Sunday 29 April 2018

Performance best practices for SQL Server in Azure Virtual Machines

This article provides guidance for optimizing SQL Server performance in Microsoft Azure Virtual Machine. While running SQL Server in Azure Virtual Machines, we recommend that you continue using the same database performance tuning options that are applicable to SQL Server in on-premises server environment. However, the performance of a relational database in a public cloud depends on many factors such as the size of a virtual machine, and the configuration of the data disks.
SQL Server images provisioned in the Azure portal follow storage configuration best practices. For more information on how storage is configured, see Storage configuration for SQL Server VMs. After provisioning, consider applying other optimizations discussed in this article. Base your choices on your workload and verify through testing.
Tip
This article is focused on getting the best performance for SQL Server on Azure VMs. If your workload is less demanding, you might not require every optimization listed below. Consider your performance needs and workload patterns as you evaluate these recommendations.

Quick check list

The following is a quick check list for optimal performance of SQL Server on Azure Virtual Machines:
AreaOptimizations
VM sizeDS3 or higher for SQL Enterprise edition.

DS2 or higher for SQL Standard and Web editions.
StorageUse Premium Storage. Standard storage is only recommended for dev/test.

Keep the storage account and SQL Server VM in the same region.

Disable Azure geo-redundant storage (geo-replication) on the storage account.
DisksUse a minimum of 2 P30 disks (1 for log files and 1 for data files and TempDB; or stripe two or more disks and store all files in a single volume).

Avoid using operating system or temporary disks for database storage or logging.

Enable read caching on the disk(s) hosting the data files and TempDB data files.

Do not enable caching on disk(s) hosting the log file.

Important: Stop the SQL Server service when changing the cache settings for an Azure VM disk.

Stripe multiple Azure data disks to get increased IO throughput.

Format with documented allocation sizes.
I/OEnable database page compression.

Enable instant file initialization for data files.

Limit autogrowing on the database.

Disable autoshrink on the database.

Move all databases to data disks, including system databases.

Move SQL Server error log and trace file directories to data disks.

Setup default backup and database file locations.

Enable locked pages.

Apply SQL Server performance fixes.
Feature-specificBack up directly to blob storage.
For more information on how and why to make these optimizations, please review the details and guidance provided in following sections.

VM size guidance

For performance sensitive applications, it’s recommended that you use the following virtual machines sizes:
  • SQL Server Enterprise Edition: DS3 or higher
  • SQL Server Standard and Web Editions: DS2 or higher

Storage guidance

DS-series (along with DSv2-series and GS-series) VMs support Premium Storage. Premium Storage is recommended for all production workloads.
Warning
Standard Storage has varying latencies and bandwidth and is only recommended for dev/test workloads. Production workloads should use Premium Storage.
In addition, we recommend that you create your Azure storage account in the same data center as your SQL Server virtual machines to reduce transfer delays. When creating a storage account, disable geo-replication as consistent write order across multiple disks is not guaranteed. Instead, consider configuring a SQL Server disaster recovery technology between two Azure data centers. For more information, see High Availability and Disaster Recovery for SQL Server in Azure Virtual Machines.

Disks guidance

There are three main disk types on an Azure VM:
  • OS disk: When you create an Azure Virtual Machine, the platform will attach at least one disk (labeled as the C drive) to the VM for your operating system disk. This disk is a VHD stored as a page blob in storage.
  • Temporary disk: Azure virtual machines contain another disk called the temporary disk (labeled as the D: drive). This is a disk on the node that can be used for scratch space.
  • Data disks: You can also attach additional disks to your virtual machine as data disks, and these will be stored in storage as page blobs.
The following sections describe recommendations for using these different disks.

Operating system disk

An operating system disk is a VHD that you can boot and mount as a running version of an operating system and is labeled as C drive.
Default caching policy on the operating system disk is Read/Write. For performance sensitive applications, we recommend that you use data disks instead of the operating system disk. See the section on Data Disks below.

Temporary disk

The temporary storage drive, labeled as the D: drive, is not persisted to Azure blob storage. Do not store your user database files or user transaction log files on the D: drive.
For D-series, Dv2-series, and G-series VMs, the temporary drive on these VMs is SSD-based. If your workload makes heavy use of TempDB (such as temporary objects or complex joins), storing TempDB on the D drive could result in higher TempDB throughput and lower TempDB latency.
For VMs that support Premium Storage (DS-series, DSv2-series, and GS-series), we recommend storing TempDB on a disk that supports Premium Storage with read caching enabled. There is one exception to this recommendation; if your TempDB usage is write-intensive, you can achieve higher performance by storing TempDB on the local D drive, which is also SSD-based on these machine sizes.

