== '''The Ping-Pong Example''' == To help getting into using Ariba, we provide a short example of how to use the architecture. For this, assume a simple service whose only intention is to exchange data packets between two participating nodes, just like playing ping pong. You will find the whole code within the package under ''sample/pingpong''. The source files divide into the main code (''!PingPong.h/.cpp'') and the used message format (declared in ''!PingPongMessage.h/.cpp''). In addition, ''main.cpp'' acts as the entry point to the ping-pong example. We will first give a high-level introduction about what the example does and later dig deeper into the code. '''What it does''' As already mentioned, the example service simply exchanges packets between participating network nodes. This is accomplished by using the ''Ariba'' abstraction to create a communication context and hide underlay details. The participants form a ''SpoVNet'' instance in which the first one (as the initiator) creates the instance, while the second joins. As soon as some nodes have successfully joined the instance, they starts sending packets to each other periodically. This happens until a button is pressed. '''How it does it''' Let's take a look at the code now. Writing a service is pretty simple when using ''Ariba'' because most difficulties and annoyances that could come up when struggling with writing network code are taken from the developer. We start with the ''main.cpp''. {{{ 1 #include 2 #include "ariba/utility/system/StartupWrapper.h" 3 #include "PingPong.h" 4 5 using std::string; 6 using ariba::utility::StartupWrapper; 7 using ariba::application::pingpong::PingPong; 8 9 int main( int argc, char** argv ) { 10 11 // get config file 12 string config = "../etc/settings.cnf"; 13 if (argc >= 2) config = argv[1]; 14 15 StartupWrapper::initConfig( config ); 16 StartupWrapper::startSystem(); 17 18 // this will do the main functionality and block 19 PingPong ping; 20 StartupWrapper::startup(&ping); 21 22 // --> we will run blocking until is hit 23 24 StartupWrapper::shutdown(&ping); 25 StartupWrapper::stopSystem(); 26 27 return 0; 28 } }}} The ''main.cpp'' serves us as an entry point to the application. In the first lines we include class definitions we need here (e.g. strings because we want to handle some). Also, we include the !StartupWrapper class that comes with ''Ariba''. It provides some handy helpers for initialization. Finally, we need to include the ''!PingPong.h'', because this is the actual thing we want to execute. Then, we declare the used namespaces (lines 05-07) to be able to use the functionalities. Now we get to the main method, being our starting point. After determining the location of our config file, we initialize the system by passing the config file's location to the !StartupWrapper and telling the same to start the architecture up (lines 15-16). Now we are ready to start the ping-pong service, which we first have to create (line 19). Finally, we start the service up by calling the specific method in the !StartupWrapper. Now the service will run until we press the enter button. Now we look into the ''!PingPong.cpp'', containing the actual ping pong code. We leave out .h files here because they only do definitions. Everyone intending to use ''Ariba'' should be familiar with the subject matter. The first parts look like this: {{{ 1 #include "PingPong.h" 2 #include "ariba/utility/configuration/Configuration.h" 3 #include "ariba/utility/visual/DddVis.h" 4 5 using ariba::utility::Configuration; 6 using namespace ariba; 7 8 namespace ariba { 9 namespace application { 10 namespace pingpong { 11 12 // logging 13 use_logging_cpp( PingPong ); 14 15 // the service that the pingpong wants to use 16 ServiceID PingPong::PINGPONG_SERVICEID = ServiceID( 111 ); 17 18 // construction 19 PingPong::PingPong() : pingId( 0 ) { 20 Timer::setInterval( 1000 ); 21 } 22 23 // destruction 24 PingPong::~PingPong() { 25 } 26 27 // implementation of the startup interface 28 void PingPong::startup() { 29 30 logging_info( "starting up PingPong service ... " ); 31 32 // create ariba module 33 logging_debug( "creating ariba underlay module ... " ); 34 ariba = new AribaModule(); 35 36 Name spovnetName("pingpong"); 