9 mins read

Hello! Welcome to the next part of Swarm Simulator tutorial in Elixir. This time I would like to focus on stability and we will do it by:

rewriting the bot to become an OTP Application using GenServer and Supervisor

using Supervisor features to automatically recover the game after it crashes

introducing Save/Load functionality which should be useful for restoring the game state

There will be also some refactoring, and test removing due to phantomjs session management issues. If you are finding some of the parts confusing, maybe the first part of this tutorial could help you.

Full source of the bot can be found on Github: https://github.com/RadekMolenda/SwarmSimulatorBOT

Writing the OTP application

Let’s start with moving the swarm url to app config:

Then let’s add use GenServer line to lib/swarmsimulatorbot.ex and rename the start/0 function to start_link/0 to emphasize we will be starting a linked process. A good explanation about what is a GenServer can be found on http://elixir-lang.org/docs/v1.2/elixir/GenServer.html

A GenServer is a process as any other Elixir process and it can be used to keep state, execute code asynchronously and so on

Basically we will use GenServer to help us clarify the module API. Previously we had to use send and receive which was simply to verbose. Ideally we would like to call functions more or less like Swarmsimulatorbot.dummy_grow or Swarmsimulatorbot.save and let the module internals do the right job.

In Swarsimulatorbot.start_link/0 we have replaced spawn_link/3 , with GenServer.start_link/3 function. The GenServer.start_link/3 accept three arguments and start process linked to the current process. Linked process means the current process will exit in case of crashes. The __MODULE__ refers to the current module. The second argument can be anything (and we won’t use it). The third argument is a keyword list of options. Passing a name: __MODULE__ is a smart way of naming a process - __MODULE__ is just a string. We will use the name of the GenServer process later to send messages to our server.

Manual testing with chromedriver

Note that from now on the unit tests for the project are broken. I had some issues with using phantomjs as it doesn’t remove the session between tests. This is why the test were failing randomly. After struggling with it for a while I decided to remove tests and simply carry on with manual testing. The most convenient way was to change phantomjs driver with chrome_driver in config/config.exs directory - which allowed me to see how the bot behaves. I also had make sure the chromedriver is running before launching the commands. After manual testing I switched back to phantomjs - this is why you won’t see this change in the code.

Swarmsimulator - a GenServer

We need to make sure the GenServer callbacks are implemented properly. Let’s rewrite the Swarmsimulatorbot.init function to match expected init/1 declaration. This function will be called when we are spawning the process. GenServer expect us to return tuple like: { :ok, state } the state is not relevant in our case.

We are ready to remove the private loop/0 function now:

Swarmsimulatorbot.dummy_grow/0 rewrite

And now the interesting part! The dummy_grow/0 has been changed to call the GenServer.call/3 function while the actual “clicking” was moved to handle_call/3 callback function. We are passing 3 arguments to GenServer.call/3 :

The name of the process: __MODULE__ in our case.

in our case. The name of the call: :dummy_grow which will be used to correctly identify the handle_call/3 callback by pattern matching.

which will be used to correctly identify the callback by pattern matching. The last argument is the timeout. Passing :infinity means we don’t want to timeout at all. There are also some minor changes that clarify the module api.

It’s worth mentioning the handle_call/3 callback needs to return a 3 element tuple - which basically allows to change the state between the calls. The only thing we care about in our case are side effects. In fact we wouldn’t need to return anything from this function to execute the dummy_grow properly it’s just GenServer that forces us to return such a data structure from the callback. Returning nil , and state in the tuple should work just fine.

Swarmsimulatorbot.screenshot/1 rewrite

The screenshot rewrite follows the pattern similar to previous section. Passing a {:screenshot, path} tuple rather than an atom to GenServer.call/3 gives us opportunity to add some extra arguments to the callback function. I have removed units/0 as it is not needed for swarm growing at all.

