Skip to content

dhh1128/distributed-state-machine

Repository files navigation

distributed-state-machine

The consensus protocol on an Indy ledger is complex. Catchup is a process all by itself, and so is view change. Yet these processes interact with larger sequencing concerns, and there is an uber consensus state that also merits state machine treatment. We have said we want a state machine approach to all this complexity, but in a discussion it became apparent that we may be thinking about it differently. We are imagining a state machine at the individual node level, but perhaps not a distributed state machine covering the ledger as a whole.

I wanted to describe what I am imagining, as a way to see if we can all get on the same page about where state machines are useful, and how they can be implemented, nested, and distributed without losing their usefulness. I also wanted to talk about how we can test state machines at the unit-test level, giving near-perfect confidence that in parts of the system, behavior is exactly what we want. (I do not believe a complex system can be exercised perfectly, just by unit tests. There are emergent effects. But I think we can test correctness to a far higher confidence than we currently do.)

Example

I want to separate this tiered-and-distributed problem from the consensus protocol so we can talk about techniques in the abstract. But I also want an easy, tangible example. So consider this situation. We have a giant spaceship like the ones in Star Wars. This spaceship is like an aircraft carrier; it contains bunches of smaller, one-man fighters, and it needs to be able to launch these fighters into combat. The fighters normally sit in a launch bay, where mechanics can work on them in normal clothes. However, sometimes the launch bay is depressurized, in which case the only way to enter from inside the larger ship is to pass through an airlock in a space suit. We have 4 airlocks, A, B, C, and D--and one launch bay door, E. It looks something like this:

bay with door, airlocks, space, and rest of ship; see http://bit.ly/2s66Qch

There are at least interesting three state machine types in this situation:

  • The state machine for the bay door E.
  • The state machines for the airlocks A, B, C, and D.
  • The state machine the controls the bay environment, (de)pressurizing and heating the launch bay.

You can see that these state machines interact with each other. We don’t want to be able to open both sides of an airlock if the launch bay is depressurized. We don’t want to be able to open a bay door if the launch bay isn’t depressurized. The airlocks have to coordinate with one another and with the bay door to achieve consensus on a target state for the launch bay. Furthermore, there can be a lag in transitions, and timeouts can occur, just like there are timing considerations in our consensus algorithm.

Now, let’s describe each of the state machines in isolation, formally. State machines consist of states and transitions. Transitions are triggered by events. Some events are triggered manually (e.g., someone pushes a button to cycle an airlock); others might be automatic (e.g., once the bay door finishes opening, the bay door should automatically go into an open state). A simple way to model state machines is with a matrix, where states are rows, events are columns, and transitions are the intersections or cells.

Bay Door

Ignore the complexity of the cross-state-machine problem for a moment, and just focus on the bay door. The essence of its state machine might look like this:

bay door matrix

(See http://bit.ly/2KSVLCk for an editable version of all the matrices used here.)

State machines can also be modeled with UML diagrams of a DAG, where states are nodes and transitions are edges. I'm including the UML equivalent here for reference. I like the matrix form better, because it forces all combinations to be explicitly considered.

bay door uml

Notice that I said the state machine "might" look like this. There are other ways to analyze the problem. For example, we could imagine a bay door that can't reverse its state while it's in motion. This would simplify the matrix, eliminating the transition in the opening state + close requested cell. One of the big values of building state machines is that it forces debate about these choices; this is a benefit I'm hoping for as we analyze systems and subsystems of the consensus protocol.

The code to implement this state machine is incredibly simple (see bay_door_v1.py). We can write unit tests that prove perfection in the implementation (see test_bay_door_v1.py). With less than 90 lines of code, I can do both both.

Before I talk about how the state machines interact, and how we might have to implement business logic with regards to them, let's propose state machines for the other two types as well.

Bay Environment

The bay environment could have a state that's warm and pressurized, that we can call friendly; this would be suitable for people to walk around in a normal uniform. The opposite state would require a spacesuit; let's call that hostile. This suggests a state machine such as:

bay environment matrix

This is simple enough that it's not worth providing sample code; its implementation would be a minor variation on the bay door code.

