NUM_CLIENTS = 2 NUM_DB_STATES = 10 CLIENTS = {0..NUM_CLIENTS-1} TIMES = {0..NUM_DB_STATES-1} channel input:CLIENTS channel save:CLIENTS channel render:CLIENTS.TIMES channel up:CLIENTS.TIMES channel down:CLIENTS.TIMES.TIMES channel bufdown:CLIENTS.TIMES.TIMES channel saved:CLIENTS.TIMES channel report_queue:CLIENTS.TIMES next_t(t) = (t + 1) % NUM_DB_STATES CLIENT(i, t) = input!i -> up!i!t -> CLIENT'(i, t) [] CLIENT'(i, t) CLIENT'(i, t) = bufdown!i?client_t?server_t -> render!i!server_t -> CLIENT(i, server_t) DOWNBUF(i) = down!i?client_t?server_t -> bufdown!i!client_t!server_t -> DOWNBUF(i) SERVER(i, client_t) = up!i?server_t -> save!i -> saved!i?new_server_t -> down!i!server_t!new_server_t -> SERVER(i, new_server_t) [] report_queue?j:diff(CLIENTS,{i})?new_server_t -> if new_server_t == client_t then SERVER(i, client_t) else down!i!client_t!new_server_t -> SERVER(i, new_server_t) REPORTQUEUE(i) = saved?j:diff(CLIENTS,{i})?t -> REPORTQUEUE'(i, j, t) REPORTQUEUE'(i, j, t) = saved?j':diff(CLIENTS,{i})?new_t -> REPORTQUEUE'(i, j', new_t) [] report_queue!j!t -> REPORTQUEUE(i) DB(t) = save?i -> saved!i!next_t(t) -> DB(next_t(t)) CONN(i, t0) = (CLIENT(i, t0) [|{| bufdown.i |}|] DOWNBUF(i)) [|{| up.i, down.i |}|] (SERVER(i, t0) [|{| report_queue |}|] REPORTQUEUE(i)) SYSTEM = (CONN(0,0) [|{| save.0, saved |}|] DB(0)) [|{| save.1, saved |}|] CONN(1,0) ----------------------------------------- -- Assertions ----------------------------------------- assert SYSTEM :[deadlock free [F]] assert SYSTEM :[divergence-free] ----------------------------------------- -- One way sync: changes on one client will sync to other client ----------------------------------------- -- Suppose we limit our specification to say that each -- user makes a finite number of changes n. MaxInputs(0) = STOP MaxInputs(n) = input?i -> MaxInputs(n-1) -- Suppose we limit inputs to client 0. OnlyClient(i) = input!i -> OnlyClient(i) ClientZeroInput = OnlyClient(0) [|{| input |}|] SYSTEM OneInputFromClientZero = (OnlyClient(0) [|{| input |}|] MaxInputs(1)) [|{| input |}|] SYSTEM -- Now we show that a change on client 0 will make it to client 1. SyncOneInput = input.0 -> render.1.1 -> STOP assert SyncOneInput [FD= OneInputFromClientZero \diff(Events, {input.0, render.1.1}) -- Expanding on this: what if we have two changes? We just care that, eventually, both of them get synced. SyncTwoInputs = input.0 -> input.0 -> render.1.2 -> STOP assert SyncTwoInputs [FD= (ClientZeroInput [|{| input |}|] MaxInputs(2)) \diff(Events, {input.0, render.1.2}) -- Can we do this for an arbitrary n changes? OneWaySync(n) = input.0 -> OneWaySync'(n, n-1) OneWaySync'(n, 0) = render.1.n -> STOP OneWaySync'(n, i) = input.0 -> OneWaySync'(n, i-1) OneSideInputs(n) = (ClientZeroInput [|{| input |}|] MaxInputs(n)) \diff(Events, {input.0, render.1.n}) assert OneWaySync(1) [FD= OneSideInputs(1) assert OneWaySync(9) [FD= OneSideInputs(9) ----------------------------------------- -- Two way sync: changes on both clients will sync to both ----------------------------------------- -- Start simple. -- Let's just constrain our system to say, first client 0 does a change then client 1 does a change. AlternateInputs = input.0 -> input.1 -> STOP -- Then our specification becomes simple: TwoWaySync = input.0 -> input.1 -> ((render.0.2 -> render.1.2 -> STOP) |~| (render.1.2 -> render.0.2 -> STOP)) assert TwoWaySync [FD= (SYSTEM [|{| input |}|] AlternateInputs) \diff(Events, {input.0, input.1, render.0.2, render.1.2}) -- Issue: our system is (no longer) free of deadlock, probably because of buffer changes. Yup. Basically the same deadlock problem exists here as without the buffer, it just means you have to fill up the buffer first. -- Really our server should know to send down one event at a time. It might be that it actually will only work this way anyway, as the original file says only one item can be in transit at a time. So what if we rework to make this true? -- The server then would not take in buffered report queue events until the client "acked" the previous -- Is this deadlock ACTUALLY a problem? The real underlying istuation is that server and client don't have to sync on events, both can send both ways asynchronously. But we pretend that they sync on these.