Serialization in Storm
This tutorial illustrates how the serialization library works by using two examples. The first example uses the serialization library to save settings for a program. The second example uses the serialization library to implement a simple but robust communication protocol.
The code presented in this tutorial is available in the directory root/tutorials/serialization
in
the Storm release. There are a few different entry points that can be run from the Basic Storm
interactive top-loop:
-
tutorials:serialization:save
- Save the settings in the first part of the tutorial. -
tutorials:serialization:text
- Load settings as text, to inspect what is stored in the saved file. -
tutorials:serialization:load
- Load settings in the first part of the tutorial. -
tutorials:serialization:protocol
- Run the message protocol from the second part of this tutorial.
Saving Settings
In the first part of the tutorial we will use the serialization library to save settings for a fictional program to disk and load them back into memory. We will also explore the abilities of the serialization library to load data saved from earlier versions of a program.
Setup
For this part of the tutorial we will work in a single file named settings.bs
. As a start, add the
following contents to the file:
void save() { print("TODO"); }
Then open a terminal and change to the directory where you saved the file. You should be able to run the code by typing:
storm settings.bs -f settings.save
If done successfully, Storm should print TODO
and exit.
Data
The next step is to define some data that we can serialize. For the purposes of this tutorial, we
create a class Settings
that we imagine contains all the settings that our imaginary program
wishes to save. As a part of the settings, we also create a class User
that stores basic
information about the user. We implement the classes as follows:
class Settings { User user = User("Filip", 30); Str country = "Sweden"; void toS(StrBuf to) : override { to << "{ user: " << user << ", country: " << country << " }"; } } class User { Str name; Nat age; init(Str name, Nat age) { init { name = name; age = age; } } void toS(StrBuf to) : override { to << "{ name: " << name << ", age: " << age << " }"; } }
In the Settings
class, we use default values for the data members to make it easier to create
instances of the Settings
object with interesting contents. This may or may not be suitable in
real applications.
Serialization
To save the contents of the two classes, we first need to make them serializable. Typically, this is
done by adding the serializable
decorator to the affected classes. The logic for this decorator
resides in the package util:serialize
, so that package needs to be included as well:
use util:serialize; class Settings : serializable { // ... } class User : serializable { // ... }
After that, we can turn our attention to the actual serialization logic. To serialize objects, we
need to use the ObjOStream
class (for object output stream). As with the text streams in the
previous tutorial, the ObjOStream
accepts an OStream
as a parameter to its constructor that
specifies where data should be stored.
After creating an ObjOStream
, we can write objects to them by calling the member function write
in the object we wish to store. This function is generated automatically by the serializable
decorator we added earlier.
All in all, we can implement the serialization in the save
function as follows:
use core:io; // Add to the top of the file Url settingsUrl() { return cwdUrl / "settings.dat"; } void save() { Settings settings; // Object we wish to save. Url saveTo = settingsUrl(); ObjOStream out(saveTo.write()); // Create an ObjOStream settings.write(out); // Write the object out.close(); // Close the stream. print("Saved to: ${saveTo}"); }
We can run the program by typing storm settings.bs -f settings.save
in the terminal. This
serializes the settings object into the file settings.dat
in the current working directory (the
program outputs the path as well).
Inspecting the Serialized Data
If you open the settings.dat
file you serialized previously, you will see that it uses a binary
format. We do, however, see some strings in the file that contains names of the types that were
stored. In fact, the serialized data contains enough information to deserialize the serialized data
without access to the original class definitions. It is possible to use this data to convert the
binary stream into a textual, human-readable format using the class TextObjStream
that is
implemented in the util.serialize
package.
We can use the stream to read our serialized data as follows:
void text() { Url loadFrom = settingsUrl(); TextObjStream in(loadFrom.read()); Str textRepr = in.read(); print("Settings as text:"); print(textRepr); }
If we run the program by typing storm settings.bs -f settings.text
in the terminal, we will get
the following output (note that the class names are different if you use the code in the Storm
release):
settings.Settings (instance 0) { user: settings.User (instance 1) { name: "Filip" age: 30n } country: "Sweden" }
Objects are represented by a class name followed by a pair of curly braces that denotes the contents
of the object. For class types, we also see (instance N)
that indicates which instance of the
class is being defined. This is sometimes used by the textual representation to refer back to
previously stored objects, in case the object graph contains multiple references to the same object.