Data disks

  • Use data disks for data and log files: If you are not using disk striping, use two Premium Storage P30 disks where one disk contains the log file(s) and the other contains the data and TempDB file(s). Each Premium Storage disk provides a number of IOPs and bandwidth (MB/s) depending on its size, as described in the article, Using Premium Storage for Disks. If you are using a disk striping technique, such as Storage Spaces, we recommend to place all data and log files on the same drive.
    Note
    When you provision a SQL Server VM in the portal, you have the option of editing your storage configuration. Depending on your configuration, Azure configures one or more disks. Multiple disks are combined into a single storage pool with striping. Both the data and log files reside together in this configuration. For more information, see Storage configuration for SQL Server VMs.
  • Disk Striping: For more throughput, you can add additional data disks and use Disk Striping. To determine the number of data disks, you need to analyze the number of IOPS and bandwidth required for your log file(s), and for your data and TempDB file(s). Notice that different VM sizes have different limits on the number of IOPs and bandwidth supported, see the tables on IOPS per VM size. Use the following guidelines:
    • For Windows 8/Windows Server 2012 or later, use Storage Spaces with the following guidelines:
      1. Set the interleave (stripe size) to 64 KB (65536 bytes) for OLTP workloads and 256 KB (262144 bytes) for data warehousing workloads to avoid performance impact due to partition misalignment. This must be set with PowerShell.
      2. Set column count = number of physical disks. Use PowerShell when configuring more than 8 disks (not Server Manager UI).
      For example, the following PowerShell creates a new storage pool with the interleave size to 64 KB and the number of columns to 2:
      PowerShell
      $PoolCount = Get-PhysicalDisk -CanPool $True
      $PhysicalDisks = Get-PhysicalDisk | Where-Object {$_.FriendlyName -like "*2" -or $_.FriendlyName -like "*3"}
      
      New-StoragePool -FriendlyName "DataFiles" -StorageSubsystemFriendlyName "Storage Spaces*" -PhysicalDisks $PhysicalDisks | New-VirtualDisk -FriendlyName "DataFiles" -Interleave 65536 -NumberOfColumns 2 -ResiliencySettingName simple –UseMaximumSize |Initialize-Disk -PartitionStyle GPT -PassThru |New-Partition -AssignDriveLetter -UseMaximumSize |Format-Volume -FileSystem NTFS -NewFileSystemLabel "DataDisks" -AllocationUnitSize 65536 -Confirm:$false 
      
    • For Windows 2008 R2 or earlier, you can use dynamic disks (OS striped volumes) and the stripe size is always 64 KB. Note that this option is deprecated as of Windows 8/Windows Server 2012. For information, see the support statement at Virtual Disk Service is transitioning to Windows Storage Management API.
    • If you are using Storage Spaces Direct (S2D) with a scenario like SQL Server Failover Cluster Instances, you must configure a single pool. Note that although different volumes can be created on that single pool, they will all share the same characteristics, such as the same caching policy.
    • Determine the number of disks associated with your storage pool based on your load expectations. Keep in mind that different VM sizes allow different numbers of attached data disks. For more information, see Sizes for Virtual Machines.
    • If you are not using Premium Storage (dev/test scenarios), the recommendation is to add the maximum number of data disks supported by your VM size and use Disk Striping.
  • Caching policy: Note the following recommendations for caching policy depending on your storage configuration.
    • If you are using separate disks for data and log files, enable read caching on the data disks hosting your data files and TempDB data files. This can result in a significant performance benefit. Do not enable caching on the disk holding the log file as this causes a minor decrease in performance.
    • If you are using disk striping, most workloads will benefit from read caching. Because of the performance gain with disk striping, this recommendation applies even when the log file is on the same drive. In certain heavy write workloads, better performance might be achieved with no caching. This can only be determined through testing.
    • The previous recommendations apply to Premium Storage disks. If you are not using Premium Storage, do not enable any caching on any data disks.
    • For instructions on configuring disk caching, see the following articles. For the classic (ASM) deployment model see: Set-AzureOSDisk and Set-AzureDataDisk. For the Azure Resource Manager deployment model see: Set-AzureRMOSDisk and Set-AzureRMVMDataDisk.
      Warning
      Stop the SQL Server service when changing the cache setting of Azure VM disks to avoid the possibility of any database corruption.
  • NTFS allocation unit size: When formatting the data disk, it is recommended that you use a 64-KB allocation unit size for data and log files as well as TempDB.
  • Disk management best practices: When removing a data disk or changing its cache type, stop the SQL Server service during the change. When the caching settings are changed on the OS disk, Azure stops the VM, changes the cache type, and restarts the VM. When the cache settings of a data disk are changed, the VM is not stopped, but the data disk is detached from the VM during the change and then reattached.
    Warning
    Failure to stop the SQL Server service during these operations can cause database corruption.

