C structs are only
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one indirection when the table is static.
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This raises a broader topic, instead of requesting APIs, we could request objects directly.
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Would that be of any use?
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Loading interfaces / resolving interdependencies strategy
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---------------------------------------------------------
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Some notes about how we load the modules and resolve interdependencies:
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We want to avoid requesting a module for an API it provides before all the APIs it requires
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have been filled in (mostly stability concerns, a module may be doing whatever internally
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when we request something from it). The exception being the module we are trying to resolve
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for (since we need a start point for resolution). But in all likelyness we resolve for radiant
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or q3map for instance.
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With this approach, it is possible that some situations could not be resolved, for instance:
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Radiant
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requires A
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provides B
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module 1
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requires C
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provides A
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module 2
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requires A
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provides C
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if we start by resolving Radiant, we will get stuck
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if we are ready to ask module to provide the API even though the required is not meant, it would work
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but that kind of situation is very unlikely, so sticking to safer strategy
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Configuration
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-------------
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the config info needs to go down to the clients too
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for instance, mapxml loaded for q3map or radiant, doesn't rely on the same major? |