Over the last days I started to create an online version of Doppelkopf, a german classical card game, using Elixir/LiveView. The project is still in a pretty basic shape and deployed on fly.io - feel free to check it out at fehlsolo.de
Players join rooms and then create games. Both rooms and games are just GenServers.
When a GenServer dies, it dumps its state to an Agent and tries to fetch that state when it restarts. Works quite well so far.
When a game ends, the final state is dumped to a file as a binary (:erlang.term_to_binary). The score screen then grabs the file and calculates scores etc - in future this allows to watch a replay of the game, take over control at any point, analyse the games and maybe even train some models with it … if I ever get that far
Challenge
When e.g. a new version of the app is deployed, all process state is lost and all rooms and games disappear. As the game results are also just stored in files in the container, they are lost as well.
Discussion
What would be your preferred way of persisting state between app restarts and for the “long run” (game history)?
Possible approaches?
What I thought about is:
Store the process state as files, but in a cloud storage
Not sure about the (dis)advantages of this approach.
Store the files to a fly volume
The fly docs themselves suggest this is not a good idea for anything that should be around “longer” - might be fine to persist process state during an update.
Store the process state in postgres as bson
What is the best way to turn the retrieved (nested) map from the database back into the structs of my application? I have Ash available, but so far, all the “models” are just structs, not Ash Ressources or Ecto.Schemas.
Create normalized models and store everything in the db
I really dont want to do this
IMO you should just store this state in either KV store or the DB itself. And you already have a mechanism in place to detect server shutdown so this should complement it nicely.
You don´t need to have it normalized… you can use whatever you are already using to identify the rooms/games, make a json field(jsonb type if postgres, jsonb blob if sqlite) that stores the whole nested state as it is.
you can cast whatever comes from the db to a struct with struct/2 or use a schemaless changeset, or an embed schema if you have any sort of nesting to help cast the nested stuff together.
Ye the information for one game would be spread all over the place - Which feels very inconvenient for later.
Somehow I was completely neglecting this option It is probably by far the simplest option right now - I believe I will never have to query something from the actual content of the blob, just the whole blob.
Consider this option as the best one for your use-case.
The idea with using small files to store the data is exactly the same as this one, but with the addition that eventually you will have to implement features of a database system yourself.
At least for me that’s the worse scenario possible.
there is no way to query the data in the future if needed.
there is no way to bulk update to reshape stale data.
if you’re using structs, you’re prone to errors with malformed structs(converting the binary back to term won’t call the macro that enforces the shape of a struct).
Valid criticisms but IMO that’s mostly a future concern. For the moment it seems that OP wants to make sure they have persistent actors (more or less).
I too would reach for actual predictable serializable format after this goal has been achieved btw.
I was surfing on a wave of motivation - which was really enjoyable and I wanted to keep going So I primarily wanted a “quick” solution that satisfies the needs for now.
Honestly I am not so worried about querying:
The process state dump is very short-lived and is deleted from the database as soon as the process restarts. It is only fetched as a whole.
Historical Game data still has all the data, just not super accessible - if needed, I can run a migration to add one or two columns and have a small ETL that extracts the required data into the added columns. A “match history” is stored separately (game_id, player_id, date_played, team, won?), which already covers a lot of ground.
Adding my thoughts on this to help OP and future readers out. I have done the :erlang.term_to_binary cast into db column approach for storing game state before and it works lovely. You can even :zlib.zip/:zlib.unzip too, if you like. To the three things you’ve pointed out:
For my case at least, this isn’t an issue. YMMV, but I think it’s likely that, like OP, many people will be in an “I just need to get this working” state, so they won’t care about this. If you do ever need it, you can extract the fields you need as separate columns*. Then you can use a migration, written in Elixir, to migrate existing data. You even have options here too - you can do a “bulk” update where you change all the records at first app boot up or you can do a “live update” where you do this migration when records are accessed/written.
* Another possibility is reporting on the metric you’re interested in elsewhere. For example, when making a clone of the game Boggle, I stored boards and user’s submitted words as erlang binaries in blob columns. I wanted to do reporting on the number of “globally new” words found by users every time they finished a game. Rather than changing the structure of existing, working tables, I just did the reporting to Prometheus. This is a highly specific to me example, but I wanted to share other ways I think are valid to work around this issue.