Airlock

The state for airlocks is the most complex. Airlocks never open a door until the pressure on both sides is equal. They have an inner and outer door, and 4 buttons that can be used to open the door at the place where a person wants to pass through -- push button 1 if you're in the launch bay and you want to open the outer door to enter the airlock, button 3 if you're inside the airlock and want to go to the ship interior, and so forth. When you ask for a door to be opened, the airlock automatically decides how to change the pressure in the space between its two doors, such that the target door is safe to open. Maybe no changes are needed, in which case the door opens immediately. Otherwise, pressure is equalized first.

airlock

The state machine for this airlock might look like this:

This state machine isn't just more complicated because it's bigger; it introduces two new ideas:

  • The notion of conditional transitions -- going to different states depending on external conditions. (Example: in the closed + pressurized state, if the ask open outer event occurs, the airlock transitions to the depressurizing state if the bay environment is hostile, or to the opening outer state if the bay environment is also pressurized.)
  • The notion of a goal--something the state machine can't achieve immediately, but that it will keep working on until it succeeds or until its goal changes. A goal does not vary with external conditions, but it may cause different reactions as external conditions change.

A working implementation of this state machine is shown in airlock.py; see also test_airlock.py.

Complications

Now that we have all the low-level pieces, let's make the problem a bit harder.

Business Logic

First, let's observe that we might have to execute some business logic whenever a transition occurs (e.g., to log the change, or to turn on a light or sound a klaxon). In fact, some of this business logic might have to happen before the transition, and it might even change behavior--what if we don't want to allow the bay door to open in the middle of a battle?

If we model this issue correctly, it has almost NO effect on the state machine code. I can't emphasize this enough. The state machine was already correct; complex business logic doesn't change it unless we discover new states or new transitions. Instead, we make transitions hookable by adding the ability to invoke a pre handler that can take actions before the transition (including a veto), and a post handler that can take actions after the transition has completed. Compare bay_door_v1.py and bay_door_v2.py:

diff v1 and v2

The tests now have to prove that these hooks actually get invoked, and that the pre hook actually has the power to veto a transition. Besides this change, they are virtually identical: test_bay_door_v2.py.

In production code, I would not expect any of the three state machines I've described above to get any more complicated that what I'm showing here, no matter how complicated the business logic. An airlock might trigger pumps, flashing lights, an audit log, a bell tone, a security lockout procedure, or any number of other things when someone presses a button. All of this logic would live in a business logic module that gets invoked when a transition is proposed or completed (or both). The state machine itself is provably correct and very stable as the code evolves--and the business logic, no matter how complicated it gets, still has to boil all of its actions down to a binary outcome--will the transition be allowed, or not?

Interactions

Now we are in a position to ask the hardest type of questions: How can we model the complex interactions among all these state machines? After all, nothing that we've done so far helps us code for the case where someone presses button 2 on airlock B, expecting a friendly environment to exist in the bay--but the bay door is open. Nothing helps us interrupt airlock cycling if a leak develops in the bay during battle. These are the types of issues that make state machines in our consensus algorithm so tricky.

Let's assume that it takes far longer to pressurize or depressurize the entire bay than it does to pressurize or depressurize an airlock--and that canceling an airlock operation is just an annoyance, whereas canceling a bay environment operation is slow, expensive, and might interfere with life-or-death movement of fighters during battle. Let's further assume that opening or closing the bay door is faster than pressurizing or depressurizing the bay, but not as fast as cycling an airlock. For this reason, during battle the preference is to keep the airlock in a depressurized (hostile) state. This suggests that we might want to implement logic like:

  1. The preferred state of the overall system is to keep the bay environment stable (leaving it hostile if it's already hostile, or friendly if it's already friendly). The bay env is nearly always friendly unless the ship declares a red alert.

  2. If the bay environment is hostile, the bay may open or close its door at any time. If the bay environment is in any other state, it must first transition to hostile before the bay can open its door.

  3. No airlock can open an outer door into the bay when the bay env is in a pressurizing or depressurizing state.

  4. As soon as the bay environment leaves the friendly state, all airlocks receive a signal about it. If they were in the middle of cycling on the assumption that the bay was friendly, they now reverse that assumption and assume it is hostile. Likewise, as soon as the bay environment leaves the hostile state, all airlocks receive a signal and react as if the bay environment were friendly. However, the airlocks can't complete any sequences that lead to doors opening until the bay environment fully changes. This means someone might have to wait an extra minute or two in an airlock.

