Recently, we dispatched two of our developers to Unite Europe in Amsterdam and they did a lightning-fast talk on some of our techniques for games-as-a-service to a crowd of Unity developers. The talk covers a brief resume of the development of our CMS systems and how we’ve been dealing with players trying to hack Samurai Siege and Rival Kingdoms.
Here at Spaceape, our configuration management tool of choice is Chef. We are also big fans of Consul, the distributed key-value-store-cum-service-discovery-tool from the good folks at Hashicorp. It might not be immediately clear why the two technologies should be mentioned in the same paragraph, but here is the story of how they became strange bedfellows.
In a previous blog post, we told the story of our experiences with Chef. That post goes into far greater detail, but suffice it to say that our infrastructure code base was not always as reliable, configurable or even predictable as it is now. We found ourselves in a dark place where Chef was run on an ad-hoc basis, often with fingers well and truly crossed. To wrest back control and gain confidence we needed to be able to run it on a 15-minute interval.
Simple, you say, write a cron-job. Well yes, that is true. But it’s only a very small part of the story. We would find occasions where initiating a seemingly harmless Chef run could obliterate a server, and yet the same run on an ostensibly similar server would reach the end without incident. In short we had little confidence in our code, certainly not enough to start running it on Production. Furthermore – and this applies still today – often we really don’t want to allow Chef to run simultaneously across a given environment. For example, we may push a change that restarts our game-serving process. I don’t need to expand on what would happen if that change ran across Production at 12:15 one day…
Wouldn’t it be nice, we asked ourselves, if we had some sort of global locking mechanism? To prevent us propagating potential catastrophes? Not only would this allow us to push infrastructure changes through our estate, it might just have other benefits…
Like all the Hashicorp products we’ve tried, Consul is solid. Written in Go, it employs the Raft consensus algorithm atop the Serf gossip protocol to provide a highly available distributed system that even passes the Jepsen test. It is somewhat of a swiss army knife that aims to replace or augment your existing service delivery, configuration management and monitoring tools.
The utility we decided to employ for the locking mechanism was the key-value store. We built our own processes and tooling around this, as we’ll see, but it should be noted that more recent versions of Consul than we had available at the time actually have a semaphore offering.
Stored in Consul, we have a number of per-tier, per-environment key-spaces. As an example:
Logstash is the environment,
es-indexer the service. Within this keyspace, the only pre-requisite is a value for the maximum number of concurrent Chef runs we wish to allow, which we call
Generally this value is set to 1, but on some larger environments we set it higher.
When a server wishes to run Chef the first thing it does is to retrieve this
max_concurrent value. Assuming the value is a positive integer (a value of -1 will simply allow all Chef runs) it then attempts to acquire a ‘slot’. A slot is obtained by checking this key:
Which is a running count of the number of hosts in the tier currently running Chef. It’s absence denotes zero. If the current value is less than the `max_concurrent` value the server increments the counter and registers itself as ‘running’ by creating a key like this, the value of which is a timestamp:
The sharper amongst you will have noticed a problem here. What if two hosts try to grab the slot at the same time? To avoid this happening we use Consul’s Check-and-Set feature. The way this works is that, upon the initial read of the
current value, a ModifyIndex is retrieved along with the actual Value. If the server decides that
max_concurrent it attempts to update
current by passing a `
?cas=ModifyIndex` parameter. If the ModifyIndex does not match that which is stored on Consul, it indicates that something else has updated it in the meantime, and the write fails.
With the slot obtained, the Chef run is allowed to commence. Upon success, the running key is removed and the counter decremented. If however the run fails the lock (or the ‘slot’) is held, no further hosts on the tier are able to acquire a slot, and Chef runs are thereby suspended.
Our monitoring tools, by checking the timestamp of the running key, are able to warn us when locks have been held for a certain period of time (i.e. longer than the average Chef run takes) and failures are contained to one (or rather
And so… this all works rather well. Many has been the time when we’d look at one another, puff our cheeks, and say, “Thank goodness for the locking system!” Over time it has allowed us to unpick our infrastructure code and get to the smug position we find ourselves. Almost never do we see locks being held for anything but trivial problems (Chef server timeouts for instance), nothing that a little judicious sleep-and-retry doesn’t fix. It also gives us great control over when and what runs Chef as we can easily disable Chef runs for a given tier by setting
max_concurrent to 0.
But the purists amongst you will no doubt be screaming something about a CI system, or better unit tests, or something, or something. And you’d be right. The truth is that we were unable to shoehorn a CI system into infrastructure code which was underpinning a live game, in which we did not have complete confidence. Having the backup-parachute of the mechanism described above, though, has enabled us to address this. But that doesn’t mean we’ll be discarding it. On the contrary, it will form the backbone of our CI system, facilitating the automatic propagation of infrastructure code throughout our estate. More on that to follow.