Save/Load feature

Let’s implement the Save/Load functionality. It actually is quite simple - we will introduce two new functions: save/0 and load_game/0 both of them will follow the same pattern I used for screenshot and dummy_grow functions. The functions will call corresponding GenServer.call/3 and we will perform some “clicking” in handle_call callbacks. This will be a very basic functionality, based on the Swarm Simulator options tab. If you navigate there you should be able to find the “Import/export saved data” input field quickly. The value of this input field changes when your swarm grows: the serialized app data is stored there. save/0 function will save the input value to a file, load_game/0 will use the file contents to populate the Import/Export input field. The idea I have is to trigger save/0 at the beginning of every “dummy_grow” iteration and use load_game whenever something goes wrong. Most of the changes are quite self-explanatory. Some private functions have been introduced to increase the readability. We are using the save/save.dat file so please make sure the save folder is created before running the code. If you look at the import_to_game/1 function you will see a weird execute_script("$('#export').val('#{data}')") and than input_into_field(" ") it’s the performance optimization hack. Hounds input_into_field/2 helper method was giving too many timeouts. Simple JS execution and calling input_into_field(" ") afterwards to trigger angularJS model change workes way faster.

And that’s it for the heart of our application rewrite. Right now you should be able to start the app using iex -S mix and play with it for a while

Interactive Elixir ( 1.2 . 2 ) - press Ctrl + C to exit ( type h () ENTER for help ) iex ( 1 ) > Swarmsimulatorbot . start_link { :ok , #PID<0.157.0>} iex ( 2 ) > Swarmsimulatorbot . dummy_grow nil iex ( 3 ) > Swarmsimulatorbot . dummy_grow nil iex ( 4 ) > Swarmsimulatorbot . screenshot ( " hello-part-2.png" ) nil iex ( 5 ) > Swarmsimulatorbot . save nil iex ( 6 ) > Swarmsimulatorbot . load_game nil

Unfortunately the Swarmsimulatorbot.Cli module is totally not useful now, as it expects totally different Swarmsimulatorbot interface (or let’s call it api).

Fixing Cli

We will fix the Cli by rewriting it to… GenServer . Even though Cli purpose differs from Swarmsimulatorbot purpose GenServer is generic enough to help us in resolving current Cli problems. Let’s remind that we are using Cli to periodically send messages to Swarmsimulatorbot module. Basically we are reusing the patterns already introduced in Swarmsimulatorbot module. We are loading the game in init/1 callback which makes sense - we want to load the game if it has been saved. then we are using Process.send_after/3 rather than GenServer.call/3 - basically I followed the stackoverflow example on how to run the code periodically and this solution works perfectly. The handle_info/2 callback is used when the message has not been sent from GenServer and self() references to current PID. Please mind that all the calls are synchronous and each function call will wait for previous to finish. In the end we are using Process.send_after(self(), :tick, @tick) to send message to the same handle_info callback after one second - that’s kinda recursive.

Building OTP application and supervision tree

Elixir is build on top of Erlang, this gives us a great opportunity to improve the bot stability by introducing supervisors and running the app as OTP application. We don’t know what might happen out there in a wild - a process might crash unexpectedly for example. But Erlang has a solution to this problem. We will use supervisors to look after our process and in case of exception we will respawn them. The GenServer callbacks will allow us to load the game on it’s initialization and that is truly amazing.

The only bit that is missing is a supervisor. The supervision tree is very simple we will use one supervisor to look after two worker processes: Swarmsimulatorbot and Swarmsimulatorbot.Cli . Due to using the GenServer for previous rewrite implementing the supervisor should be trivial! Let’s have a quick look at elixir lang example and write the following new file: Changes in mix.exs helps us to wire all the things up and allow to start the application automatically when run iex -S mix . The rest is very straightforward Swarmsimulatorbot.Sup module implements the start/2 function which is required by use Application directive. We are spawning two worker processes at the beginning Swarmsimulatorbot and Swarmsimulatorbot.Cli and allow our Supervisor to look after the process using :one_to_one strategy it means the process will be replaced by a new process in case it crashes.

And that’s basically it for this part. We are ready to start our process and we can do it in three ways:

# start the app with iex console $ iex -S mix # start the app in terminal $ mix run --no-halt # start detached app $ elixir --detached -S mix run --no-halt

Here’s how the swarm looks like after about three days of bot running

I think it’s nice and fat: Happy Swarming!