I/O guidance

  • The best results with Premium Storage are achieved when you parallelize your application and requests. Premium Storage is designed for scenarios where the IO queue depth is greater than 1, so you will see little or no performance gains for single-threaded serial requests (even if they are storage intensive). For example, this could impact the single-threaded test results of performance analysis tools, such as SQLIO.
  • Consider using database page compression as it can help improve performance of I/O intensive workloads. However, the data compression might increase the CPU consumption on the database server.
  • Consider enabling instant file initialization to reduce the time that is required for initial file allocation. To take advantage of instant file initialization, you grant the SQL Server (MSSQLSERVER) service account with SE_MANAGE_VOLUME_NAME and add it to the Perform Volume Maintenance Tasks security policy. If you are using a SQL Server platform image for Azure, the default service account (NT Service\MSSQLSERVER) isn’t added to the Perform Volume Maintenance Tasks security policy. In other words, instant file initialization is not enabled in a SQL Server Azure platform image. After adding the SQL Server service account to the Perform Volume Maintenance Taskssecurity policy, restart the SQL Server service. There could be security considerations for using this feature. For more information, see Database File Initialization.
  • autogrow is considered to be merely a contingency for unexpected growth. Do not manage your data and log growth on a day-to-day basis with autogrow. If autogrow is used, pre-grow the file using the Size switch.
  • Make sure autoshrink is disabled to avoid unnecessary overhead that can negatively affect performance.
  • Move all databases to data disks, including system databases. For more information, see Move System Databases.
  • Move SQL Server error log and trace file directories to data disks. This can be done in SQL Server Configuration Manager by right-clicking your SQL Server instance and selecting properties. The error log and trace file settings can be changed in the Startup Parameters tab. The Dump Directory is specified in the Advanced tab. The following screenshot shows where to look for the error log startup parameter.
    SQL ErrorLog Screenshot
  • Setup default backup and database file locations. Use the recommendations in this article, and make the changes in the Server properties window. For instructions, see View or Change the Default Locations for Data and Log Files (SQL Server Management Studio). The following screenshot demonstrates where to make these changes.
    SQL Data Log and Backup files
  • Enable locked pages to reduce IO and any paging activities. For more information, see Enable the Lock Pages in Memory Option (Windows).
  • If you are running SQL Server 2012, install Service Pack 1 Cumulative Update 10. This update contains the fix for poor performance on I/O when you execute select into temporary table statement in SQL Server 2012. For information, see this knowledge base article.
  • Consider compressing any data files when transferring in/out of Azure.

Feature-specific guidance

Some deployments may achieve additional performance benefits using more advanced configuration techniques. The following list highlights some SQL Server features that can help you to achieve better performance:

Next Steps


Scalable Single-Page Application Architecture

In order to have better understanding of the following blog post you should be familiar with the fundamentals of the object-oriented and functional programming. I also strongly encourage you to explore the redux pattern.
A couple of months ago I started working on the first version of a Silicon Valley-based startup. The project is a single-page application with quite dynamic business requirements. As in most modern single-page applications we have a fat client which encapsulates decent amount of business logic and state.

Requirements

From my past experience working on startup projects, it was clear that the product will have quite dynamic requirements. It’s in early stage of development and in quite competitive business environment.

Scalable Communication Layer

We have relatively stable business domain, however, there are several external actors which will mutate the state of the application. We have the usual:
  • User of the application.
  • RESTful API.
On top of that we may (or may not) have the following:
  • Other parties who have established p2p connection with the current user.
  • Real-time communication with application server.
Given the multiple communication protocols (HTTP, WebSocket, UDP via WebRTC) we need different package formats:
The BERT protocol is essential for efficient p2p communication, especially when transferring binary data, such as images or any other which textual representation is generally redundant and inefficient.
Given all the services we need to communicate with, RxJS seems like a perfect fit for organization of all the asynchronous events that the application needs to handle. We can multiplex several data streams over the same communication channel using hot-observers and declaratively filter, transform, process them, etc.

