grub-fork/csp/sync.csp

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N = 2
S = 3
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CLIENTS = {0..N-1}
STATES = {0..S-1}
channel input, render, up, down, save, saved, bufsave, bufsaved:CLIENTS.STATES
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apply(state, patch) = (state + patch) % S
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diffS(state1, state2) = (state2 - state1) % S
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empty(patch) = patch == 0
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CLIENT(i, state, shadow) =
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input!i?new_state:diff(STATES,{state})
-> up!i!diffS(shadow, new_state)
-> CLIENT'(i, new_state, shadow)
[] CLIENT'(i, state, shadow)
CLIENT'(i, state, shadow) = down!i?patch
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-> if empty(patch)
then CLIENT(i, state, state)
else
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render!i!apply(state, patch)
-> if diffS(apply(shadow, patch), apply(state, patch)) != 0
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then
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up!i!diffS(apply(shadow, patch), apply(state, patch))
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-> CLIENT(i, apply(state, patch), apply(shadow, patch))
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else CLIENT(i, apply(state, patch), apply(shadow, patch))
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SERVER(i, shadow) =
up!i?patch
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-> save!i!patch
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-> saved!i?new_state
-> down!i!diffS(apply(shadow, patch), new_state)
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-> SERVER(i, apply(shadow, patch))
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[] bufsaved?j:diff(CLIENTS,{i})?new_state
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-> if (new_state == shadow)
then SERVER(i, shadow)
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else down!i!diffS(shadow, new_state) -> SERVER(i, new_state)
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BUF(i) = saved?j:diff(CLIENTS,{i})?new_state -> BUF'(i, j, new_state)
BUF'(i, j, new_state) = saved?j':diff(CLIENTS,{i})?new_state' -> BUF'(i, j', new_state')
[] bufsaved!j!new_state -> BUF(i)
DB(state) = save?i?patch
-> saved!i!apply(state, patch)
-> DB(apply(state, patch))
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CONN(i, init) = (CLIENT(i, init, init) [|{| up.i, down.i |}|] SERVER(i, init)) [|{| bufsaved |}|] BUF(i)
SYSTEM = (CONN(0,0) [|{| save.0, saved |}|] DB(0)) [|{| save.1, saved |}|] CONN(1,0)
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assert SYSTEM :[deadlock free [F]]
assert SYSTEM :[divergence-free]
-- Suppose that there are a finite number n of inputs.
-- I.e. users click around and then, at some point, after
-- n actions.
LimitedInputs(0) = STOP
LimitedInputs(n) = input?i?state -> LimitedInputs(n-1)
-- For instance, maybe only 3 actions occur.
LimitedSystem = LimitedInputs(3) [|{| input |}|] SYSTEM
-- If we look only at render events on each side
channel rend:STATES
Rends = render?i?state -> rend!state -> Rends
RendersLeft = (LimitedSystem [|{| render |}|] Rends) \diff(Events, productions(rend))
RendersRight = LimitedSystem \diff(Events, productions(render.1)) [|{| render |}|] Rends
-- Then (for any chosen n) the final event on both side
-- should be a render of the same final state s
-- i.e. the final events are render.0.s and render.1.s
-- for some s.
-- Can we specify this as a trace refinement?
-- The trace of the renders of each side should look like this:
-- T^<render.0.s>
-- S^<render.1.s>
-- What does it mean to say A [T= B? B trace-refines A i.e. traces(B) subset traces(A)
-- i.e. all possible traces of B occur within A
-- What if we force each side to coordinate with a process that, when done, emits a certain render event and then stops. Like renderLeft, renderRight?
-- We could force it to behave in such a way that it can only stop if both render the same event at the same time.
-- And then assert that it stops and does not diverge?
-- What does diverging mean again?
-- assert SYSTEM [T= InputsLeftS
-- assert RendersLeft [T= RendersRight
-- assert RendersRight [T= RendersLeft
-- Suppose an event occurs every time the system is in sync.
-- Or, more simplified, every time the two clients are in sync (excluding the database).
channel sync
SYNC(state) = sync -> SYNC'(state, state)
SYNC'(state0, state1) =
render!0?state -> (if state == state1 then sync -> SYNC'(state, state) else SYNC'(state, state1))
[] render!1?state -> (if state == state0 then sync -> SYNC'(state, state) else SYNC'(state0, state))
[] input?a?b -> SYNC'(state0, state1)
[] up?a?b -> SYNC'(state0, state1)
[] down?a?b -> SYNC'(state0, state1)
[] save?a?b -> SYNC'(state0, state1)
[] saved?a?b -> SYNC'(state0, state1)
[] bufsave?a?b -> SYNC'(state0, state1)
[] bufsaved?a?b -> SYNC'(state0, state1)
--[] e:diff(Events, {sync}) @ e -> SYNC'(state0, state1)
--DoNothingOnNonSyncEvents = [] e:diff(Events, {sync}) @ e -> DoNothingOnNonSyncEvents
SyncSystem = SYSTEM [| diff(Events, {sync}) |] SYNC(0)