Buffers - wip
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1 changed files with 71 additions and 12 deletions
81
csp/sync.csp
81
csp/sync.csp
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@ -5,23 +5,23 @@ STATES = {0..S-1}
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channel input, render, up, down, save, saved, bufsave, bufsaved:CLIENTS.STATES
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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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apply(state, patch) = (state + patch) % S
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diff(state1, state2) = (state2 - state1) % S
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diffS(state1, state2) = (state2 - state1) % S
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empty(patch) = patch == 0
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empty(patch) = patch == 0
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CLIENT(i, state, shadow) =
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CLIENT(i, state, shadow) =
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input!i?new_state
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input!i?new_state:diff(STATES,{state})
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-> up!i!diff(shadow, new_state)
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-> up!i!diffS(shadow, new_state)
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-> CLIENT'(i, state, shadow)
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-> CLIENT'(i, new_state, shadow)
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[] CLIENT'(i, state, shadow)
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[] CLIENT'(i, state, shadow)
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CLIENT'(i, state, shadow) = down!i?patch
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CLIENT'(i, state, shadow) = down!i?patch
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-> if empty(patch)
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-> if empty(patch)
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then CLIENT(i, state, state)
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then CLIENT(i, state, state)
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else
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else
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if diff(apply(shadow, patch), apply(state, patch)) != 0
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if diffS(apply(shadow, patch), apply(state, patch)) != 0
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then
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then
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render!i!apply(state, patch)
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render!i!apply(state, patch)
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-> up!i!diff(apply(shadow, patch), apply(state, patch))
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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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-> CLIENT(i, apply(state, patch), apply(shadow, patch))
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else
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else
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render!i!apply(state, patch)
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render!i!apply(state, patch)
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@ -30,13 +30,13 @@ CLIENT'(i, state, shadow) = down!i?patch
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SERVER(i, shadow) =
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SERVER(i, shadow) =
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up!i?patch
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up!i?patch
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-> save!i!patch
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-> save!i!patch
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-> bufsaved!i?new_state
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-> saved!i?new_state
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-> down!i!diff(apply(shadow, patch), new_state)
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-> down!i!diffS(apply(shadow, patch), new_state)
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-> SERVER(i, apply(shadow, patch))
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-> SERVER(i, apply(shadow, patch))
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[] bufsaved?j?new_state
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[] bufsaved?j?new_state
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-> if (new_state == shadow)
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-> if (new_state == shadow)
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then SERVER(i, shadow)
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then SERVER(i, shadow)
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else down!i!diff(shadow, new_state) -> SERVER(i, new_state)
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else down!i!diffS(shadow, new_state) -> SERVER(i, new_state)
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BUF(i) = saved?j?new_state -> BUF'(i, j, new_state)
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BUF(i) = saved?j?new_state -> BUF'(i, j, new_state)
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BUF'(i, j, new_state) = saved?j'?new_state' -> BUF'(i, j', new_state')
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BUF'(i, j, new_state) = saved?j'?new_state' -> BUF'(i, j', new_state')
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@ -46,10 +46,69 @@ DB(state) = save?i?patch
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-> saved!i!apply(state, patch)
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-> saved!i!apply(state, patch)
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-> DB(apply(state, patch))
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-> DB(apply(state, patch))
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DBB = DB(0)
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CONN(i, init) = (CLIENT(i, init, init) [|{| up.i, down.i |}|] SERVER(i, init)) [|{| bufsaved |}|] BUF(i)
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CONN(i, init) = (CLIENT(i, init, init) [|{| up.i, down.i |}|] SERVER(i, init)) [|{| bufsaved |}|] BUF(i)
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SYSTEM = (CONN(0,0) [|{| save.0, saved |}|] DB(0)) [|{| save.1, saved |}|] CONN(1,0)
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SYSTEM = (CONN(0,0) [|{| save.0, saved |}|] DB(0)) [|{| save.1, saved |}|] CONN(1,0)
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assert SYSTEM :[deadlock free [F]]
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assert SYSTEM :[deadlock free [F]]
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assert SYSTEM :[divergence-free]
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-- Suppose that there are a finite number n of inputs.
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-- I.e. users click around and then, at some point, after
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-- n actions.
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LimitedInputs(0) = STOP
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LimitedInputs(n) = input?i?state -> LimitedInputs(n-1)
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-- For instance, maybe only 3 actions occur.
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LimitedSystem = LimitedInputs(3) [|{| input |}|] SYSTEM
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-- If we look only at render events on each side
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channel rend:STATES
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Rends = render?i?state -> rend!state -> Rends
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RendersLeft = (LimitedSystem [|{| render |}|] Rends) \diff(Events, productions(rend))
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RendersRight = LimitedSystem \diff(Events, productions(render.1)) [|{| render |}|] Rends
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-- Then (for any chosen n) the final event on both side
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-- should be a render of the same final state s
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-- i.e. the final events are render.0.s and render.1.s
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-- for some s.
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-- Can we specify this as a trace refinement?
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-- The trace of the renders of each side should look like this:
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-- T^<render.0.s>
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-- S^<render.1.s>
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-- What does it mean to say A [T= B? B trace-refines A i.e. traces(B) subset traces(A)
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-- i.e. all possible traces of B occur within A
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-- 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?
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-- 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.
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-- And then assert that it stops and does not diverge?
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-- What does diverging mean again?
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-- assert SYSTEM [T= InputsLeftS
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-- assert RendersLeft [T= RendersRight
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-- assert RendersRight [T= RendersLeft
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-- Suppose an event occurs every time the system is in sync.
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-- Or, more simplified, every time the two clients are in sync (excluding the database).
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channel sync
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SYNC(state) = sync -> SYNC'(state, state)
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SYNC'(state0, state1) =
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render!0?state -> (if state == state1 then sync -> SYNC'(state, state) else SYNC'(state, state1))
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[] render!1?state -> (if state == state0 then sync -> SYNC'(state, state) else SYNC'(state0, state))
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[] input?a?b -> SYNC'(state0, state1)
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[] up?a?b -> SYNC'(state0, state1)
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[] down?a?b -> SYNC'(state0, state1)
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[] save?a?b -> SYNC'(state0, state1)
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[] saved?a?b -> SYNC'(state0, state1)
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[] bufsave?a?b -> SYNC'(state0, state1)
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[] bufsaved?a?b -> SYNC'(state0, state1)
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--[] e:diff(Events, {sync}) @ e -> SYNC'(state0, state1)
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--DoNothingOnNonSyncEvents = [] e:diff(Events, {sync}) @ e -> DoNothingOnNonSyncEvents
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SyncSystem = SYSTEM [| diff(Events, {sync}) |] SYNC(0)
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