Predictable and Explicit State Management

As we already mentioned, there are multiple state mutation sources. The user is the most obvious one, the push notifications that we will get from the real-time services is another and the other peers we communicate with using WebRTC are a third source. Having a predictable state management is quite essential in order to not reach a point where we have different versions of the store, containing different data.
Another requirement for the state management being predictable is to make the mutations explicit. We want to have a single place where the we modify the domain objects happens; we definitely don’t want to allow owning a reference to a domain object and modify its properties from any place in the application.
And finally, we want to own a single reference for given business entity. We don’t want to have several domain objects representing different business entities. This way we’ll introduce additional inconsistencies, especially if the objects differ.
There are many patterns which help us achieve predictable state management. Currently the most popular one is redux. In order to have type safety and good tooling we bet on TypeScript.
Some may argue that empowering purely functional language will help us reduce the side effects inside of the applications even further compared to an imperative language like TypeScript. I completely agree with this, and I am a big fan of Elm and ClojureScript myself. However, our team needs to scale.
Given the current demand of software engineers on the market it is hard to find suitable specialists. We’d be limiting the circle of possible candidates even further if I set the requirements “experience in Elm and ClojureScript”.
We found the golden mean between purity and scalable team in redux with TypeScript. Redux helps us with the predictable state management and TypeScript helps us with type checking and easier refactoring. Owning a single instance of the domain objects is a problem which could be solved with the identity map pattern. It can be easily integrated in redux, given that our entire state is represented as a directed-acyclic graph.
Talking about team…

Modular Design

As mentioned, the team will scale. The level of experience of the team members will differ. This means that multiple developers with different level of expertise need to work together on the same project. In a typical scenario, most junior team members will be unfamiliar with the functional paradigm. However, this should not drag the project down by making them unproductive. In order to help them get started easier with the project we can provide a high-level abstractions which makes them feel they are using something that they are already familiar with. Such abstraction can make them feel building a typical MVC application.
The layered diagram below shows the core modules of the architecture we stopped on:
Architecture Layers
The top layer includes the UI components that the user is going to directly interact with, for instance, dialogs, forms, etc.
The facade below the UI components’ layer represents “a set of objects that provide a simplified interface to a larger body of code”. Basically, the main purpose of this layer is to provide a set of classes that allow us to trigger application specific actions that will augment the reducers’ calls, and forward actions to async services. The reducers and the state from the diagram above are the exact same components known from the redux pattern.
From now on, for simplicity lets call our facades models. For instance, if we are developing a game, inside of our GameComponent we will use the GameModel which abstracts the store mutation, as well as the async services.
Another core role of the facades is to forward the actions used by the reducers to a set of async services. Once a given action is being triggered, it will be passed to a set of async services which will handle it. On higher-level the models look exactly like Active Record because they are mediatorsbetween the UI and the data layer. However, note that the model delegates the business logic to the reducers, and the communication with external services to the AsyncServices.
We can think of the async services as remote proxies to external services. They map the application specific actions to remote commands. Then why is this component called async service instead of remote service? Async services should handle all calls to asynchronous APIs,including WebRTC, WebSocket, as well as IndexDB.
In case we have an async service that represents a proxy to a RESTful API, it will hold a reference to an HTTP gateway. Once the async service receives an instance of an action, it will map the action to a RESTful command and sent it through the gateway.
Notice that given model (facade) should not be coupled to any specific communication channel, neither an async service. This means that the facade should invoke specific set of async services depending on the context it is used in.

Context Dependent Implementations

The context of the facades in our application is going to be determined by the components they are used in. For instance, lets suppose we are developing a game which allows multi-player and single-player modes. In case of single-player we want to send metadata to the game server; in case of multi-player we want to send metadata between players as well as to the server.
This means that inside of the SinglePlayerComponent we want our GameModel (the facade) to use the GameServer async service; inside of MultiPlayerComponent the GameModel should use GameServeras well as GameP2PService.
Having such context dependent dependency instantiation is a perfect candidate for using Dependency Injection Pattern.

Lazy-loading

The application’s codebase will grow a lot. It may become more than 100k lines of JavaScript, which means that lazy-loading of the individual bounded contexts is essential.
If we think in terms of the game we mentioned earlier, we want to have the following directory structure:
.
└── src
    ├── multi-player
    │   ├── commands
    │   ├── components
    │   └── gateways
    ├── single-player
    │   └── components
    ├── home
    │   └── components
    └── shared
Once the user opens the home screen we want to load all files from the home directory, together with the shared directory. If right after that the user navigates to the single-player page we want to download only the content of the single-player directory, etc.
Using this directory structure, we can easily distribute the application development among the individual team members by providing one such bounded context per a developer, for instance.

Other requirements

For the architecture we also have the standard set of requirements including:
  • Testability. The business layer’s complexity may grow which means that we need to have easy way to test it.
  • Maintability. We don’t want to rewrite our front-end when we have new requirements.
  • Open/closed. This way we’ll be able to react easier on the dynamically changing requirements.

Technology Stack

After discussion of the architecture and potential extension points of the application, we considered different technologies. Our prime candidates were React and Angular 2. We have previous successful experience with React and a redux-like architecture.
The only things we struggled with in our React project were lazy-loading and context dependent dependency instantiation. The react-router supports lazy-loading, however, we still miss the lack of dependency injection. Another great selling point of Angular 2, for us, is its WebWorkers support.
Our final tech stack we choose is as follow:
Before going any further I want to mention that the architecture that I am going to explain below is framework agnostic, this means that you can apply it in Angular 2, React or any other framework. There could be slight differences in terms of syntax and lack of dependency injection.

Disclaimer

The explained architecture is abstract. This means that it doesn’t define specific interfaces but a concepts which will help you structure your application.
It works great for us but I cannot promise that it will be perfect fit for you, the way I’ve described it here. You may need to reshape it, bend it and play with it to make sure it will fulfill your needs.
Finally, the architecture doesn’t provide rules that you must follow. Instead, it provides guidelines and suggestions of how you can spread the responsibilities across the individual pieces it defines.

Sample Application

A sample application which implements the architecture we’re going to talk about can be found here. It uses Angular 2 and rxjs, but as mentioned, you can apply it successfully in React as well.
In order to be able to explain the concepts easier, I’ll put them into the context of the application from above. Basically the app is a game which helps you improve your typing speed. It has two modes:
  • Single player - allows you to practice typing. This mode gives you text and measures how fast you can reproduce it.
Single Player
  • Multi player - allows you to compete with another player through the network. Both players connect to each other through WebRTC. Once the connection is established they start exchanging messages related to the game progress of one another. When any of the players completes her challenge she is declared as the winner:
Multi Player

Introducing the Architecture

Now lets go through the layers from the diagram above, starting with the:

UI Components

The UI components layer contains framework-specific components (in our case Angular 2). The components can hold some state but it must be clear what part of the application state belongs to the store and what can be left inside of the components.
The entire component tree is nothing more than the composite pattern and we have controllersassociated to the individual components.
Here’s a sample implementation of the GameComponent from the sample application explained above:
@Component({
  // Some component-specific declarations
  providers: [GameModel]
})
export class GameComponent implements AfterViewInit {
  // declarations...
  @Input() text: string;
  @Output() end: EventEmitter<number> = new EventEmitter<number>();
  @Output() change: EventEmitter<string> = new EventEmitter<string>();

  constructor(private _model: GameModel, private _renderer: Renderer) {}

  ngAfterViewInit() {
    // other UI related logic
    this._model.startGame();
  }

  changeHandler(data: string) {
    if (this.text === data) {
      this.end.emit(this.timer.time);
      this._model.completeGame(this.timer.time, this.text);
      this.timer.reset();
    } else {
      this._model.onProgress(data);
      // other UI related logic
    }
  }

  reset() {
    this.timer.reset();
    this.text = '';
  }

  invalid() {
    return this._model.game$
      .scan((accum: boolean, current: any) => {
        return (current && current.get('invalid')) || accum;
      }, false);
  }
}
The component above has the following important characteristics:
  • It has a set of inputs and outputs that define its API, i.e. how it can be used in other components in the component tree.
  • It encapsulates some component-specific state that is not important for the rest of the application, i.e. not included in the application’s store (for instance the current text that the user has entered).
  • It uses the GameModel which is a sample instance from the Facade layer.
The GameModel provides access to specific part of the application’s state that is important for given cluster of components. For instance, the GameComponent is interested in the current game, so the GameModel provides access to this part of the state through the game$ property.
Notice that above the state is represented as a stream of immutable objects. This means that once the state changes the GameComponent will get new instance of it immediately, and this instance will be an immutable object. Basically the game$ property of the GameModel’s instance is of type Observable<Game> where Game is an immutable record. The model will map the entire state tree and select (and provide) only the part of it which is relevant. For instance, if our state tree contains a set of users as well, the GameModel will take only the part of the store representing game, ignoring the users. On the diagram below you can see how the model mediates between the state tree and the component tree:
Model as mediator
Using high-level abstraction such as the GameModel allows new team members to become productive quickly. They can start developing UI components that use the model for propagating state changes. All the new team members need to be familiar with is how to develop Angular 2 components and have basic experience with RxJS data streams. They don’t have to be aware of any communication protocol, packages’ data format, redux, etc.

Model Definition

The facade used by the game component is the GameModel. Here’s its definition:
@Injectable()
export class GameModel extends Model {

  games$: Observable<string>;
  game$: Observable<string>;

  constructor(protected _store: Store<any>,
              @Optional() @Inject(AsyncService) _services: AsyncService[]) {
    super(_services || []);
    this.games$ = this._store.select('games');
    this.game$ = this._store.select('game');
  }

  startGame() {
    this._store.dispatch(GameActions.startGame());
  }

  onProgress(text: string) {
    this.performAsyncAction(GameActions.gameProgress(text, new Date()))
      .subscribe(() => {
        // Do nothing, we're all good
      }, (data: any) => {
        if (data.invalidGame)
          this._store.dispatch(GameActions.invalidateGame());
      });
  }

  completeGame(time: number, text: string) {
    const action = GameActions.completeGame(time, text);

    // We perform an optimistic update here,
    // which we may want to undo if the async action fails.
    this._store.dispatch(action);
    this.performAsyncAction(action)
      .subscribe(() => console.log('Done!'));
  }
}
The class accepts as dependency an instances of the Store as the _store variable, which is the ngrx store, and a set of AsyncServices.
The model can mutate the store by dispatching actions, created by the action creators. We can think of the actions as commands, or even a simply dummy instructions that have meaning only within the boundaries of our application. They contain an action type (a string) and a payload which provides enough information to the reducers in order to update the store.
The GameModel can start the game by dispatching the startGame action, created by the GameActionsaction creator:
this._store.dispatch(GameActions.startGame());
Calling the dispatch method of the store with given action will apply all the registered reducers to the store, with the passed action as an argument and will produce a new store. This store will be then emitted to the view through the game$ observable. The entire flow represents something like:
Flow in ngrx
First, the action will go to the store. After that the store will invoke all the reducers and produce a new state. This state will be emitted by the observable game$ which will be handled by the components inside of the UI.
The reducer is simply a pure function which produces the same output when given the same input. Here’s the implementation of the reducer that will handle the startGame action:
export const gameReducer = (state: any = initialState.get('game'), action: Action) => {
  switch (action.type) {
    case START_GAME:
      state = fromJS({});
    break;

    case INVALID_GAME:
      state = state.set('invalid', true);
    break;

    case GAME_PROGRESS:
      state = state.set('currentText', action.payload.text);
    break;
  }
  return state;
};
Now let’s trace what will happen when we emit the invalidGame action.
  • The store will invoke all the reducers associated to it, including the gameReducer defined above.
  • The gameReducer will produce a new state by setting the invalid property to true of the stateobject.
  • The observer associated to the game$ observable will trigger a new value.
  • The GameComponent above will handle the change in the state with:
    invalid() {
      return this._model.game$
        .scan((accum: boolean, current: any) => {
          return (current && current.get('invalid')) || accum;
        }, false);
    }
  • Inside of the template of the game we will use the value producer by invalid() by using:
    <div [hide]="!(invalid() | async)">
      <h1>The game is invalid...</h1>
    </div>
The last sections above are mostly related to ngrx/redux specific details. Now let’s take a look at how we use the:

Async Services

AsyncService is an abstract class which looks the following way:
export abstract class AsyncService {
  abstract process(data: Action): Observable<any>;
}
When the onProgress method of the GameModel is invoked, we’ll performAsyncAction which in this case is the gameProgress action gotten from the GameActions action creator. performAsyncActionwill iterate over the _services and invoke their process methods:
export abstract class Model {

  constructor(private _services: AsyncService[]) {}

  protected performAsyncAction(action: Action) {
    return Observable.merge.apply(Observable, (this._services || []).map(s => s.process(action)));
  }
}
Once the services’ call completes we can handle the result returned by them. For instance, above when the services’ call fails we emit the gameInvalid action and change the state of the game. Notice that in case of multiple services making the model responsible for handling their responses won’t be practical because it doesn’t know anything about the services it uses. In this case the logic for handling responses by an async service should be moved to the service itself.
The different services can use different communication protocol, which means different data packages. For instance, the GameServer can use JSON-RPC-like messages but in multi-player mode we may want to exchange binary date through BERT packages. Also, the format of the data can be different. For instance, lets say we want to send the entire text that the user has typed in case of the GameServer but we want to send only the change between the current text value and the previous value in case of the GameP2PService (used in multi-player mode).
The responsibility of mapping the domain model to the remote service’s model representation, as well as taking care of the format of the packages belongs to the AsyncService itself. It is the only module which “understands” the remote service.
For instance, lets take a look at the implementation of the GameP2PService:
@Injectable()
export class GameP2PService extends AsyncService {

  constructor(private _rtcGateway: WebRTCGateway, private _store: Store<any>) {
    super();
    _rtcGateway.dataStream
      .map((data: any) => JSON.parse(data.toString()))
      .subscribe((command: any) => {
        switch (command.method) {
          case PROGRESS:
            _store.dispatch(P2PGameActions.partnerProgress(command.payload.text));
            break;
          case COMPLETE:
            _store.dispatch(P2PGameActions.partnerCompleted());
            break;
        }
      });
  }

  process(action: Action) {
    let baseCommand = new RPCCommand();
    baseCommand.payload = new JsonPayload();
    baseCommand.gateway = this._rtcGateway;
    let commandBuilder = buildP2PCommand(action);
    if (!commandBuilder) {
      console.warn('This command is not supported');
      return Observable.create((obs: Observer<any>) => obs.complete());
    } else {
      return commandBuilder(baseCommand).invoke();
    }
  }
}
Inside of this service’s constructor we have subscribed to the messages received by the WebRTC gateway and we are transforming it by using the RxJS’s map operator. We process the individual packages we’ve received by mapping them to actions and emitting them using the store.
Inside of the process method we need to do two things:
  • Map the received as parameter action to the corresponding command that will be processed by the remote service.
  • Dispatch command using the proper gateway.
Note that we delegate the mapping between application-specific actions and remote commands to a command builder. The command builder defines a set of functions which map the individual actions to a specific command which serialized version is understandable by the remote service.

Gateways

Gateway is nothing more than a concrete implementation of the following abstract class:
export abstract class Gateway {

  // Emits responses or push messages
  // from the remote service.
  dataStream: Observable<any>;

  // Emits true in case we've established
  // connection to the remote machine, otherwise false.
  connectionEvents: Observable<boolean>;

  protected _emitter: Observer<any>;

  protected _connectionEventsEmitter: Observer<boolean>;

  // Initializes the Gateway's properties
  constructor() {
    this.dataStream = Observable.create((emitter: Observer<any>) => {
      this._emitter = emitter;
    }).share();
    this.connectionEvents = Observable.create((obs: Observer<boolean>) => {
      this._connectionEventsEmitter = obs;
    }).share();
  }

  // An abstract method which should be implemented by a specific
  // concrete implementation.
  abstract send(command: Command): Observable<any>;
}
We declare two Observables:
  • dataStream - emits new received packages. The gateway only emits these packages but does not handle them. The async service is responsible for decoding (in fact the specific command payload, described below, will decode them) and processing them.
  • connectionEvents - emits events when we connect/disconnect from the gateway (useful in case of WebSockets and WebRTC).
And a single public method:
Now let’s see what we actually send through the network:

Commands and Payloads

We want to not couple the individual commands to the transport protocol. This means that we should be able to:
  • Send RPC commands through an HTTP, WebSockets, WebRTC gateways.
  • Use BERT/JSON or whatever for payloads of RESTful/RPC commands.
This brings great flexibility and reusability by allowing us to use different command types (REST, RPC, etc.), with different payloads (JSON, BERT, etc.), via different gateways (WebSocket, HTTP, WebRTC, etc.).
The Command class looks like:
export abstract class Command {

  constructor(payload?: CommandPayload) {...}

  get id(): number {...}

  get payload(): CommandPayload {...}

  set payload(value: CommandPayload) {...}

  get method(): any {...}

  set method(value: any) {...}

  set gateway(value: Gateway) {...}

  get mimeType() {
    return this._payload.mimeType;
  }

  concat(command: Command): void {
    this._payload.concat(command.payload);
  }

  serialize(): string | Blob | ArrayBuffer {
    return this._payload.serialize();
  }

  parse(response: any): any {
    return this._payload.parse(response);
  }

  invoke(context?: Command): Observable<CommandResult> {
    context = context || this;
    context.state = CommandState.EXECUTING;
    let result = Observable.create((observer: Observer<CommandResult>) => {
      this._gateway.send(context).subscribe((response: Observer<any>) => {
        context.state = CommandState.INVOKED;
        observer.next({
          command: context,
          payload: context.parse(response)
        });
      }, (error: any) => observer.error(context.parse(error)),
        () => observer.complete());
    });
    return result;
  }

  set state(value: CommandState) {...}

  get state(): CommandState {...}
}
The _payload of the command is the piece of data that holds the information that the command sends through the network. Since the payload of the command is the only thing which knows how the data within the command is represented, the Command delegates the concat and serialize method calls to the payload itself.
The relation between Command and Payload takes advantage of the decorator pattern.
Thanks to the current architecture we can implement:
  • Batching of the commands. Imagine we are using an HTTP gateway and we want to batch several commands. The async service will batch the commands depending on their corresponding actions. The actual concatenation of the commands will be implemented in the Payload class. This is due the reason that JSON commands will be concatenated differently compared to BERT commands, for instance.
  • Prioritization. We can build a priority queue of the incoming actions and dispatch the corresponding commands based on the assigned priority. In such case higher priority commands (such as RESTful calls) can be invoked before lower priority commands (such as assets fetching) no matter of the order they arrive.

Configuration of Dependencies

Now let’s take a step back and look at the single-player component:
@Component({
  // More component-specific declarations
  providers: [
    provide(AsyncService, { multi: true, useClass: GameServer })
    //...
  ]
})
export class SinglePlayerComponent {
  // Some basic logic here
}
Inside of the providers property we define a single provider, one for the AsyncService token. This means that inside of the GameModel, requested in the GameComponent, will be injected an instance of the GameServer. But notice that we’re declaring the provider as multi-provider. Multi-providers in Angular allow us to have multiple providers associated to the same token.
In case of single-player game, once we invoke the onProgress method of the GameModel a new gameProgress action will be triggered. This action will be passed to the set of async services (_services) which will map it to commands with specific payload, and send it through the network, using specific gateway. In this case the only async service will be the GameServer.
In the multi-player screen we want to not only use the GameServer but also to send notification to the connected peer with the player’s progress. This can happen with adding a single line of code:
@Component({
  // More component-specific declarations
  providers: [
    provide(AsyncService, { multi: true, useClass: GameServer }),
    provide(AsyncService, { multi: true, useClass: GameP2PService }),
    //...
  ]
})
export class MultiPlayerComponent {
  // Some basic logic here
}
This way, when the GameModel is used in the context of the MultiPlayerComponent, it will receive two async services: GameServer and GameP2PService.

Recap

The diagram below illustrates a sample use case of the application - user registration scenario.
The image is divided into six different sectors:
  • Component tree - encapsulates the UI related logic.
  • Model - provides facade for the state management and data communication layers.
  • State - immutable tree which contains the application state.
  • Service layer - encapsulates the communication logic with external services.
  • Communication logic - encapsulates the communication protocols and package formats of external services.

Conclusion

The proposed architecture above has the following properties:
  • Predictable state management thanks to the redux-like pattern it is based on. All the gateways, models, async services, commands, payloads must be stateless.
  • Testability. For resolving any of the services we’re using the dependency injection mechanism of Angular 2 so we can easily mock any of them for our testing environment. On top of that, our entire business logic is in pure functions (the reducers) which are easy to test.
  • Easy for newcomers to join the project. When a developer who is not familiar with the architecture joins the team she can start developing components in the UI layer and use the facades which abstract the async services layer, and the state management. To new developers the architecture will look like traditional MVC.
  • Context dependent dependencies. We can reuse the models across components since they are not dependent by the async services they use. Therefore we follow the open-closed principle by using context specific async services.
  • Explicitness. The async services layer is explicit and each async service implements the action-to-command mapping by itself. Across async services we can have shared data adapters. We can also easily map service responses to our domain model representation by another set of adapters.
  • Easy management of asynchronous events. Thanks to RxJS we can treat such events as streams and apply high-order functions over them.