We could implement all of this logic in the same business logic modules that turn on lights or klaxons or record audit logs of activity for the individual state machines. However, I think the cleaner approach is to define a new, higher-level system, and to define a state machine for it as well. One reason I think this is the right way to solve the problem is that state machines are composible in this way in "real life." The state machine for a vending machine's delivery apparatus and the state machine for a vending machine's receive-money-and-make-change subsystem interact in a larger state machine for the vending machine as a whole; it's the larger state machine that puts the payment subsytem into an inert state while the delivery mechanism is dropping a can of soda or a bag of chips into the opening where it can be retrieved.

So let's imagine that this launch bay and its airlocks and environment are all part of the ship's battle deck uber system. The battle deck can send signals to its subsystems to help them react to its broader goals. We could model it like this:

battle deck matrix

Note also the requirements imposed on subsytems in order to achieve each state:

battle deck requirements on subsystems

There are no requirements about the state of airlocks, because the needs of the battle deck trump whatever an airlock might be doing. This complicates the implementation of airlocks, but simplifies some of our business logic.

Notice some other subtleties:

  • The battle deck thinks about itself as a single coherent system, as far as the state machine is concerned. A substantial amount of change might have to take place to ready the battle deck for action, or to relax when a battle is over--but at this level of detail, that change is not modeled. However, the business logic on hooks for this state machine will certainly need to interact with the state machines of the subsystems.

  • When a new state is requested, the battle deck state machine transitions immediately into a state of attempting to reach the new state. I could have implemented this with the goal mechanism that I used with airlocks, but for completeness of our exploration I took an alternative approach where the target state implies the goal. Though this state machine may have to pass through an intermediate state on the way to final target (e.g., it may have to close the bay's outer door on the journey from active to relaxed), its state doesn't change until its goal changes or is achieved. It is not obvious to me which approach is better, goals or states that imply goals; I see tradeoffs either way.

Signalling Airlocks

Suppose that Alice is wearing an ordinary uniform instead of a space suit, and that she's currently in airlock B, hoping to enter the launch bay. She's already pressed button 2, and the airlock is currently in the opening outer state with the goal of achieving outer open friendly.

Now the ship goes to red alert. The battle deck state machine receives a ready requested event. It immediately transitions to a readying state. Its business logic uses a post hook to coordinate reactions to this event in all the subsystems. Specifically, it sends an immediate signal to any airlocks that have the outer door fully or partly open (and which would be pressurized since the bay env is starting in a friendly state) that the outer door must close and that any goal beyond closing that door must be canceled. It does this by sending the ask open inner event to each such airlock.

Alice, who was about to step through the outer door of B into the bay, now sees her outer door slide the other direction and close. If she interprets this surprising action as being caused by a glitch instead of understanding that a red alert has overridden her request, she may pound on button 2 again, hoping to override. However, when she does, the business logic attached by a hook to B's state machine will fire a pre handler that checks the state of the larger battle deck. Seeing that the battle deck is in a ready requested state, it realizes that the entire bay environment is transitioning; an internal airlock's wishes must be deferred. So Alice pounding on button 2 has no effect (pre returns False to deny the request.)

As soon as the outer door of B closes in front of Alice, the inner door back into the hallways of the ship opens, and the airlock achieves a stable inner open state. Alice can now press button 2 again, and the airlock will try to honor her request--but it will do so knowing that it has to depressurize because that's the state that the bay environment on the other side of the outer door will be achieving.

Applying this to consensus

I understand the problem that Alex and Sergey highlighted in our recent architecture chat--we can't afford to refactor all aspects of our system into state machines. We can only do incremental refactors, a modest amount at a time. However, I recommend that we do the following:

  • Build a matrix representing the state machine for each system and subsystem in the PBFT version of the algorithm. Even if we don't implement all of the state machines right away, the act of analyzing each of them will bring certain questions to light, and teach us a lot.

  • Implement as much of the PBFT rewrite using state machines as is practical.

  • Unit test our state machines in more or less the way I've shown in the sample code.

  • Avoid complicating state machines with business logic. Move all of that logic out of the state machine itself, and instead hook the logic with pre and post handlers for events.

One difference between my battle deck system and the one we have to build for consensus is that the battle deck system is centralized whereas the consensus state is duplicated on each node. I think this is noteworthy, but not fatal to what I'm recommending. We can say that transitions in the uber state machine for consensus only succeed when we see enough evidence to know that consensus has occurred. Is that too simplistic?

If you agree with this general approach, then I am very eager to see the matrices that capture the various state machines in your analysis.

About

No description, website, or topics provided.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages