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F#in the
Real World
agenda
Domain Modelling
Infrastructure
Game Logic
Algorithms
DSLs
1MILLION USERS
ACTIVE
DAILY
250MILLION DAY
PER
REQUEST
2MONTH
TB
P E R
sec
ops
25,000
C#
why F#?
time to market
correctness
efficient
tame complexity
Collectables
Wager Size
Special Symbol
Avg Wager Size
Web Server call
• Line Win
– X number of matching symbols on adjacent columns
– Positions have to be a ‘line’
– Wild symbols substitute for other symbols
• Scatter Win
– X number of matching symbols anywhere
– Triggers bonus game
What symbols should land?
Any special symbol wins?
Did the player win anything?
What the player’s new
average wager?
Should the player receive
collectables?
type Symbol = Standard of string
| Wild
type Symbol = Standard of string
| Wild
e.g. Standard “hat”
Standard “shoe”
Standard “bonus”
…
type Symbol = Standard of string
| Wild
i.e. Wild
type Win = LineWin of int * Symbol * int
| ScatterWin of Symbol * int
type Win = LineWin of int * Symbol * int
| ScatterWin of Symbol * int
e.g. LineWin (5, Standard “shoe”, 4)
type Win = LineWin of int * Symbol * int
| ScatterWin of Symbol * int
e.g. ScatterWin (Standard “bonus”, 3)
type LineNum = int
type Count = int
type Win = LineWin of LineNum * Symbol * Count
| ScatterWin of Symbol * Count
closed hierarchy
no Nulls
“Make illegal states unrepresentable”
- Yaron Minsky
[<Measure>]
type Pence
e.g. 42<Pence>
153<Pence>
…
10<Meter> / 2<Second> = 5<Meter/Second>
10<Meter> * 2<Second> = 20<Meter Second>
10<Meter> + 10<Meter> = 20<Meter>
10<Meter> * 10 = 100<Meter>
10<Meter> * 10<Meter> = 100<Meter2>
10<Meter> + 2<Second> // error
10<Meter> + 2 // error
10<Meter> / 2<Second> = 5<Meter/Second>
10<Meter> * 2<Second> = 20<Meter Second>
10<Meter> + 10<Meter> = 20<Meter>
10<Meter> * 10 = 100<Meter>
10<Meter> * 10<Meter> = 100<Meter2>
10<Meter> + 2<Second> // error
10<Meter> + 2 // error
type Wager = int64<Pence>
type Multiplier = int
type Payout = Coins of Wager
| MultipliedCoins of Multiplier * Wager
| Multi of Payout list
| BonusGame
type Wager = int64<Pence>
type Multiplier = int
type Payout = Coins of Wager
| MultipliedCoins of Multiplier * Wager
| Multi of Payout list
| BonusGame
type Wager = int64<Pence>
type Multiplier = int
type Payout = Coins of Wager
| MultipliedCoins of Multiplier * Wager
| Multi of Payout list
| BonusGame
type State =
{
AvgWager : Wager
SpecialSymbol : Symbol
Collectables : Map<Collectable, Count>
}
immutable by default
Recap
lightweight syntax
for types &
hierarchies
great for domain
modelling
make invalid states
unrepresentable
better correctness
order of magnitude
increase in productivity
player states are big
Stateless Server DatabaseClient
1:1 read-write ratio
ServerClient
Session 1
Session 2
ServerClient Database
Elastic Load Balancer
S3
Auto scaling Group
Server A Server B
...
EC2
CloudFront
Stateful Server
Stateful Server
Game Logic
Stateless Middle-tier
Infrastructure
logging
circuit
breaker
perf
tracking
retry …
Stateful Server
Game Logic
Stateless Middle-tier
Infrastructure
logging
circuit
breaker
perf
tracking
retry …
Stateful Server
Game Logic
Stateful Middle-tier
Infrastructure
logging
circuit
breaker
perf
tracking
retry …
The Actor Model
An actor is the fundamental unit of computation
which embodies the 3 things
• Processing
• Storage
• Communication
that are essential to computation.
-Carl Hewitt*
* http://bit.ly/HoNHbG
The Actor Model
• Everything is an actor
• An actor has a mailbox
• When an actor receives a message it can:
– Create new actors
– Send messages to actors
– Designate how to handle the next message
Stateful Server
• Gatekeeper
– Manages the local list of active workers
– Spawns new workers
• Worker
– Manages the states for a player
– Optimistic locking
– Persist state after period of inactivity
Stateful Server
Game Server
Player A
Player B
S3
Worker C
Worker B
Gatekeeper
RequestHandlers
Asynchronous
Stateful Server
Game Server
Worker C
Worker B
Gatekeeper
Worker A
ok
RequestHandlers
Player A
Player B
Asynchronous
S3
Stateful Server
Game Server
S3
Worker C
Worker B
Gatekeeper
Worker A
RequestHandlers
Player A
Player B
Asynchronous
Stateful Server
Game Server
S3
Worker C
Gatekeeper
Worker A
RequestHandlers
Player A
Player B
Asynchronous
Stateful Server
Game Server
Worker C
Worker A
Gatekeeper
error
RequestHandlers
Player A
Player B
S3
Asynchronous
type Agent<‘T> = MailboxProcessor<‘T>
type Agent<‘T> = MailboxProcessor<‘T>
type Message =
| Get of AsyncReplyChannel<…>
| Put of State * Version * AsyncReplyChannel<…>
type Agent<‘T> = MailboxProcessor<‘T>
type Message =
| Get of AsyncReplyChannel<…>
| Put of State * Version * AsyncReplyChannel<…>
type Result<‘T> =
| Success of ’T
| Failure of Exception
type Result<‘T> =
| Success of ’T
| Failure of Exception
type GetResult = Result<State * Version>
type PutResult = Result<unit>
type Agent<‘T> = MailboxProcessor<‘T>
type Message =
| Get of AsyncReplyChannel<GetResult>
| Put of State * Version * AsyncReplyChannel<PutResult>
type Agent<‘T> = MailboxProcessor<‘T>
type Message =
| Get of AsyncReplyChannel<GetResult>
| Put of State * Version * AsyncReplyChannel<PutResult>
type Worker (playerId) =
let agent = Agent<Message>.Start(fun inbox ->
let state = getCurrentState playerId
let rec workingState (state, version) =
async { … }
and closedState () =
async { … }
workingState (state, 1))
type Worker (playerId) =
let agent = Agent<Message>.Start(fun inbox ->
let state = getCurrentState playerId
let rec workingState (state, version) =
async { … }
and closedState () =
async { … }
workingState (state, 1))
type Worker (playerId) =
let agent = Agent<Message>.Start(fun inbox ->
let state = getCurrentState playerId
let rec workingState (state, version) =
async { … }
and closedState () =
async { … }
workingState (state, 1))
type Worker (playerId) =
let agent = Agent<Message>.Start(fun inbox ->
let state = getCurrentState playerId
let rec workingState (state, version) =
async { … }
and closedState () =
async { … }
workingState (state, 1))
type Worker (playerId) =
let agent = Agent<Message>.Start(fun inbox ->
let state = getCurrentState playerId
let rec workingState (state, version) =
async { … }
and closedState () =
async { … }
workingState (state, 1))
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
| None ->
do! persist state
return! closedState()
…
}
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
| None ->
do! persist state
return! closedState()
…
}
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
| None ->
do! persist state
return! closedState()
…
}
non-blocking I/O
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
| None ->
do! persist state
return! closedState()
…
}
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
| None ->
do! persist state
return! closedState()
…
}
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
…
| Some(Get(reply)) ->
reply.Reply <| Success(state, version)
return! workingState(state, version)
…
}
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
…
| Some(Get(reply)) ->
reply.Reply <| Success(state, version)
return! workingState(state, version)
…
}
type Message =
| Get of AsyncReplyChannel<GetResult>
| Put of State * Version * AsyncReplyChannel<PutResult>
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
…
| Some(Get(reply)) ->
reply.Reply <| Success(state, version)
return! workingState(state, version)
…
}
type GetResult = Result<State * Version>
type PutResult = Result<unit>
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
…
| Some(Get(reply)) ->
reply.Reply <| Success(state, version)
return! workingState(state, version)
…
}
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
…
| Some(Put(newState, v, reply)) when version = v ->
reply.Reply <| Success()
return! workingState(newState, version+1)
…
}
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
…
| Some(Put(newState, v, reply)) when version = v ->
reply.Reply <| Success()
return! workingState(newState, version+1)
…
}
type Message =
| Get of AsyncReplyChannel<GetResult>
| Put of State * Version * AsyncReplyChannel<PutResult>
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
…
| Some(Put(newState, v, reply)) when version = v ->
reply.Reply <| Success()
return! workingState(newState, version+1)
…
}
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
…
| Some(Put(newState, v, reply)) when version = v ->
reply.Reply <| Success()
return! workingState(newState, version+1)
…
}
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
…
| Some(Put(_, v, reply)) ->
reply.Reply <| Failure(VersionMismatch(version, v))
return! workingState(state, version)
}
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
…
| Some(Put(_, v, reply)) ->
reply.Reply <| Failure(VersionMismatch(version, v))
return! workingState(state, version)
} type Result<‘T> =
| Success of ’T
| Failure of Exception
let rec workingState (state, version) =
async {
let! msg = inbox.TryReceive(60000)
match msg with
| None -> …
| Some(Get(reply)) -> …
| Some(Put(newState, v, reply)) when version = v -> …
| Some(Put(_, v, reply)) -> …
}
and closedState () =
async {
let! msg = inbox.Receive()
match msg with
| Get(reply) ->
reply.Reply <| Failure(WorkerStopped)
return! closedState()
| Put(_, _, reply) ->
reply.Reply <| Failure(WorkerStopped)
return! closedState()
}
and closedState () =
async {
let! msg = inbox.Receive()
match msg with
| Get(reply) ->
reply.Reply <| Failure(WorkerStopped)
return! closedState()
| Put(_, _, reply) ->
reply.Reply <| Failure(WorkerStopped)
return! closedState()
}
5x efficient
improvement
60% latency drop
no databases
90% cost saving
akka.Net
Orleans
Caught a Gnome
EXP Item Gold
Quest Progress
Caught a Gnome
Level Up
Quest Progress
EXP Item Gold
Caught a Gnome
Quest Complete
Level Up
Quest Progress
EXP Item Gold
Caught a Gnome
New Quest
Quest Complete
Quest Progress
EXP Item Gold
Caught a Gnome
Quest Complete
New Quest
Level Up
Quest Progress
New Quest
Achievement
Progress
EXP Item Gold
Quest Complete
Level Up
Caught a Gnome
Level Up
Quest Progress
EXP Item Gold
Caught a Gnome
Quest Complete
New Quest
Achievement
Progress
Achievement
Complete
Level Up
Quest Progress
EXP Item Gold
Caught a Gnome
Quest Complete
New Quest
Achievement
Progress
Achievement
Complete
100+ actions
triggered by different
abstraction layers
non-functional
requirements
message-broker
pattern
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
Ignore
Process
Process
Process
Process
Ignore
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Process
Ignore
Ignore
Ignore
Process
Ignore
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Level Up
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Level Up
need lots of facts
type Fact =
| GotExp of Exp
| GotGold of Gold
| GotItem of Item * Count
| CaughtMonster of Monster * Bait * Location
| LevelUp of OldLevel * NewLevel
…
type Reward =
| GotExp of Exp
| GotGold of Gold