37 Name nodeName = Name::UNSPECIFIED; 38 this->name = string(""); 39 40 // get settings from configuration object 41 if( Configuration::haveConfig() ){ 42 Configuration& config = Configuration::instance(); 43 44 // get node name 45 if (config.exists("node.name")) 46 nodeName = config.read ("node.name"); 47 48 // configure ariba module 49 if (config.exists("ariba.endpoints")) 50 ariba->setProperty("endpoints", config.read("ariba.endpoints")); 51 if (config.exists("ariba.bootstrap.hints")) 52 ariba->setProperty("bootstrap.hints", config.read("ariba.bootstrap.hints")); 53 if (config.exists("pingpong.name")) 54 name = config.read("pingpong.name"); 55 56 // get visualization 57 if( config.exists("ariba.visual3d.ip") && config.exists("ariba.visual3d.port")){ 58 string ip = config.read("ariba.visual3d.ip"); 59 unsigned int port = config.read("ariba.visual3d.port"); 60 unsigned int color = config.exists("node.color") ? 61 config.read("node.color") : 0; 62 ariba::utility::DddVis::instance().configure(ip, port, color); 63 } 64 65 } // if( Configuration::haveConfig() ) 66 67 // start ariba module 68 ariba->start(); 69 70 // create node and join 71 node = new Node( *ariba, nodeName ); 72 73 // bind communication and node listener 74 node->bind( this ); /*NodeListener*/ 75 node->bind( this, PingPong::PINGPONG_SERVICEID); /*CommunicationListener*/ 76 77 // start node module 78 node->start(); 79 80 // when initiating, you can define the overlay type, default is Chord [CHORD_OVERLAY] 81 SpoVNetProperties params; 82 //params.setBaseOverlayType( SpoVNetProperties::ONE_HOP_OVERLAY ); // alternative: OneHop 83 84 // initiate the spovnet 85 logging_info("initiating spovnet"); 86 node->initiate(spovnetName, params); 87 88 // join the spovnet 89 logging_info("joining spovnet"); 90 node->join(spovnetName); 91 92 // ping pong started up... 93 logging_info( "pingpong starting up with" 94 << " [spovnetid " << node->getSpoVNetId().toString() << "]" 95 << " and [nodeid " << node->getNodeId().toString() << "]" ); 96 } }}} First we include the .h file, define the namespace, turn logging functionality on (line 12) and set the ID of the Service. Every service using ''Ariba'' is connected to a specific ID that may be chosen initially and arbitrarily. This ID serves ''Ariba'' to distinguish between several services that may use it concurrently. After definitions for construction und destruction (the first also setting a timer to 5 seconds), we come to the ''startup'' method. The ''startup'' method (lines 20 ff.) is called from the !StartupWrapper, jolting the operation of the ping pong service. Here, we first create an AribaModule object, serving as our port to ''Ariba'' (line 33). Then, we give our network instance a specific name (being ''spovnet'' in the example), before we collect some configurational parameters (lines 46-56). Those parameters are defined in the config file, they serve e.g. in giving IP adresses and port numbers to ariba instances. In line 56, we start ''Ariba''. Also, we need a ''Node'' object, reflecting our application running over ''Ariba'' (more than one could possibly be using one Ariba). This is created in line 62 and the bound to the ariba object with its specific ServiceID. After this bnind operation, the ''Node'' is able to receive signals and messages from ''Ariba''. After this, we start the node object and either initiate or join the network instance (depending on the role of the actual node, wich could be initiator or joiner). Finally, we may give out all kinds of logging infos by calling the method logging_info (line 76). {{{ 99 void PingPong::shutdown() { 100 101 logging_info( "pingpong service starting shutdown sequence ..." ); 102 103 // stop timer 104 Timer::stop(); 105 106 // leave spovnet 107 node->leave(); 108 109 // unbind communication and node listener 110 node->unbind( this ); /*NodeListener*/ 111 node->unbind( this, PingPong::PINGPONG_SERVICEID ); /*CommunicationListener*/ 112 113 // stop the ariba module 114 ariba->stop(); 115 116 // delete node and ariba module 117 delete node; 118 delete ariba; 119 120 // now we are completely shut down 121 logging_info( "pingpong service shut down" ); 122 } }}} To shut a service down after its usage, every