It will certainly not be as easy as UPDATE SET field WHERE clause, but it can be done. How one does this depends on a lot (size of records/tables/concurrent users). When building a small game, chances are there are few users and hence large chunks of time you can afford to have an inconsistent DB. This is highly dependent on all of the factors mentioned above, because if your records are small, you have few users and few games, such a migration script and its associated inconsistency might last a few seconds on the extremely long side. Even if this isn’t the case, there are ways around that - they aren’t easy, but it is possible.
I’d like to hear more about this if you can give an example. I’m fairly new to Elixir and my understanding is that structs are basically just maps with syntactic sugar.
you need to keep in mind that it gonna be a migration that needs to, retrieve data from the db, transform it in elixir, write back to the db. it’s preferable for your migration to do all the work as just sql statements, sometimes you can’t avoid the back and forth but in this particular case you could avoid it by just making it a unstructured column that the db knowrs how to handle.
so, when you do %MyStruct{field_a: 1, field_b: 2} you’re actually calling a function MyStruct.__struct__(field_a: 1, field_b: 2), this function is defined when you do defstruct .... This function is the thing that ensures that the output map has all the fields of the struct and only those fields and no other stuff.
so if the struct definition changes between when you do term_to_ binary/1 and binary_to_term/1 you gonna end up with a map without the guarantees of the __struct__/1 function call. you can test this on iex:
defmodule A, do: defstruct [:a, :b]
bin = :erlang.term_to_binary(%A{})
defmodule A, do: defstruct [:a, :c]
:erlang.binary_to_term(bin)
the risk of doing that is that all function that you pattern match on %MyStruct{} gonna pass, but the struct can end up not having the shape that you expect.
if there is a need to use binary_to_term/1 with structs, I strongly suggest using Map.from_struct/1 and struct/2 functions to ensure at least a few of the guarantees of what you expect from a struct are kept.
I think you’re probably right in the general case, but I think in OP’s case - a card game with likely single to double digit users and low data volume - this is unlikely to be an issue and certainly I wouldn’t say “there is no way” to do this. There are just some risks and if folks understand those risks, then they can find ways to work around them in the interim until they feel like moving to an approach that more closely resembles what you’re describing.
Maybe, but at the same time I think that using ecto migrations for data migrations is wrong usually. This is especially true in cases where you want to do these kind of migrations in multiple steps to avoid any potential downtime.
They should be Ecto migrations so Ecto itself can keep track of what’s been migrated and what not but they can otherwise be pure SQL statements inside, and I prefer that as well; using Ecto constructs inside data migrations is extremely brittle and it absolutely is not future-proof.
The first goal was to get to a working app as fast as possible.
Now the basic gameplay and the required stuff “around” it is in place - I even added a very simple/dumb bot, so it is possible to play with less than 4 players. Time to clean up.
All criticism about storing and just loading the terms is totally valid - storing anything binary almost always turns out to be a horrible idea once a schema changes
For sure, but if I have to do the conversions from maps, then I dont really need to store it as binary anymore I think - instead I can store json/bson in the database and convert it to my structs on reading it back → Should be identical on the app side, but is then queryable on the database level as well.
Converting the nested data structures was not on my wanted list, buuuuut …
… Would it be a good option to just use embedded ecto schemas instead of plain strucs everywhere? IIRC, casting to a schema containing nested schemas will convert the nested maps to structs as well - Will give that a try!
My suggestions were with the spirit of “the least amount of work that is the most future proof as possible”. I try to approach stuff this way so it’s simple to change directions in the future.
yep… that was one of my suggestions in the first reply but i’d use it only if you’re already using structs, if it’s just maps i’d keep it that way with jsonb and only add the embedded schema when stuff starts getting messy.
it’s off-topic but I see migrations as db “book keeper”, any relevant change or important operation I like to keep it as migration for historical purposes. in case is something to be executed manually, i’d just add the timestamp of the migration to the schema_migrations table and that’s it. but i don’t think this applies here
Hi there! Your project sounds like a lot of fun and a great use of Elixir/LiveView!
If you’re open to exploring alternative approaches, you might want to check out the Spawn Actor Framework. It’s designed for managing distributed state with actors, offering built-in state persistence and recovery mechanisms. It could simplify handling game states, even across app restarts or deployments.
Let me know if you’d like more details—happy to share!