| GotItem of Item * Count
type StateChange =
| LevelUp of OldLevel * NewLevel
…
type Fact =
| StateChange of StateChange
| Reward of Reward
| Trapping of Trapping
| Fishing of Fishing
…
let process fact =
match fact with
| StateChange(stateChange) -> …
| Reward(reward) -> …
| Trapping(trapping) -> …
…
C# interop
…
var fact = Fact.NewStateChange(
StateChange.NewLevelUp(oldLvl, newLvl));
…
type IFact = interface end
type Reward =
| GotExp of Exp
| GotGold of Gold
| GotItem of Item * Count
interface IFact
type IFact = interface end
type Reward =
| GotExp of Exp
| GotGold of Gold
| GotItem of Item * Count
interface IFact
let process (fact : IFact) =
match fact with
| :? StateChange as stateChange -> …
| :? Reward as reward -> …
| :? Trapping as trapping -> …
…
| _ -> raise <| NotSupportedFact fact
let process (fact : IFact) =
match fact with
| :? StateChange as stateChange -> …
| :? Reward as reward -> …
| :? Trapping as trapping -> …
…
| _ -> raise <| NotSupportedFact fact
let process (fact : IFact) =
match fact with
| :? StateChange as stateChange -> …
| :? Reward as reward -> …
| :? Trapping as trapping -> …
…
| _ -> raise <| NotSupportedFact fact
simple
flexible
saver
location bait
attraction rate
catch rate
auto-tuning
trapping stats
Monster
strength
speed
intelligence
Trap
strength
speed
technology
Monster
strength
speed
intelligence
Trap
strength
speed
technology
Catch Rate %
trial-and-error
“…if you require constant diligence you’re
setting everyone up for failure and hurt”
genetic algorithms
F#-powered DSLs.
Awesome!
wanna find
correlations?
wanna find
correlations?
you can DIY it!
;-)
why was
payment service
slow last night?
Pain Driven Development
Amazon
.CloudWatch
.Selector
github.com/fsprojects/Amazon.CloudWatch.Selector
Find metrics whose 5
min average exceeded
1 second during last
12 hours
cloudWatch.Select(
unitIs “milliseconds” +
average (>) 1000.0
@ last 12 hours
|> intervalOf 5 minutes)
cloudWatch.Select(“
unitIs ‘milliseconds’ and
average > 1000.0
duringLast 12 hours
at intervalOf 5 minutes”)
did any cache
nodes’ CPU spike
yesterday?
cloudWatch.Select(
namespaceLike “elasticache” +
nameLike “cpu” +
max (>) 80.0
@ last 24 hours
|> intervalOf 15 minutes)
cloudWatch.Select(
namespaceLike “elasticache” +
nameLike “cpu” +
max (>) 80.0
@ last 24 hours
|> intervalOf 15 minutes)
regex support
Amazing
F#
=
usable from anywhere you
can run F# code
e.g. F# REPL, executable, ..
Internal DSL
useful for building tools
e.g. CLI, …
External DSL
Recap
managed
key-value store
redundancy
9-9s guarantee
great performance
name your
throughput
select GameTitle, UserId, TopScore
from GameScores
where GameTitle = “Starship X”
and TopScore >= 1000
order desc
limit 3
with (NoConsistentRead, Index(GameTitleIndex, true))
DynamoDB.SQL
github.com/fsprojects/DynamoDb.SQL
GOAL
Disguise
complexity
GOAL
SELECT UserId, TopScore
FROM GameScore
WHERE GameTitle CONTAINS “Zelda”
ORDER DESC
LIMIT 3
WITH (NoConsistentRead)
Query
AST
Execution
F# & FParsec*
*www.quanttec.com/fparsec
External DSL
via
SELECT * FROM GameScore
Abstract Syntax Tree (AST)
FParsec
select GameTitle, UserId, TopScore
from GameScores
where GameTitle = “Starship X”
and TopScore >= 1000
order desc
limit 3
with (NoConsistentRead, Index(GameTitleIndex, true))
< 50 LOC
S3 Provider
github.com/fsprojects/S3Provider
F# type provider for Amazon S3
intellisense over S3
compile time validation
no code generation
Domain Modelling
Infrastructure
Game Logic
Algorithms
DSLs
why F#?
time to market
correctness
efficient
tame complexity
also on the Functional Track this year :-)
Today
REPL
Driven Dev
FP Lab Hour
Tomorrow
Parser
Combinators
FP Lab Hour
@theburningmonk
theburningmonk.com
github.com/theburningmonk

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