service provides a method ''shutdown'' which is automatically called upon finishing. In here, we stop the timer, leave the instance, unbind all bindings and finally stop the node and ''Ariba''. Don't forget to delete yopur objects to prevent from memory leaks. So far, the node is up and running, created or joined a SpoVNet instance. As very node starts a timer as soon as it has joined, we now inspect what happens when the timer is triggered. {{{ 125 void PingPong::eventFunction() { 126 127 // we ping all nodes that are known in the overlay structure 128 // this can be all nodes (OneHop) overlay or just some neighbors 129 // in case of a Chord or Kademlia structure 130 131 // in this sample we use auto-links: we just send out our message 132 // to the node and the link is established automatically. for more 133 // control we would use the node->establishLink function to create 134 // a link and start using the link in the CommunicationListener::onLinkUp 135 // function that is implemented further down in PingPong::onLinkUp 136 137 logging_info( "pinging overlay neighbors with ping id " << ++pingId ); 138 PingPongMessage pingmsg( pingId, name ); 139 140 //----------------------------------------------------------------------- 141 // Option 1: get all neighboring nodes and send the message to each 142 //----------------------------------------------------------------------- 143 counter++; 144 if (counter<0 || counter>4) { 145 counter = 0; 146 string s; 147 for (int i=0; i I am " << name << " and I know " << s); 152 names.clear(); 153 } 154 155 vector nodes = node->getNeighborNodes(); 156 BOOST_FOREACH( NodeID nid, nodes ){ 157 logging_info( "sending ping message to " << nid.toString() ); 158 node->sendMessage( pingmsg, nid, PingPong::PINGPONG_SERVICEID ); 159 } 160 161 //----------------------------------------------------------------------- 162 // Option 2: send a "broadcast message" that actually does the same thing 163 // internally, gets all neighboring nodes and sends the message 164 //----------------------------------------------------------------------- 165 // node->sendBroadcastMessage( pingmsg, PingPong::PINGPONG_SERVICEID ); 166 } }}} Everytime the timer 'fires', ''eventFunction'' is called on a node. In this example, every node sends a message to every node that is part of the network at this point in time. To accomplish this, it builds a message (line 15) and iterates through all neighboring nodes (line 20-23). To each of this nodes, it sends the message. Sending messages is simply done by passing the message object to ''Ariba'', together with the target node ID. . We will now take a short look at how such a message is composed in the ping pong example. {{{ 01 #include "PingPongMessage.h" 02 03 namespace ariba { 04 namespace application { 05 namespace pingpong { 06 07 vsznDefault(PingPongMessage); 08 09 PingPongMessage::PingPongMessage() : id(0) { 10 } 11 12 PingPongMessage::PingPongMessage(uint8_t _id) : id(_id) { 13 } 14 15 PingPongMessage::~PingPongMessage(){ 16 } 17 18 string PingPongMessage::info(){ 19 return "ping pong message id " + ariba::utility::Helper::ultos(id); 20 } 21 22 uint8_t PingPongMessage::getid(){ 23 return id; 24 } 25 26 }}} // namespace ariba, appplication, pingpong }}} Lines 01-26 show the whole !PingPongMessage.cpp. One can see here that defining message types in Ariba is pretty simple. As the message in our case is empty and not of higher importance, we refer the reader to the documentation for details. {{{ 187 void PingPong::onMessage(const DataMessage& msg, const NodeID& remote, const LinkID& lnk) { 188 PingPongMessage* pingmsg = msg.getMessage()->convert (); 189 bool found=false; 190 for (int i=0;igetName()) found=true; 191 if (!found) names.push_back(pingmsg->getName()); 192 logging_info( "received ping message on link " << lnk.toString() 193 << " from node " << remote.toString() 194 << ": " << pingmsg->info() ); 195 } }}} Getting back to ''!PingPong.cpp'': After the initiator has send a message to a joiner, it will arrive and has to be handled. This is accomplished in ''receiveMessage'' (the name says it). Every received message has to be decapsulated by a service, casting the data back to the service's message format (line 132).