Deserialization
Now that we know that our data was serialized properly, we can deserialize the data into a
Settings
object again. We do this using the ObjIStream
object together with the static read
function that was generated by the serializable
decorator. Similarly to when serializing, we first
open the file as a plain IStream
, which we then pass to the constructor of the ObjIStream
:
void load() { Url loadFrom = settingsUrl(); ObjIStream in(loadFrom.read()); print("Loading settings from: ${loadFrom}..."); try { Settings settings = Settings:read(in); print("Success: ${settings}"); } catch (SerializationError e) { print("Failed: ${e.message}"); } }
If we run the program by typing storm settings.bs -f settings.load
in the terminal, we will get
the following output:
Loading settings from: /home/storm/settings.dat... Success: { user: { name: Filip, age: 30 }, country: Sweden }
Changing the Settings Class
The serialization library is able to support changes to classes to a certain degree. This means that it is possible to load serialized data from an old version of the system, even if changes were made to the serialized classes.
To illustrate this, let's assume that we have developed our imaginary program further and we wish to
add a new setting for the user's preferred language. We can add the setting by modifying the
Settings
class as follows:
class Settings : serializable { User user = User("Filip", 30); Str country = "Sweden"; Str language; void toS(StrBuf to) : override { to << "{ user: " << user << ", country: " << country << ", language: " << language << " }"; } }
If we run the load
function at this time, deserialization will fail with the following message:
Failed: The member language, required for type Settings, is not present in the stream and has no default value in the source code.
As indicated by the message, the serialization library has realized that a new member was added to
the Settings
class compared to the time when the data file was serialized. The message also gives
a hint that it is possible to solve the issue by specifying a default value. Let's try to specify a
default value for language
as follows:
Str language = "Swedish";
If we run the load
function again at this point, the serialization library uses the default value
to fill in the missing value from the serialized representation, and we get the following output:
Loading settings from: /home/storm/settings.dat... Success: { user: { name: Filip, age: 30 }, country: Sweden, language: Swedish }
It is possible to remove members from classes as well. It is, however, worthwile to be a bit careful with renaming data members. The serialization library uses names of member variables to match data members, and renaming a data member is thus treated as the removal of the old name and the addition of the new name. This means that the user will lose the value of the renamed setting.
Complex Data
The serialization library takes care to preserve the structure of the object graph during serialization. In particular, if multiple variables in the serialized representation refer to the same instance of an object, the object will not be duplicated, and the deserialized representation will preserve this property.
To illustrate this, let's add an alternate user identity to the Settings
class and make the two
refer to the same User
instance. We also modify the toS
function to indicate if user
and
alternate
refer to the same object or not.
class Settings : serializable { User user; User alternate; Str country = "Sweden"; init() { User tmp("Filip", 30); init { user = tmp; alternate = tmp; } } void toS(StrBuf to) : override { to << "{ user: " << user << ", alternate: "; if (user is alternate) { to << "(same as user)"; } else { to << alternate; } to << ", country: " << country << " }"; } }
We can now serialize the new object using storm settings.bs -f settings.save
, and then inspect the
textual representation of the serialized data using storm settings.bs -f settings.text
. The
textual representation shows the fact that user
and alternate
refer to the same object as
follows:
settings.Settings (instance 0) { user: settings.User (instance 1) { name: "Filip" age: 30n } alternate: <link to instance 1> country: "Sweden" }
As we can see, the textual representation shows the value of alternate
as <link to instance 1>
.
If we look at the value for user
, we can see that it has been labeled as (instance 1)
. This
shows that the fact that they are the same instance has been preserved in the serialized
representation as well.
Of course we can deserialize the data again to verify that the deserialization logic behaves in the
same way. If we run storm settings.bs -f settings.load
, we will see the following output that
verifies that it is indeed the case since it prints (same as user)
as the value for alternate
:
Success: { user: { name: Filip, age: 30 }, alternate: (same as user), country: Sweden }
Communication Protocol
As mentioned in the top of this page, it is also possible to use the serialization library to conveniently implement a network protocol. In this part of the tutorial, we will use the protocol within a single process, but the same idea can be extended to communication between different machines.
Setup
For this part of the tutorial we will work in a single file named protocol.bs
. As a start, we add
the function that we will use as the entry-point to the file:
use core:io; use util:serialize; void main() { print("TODO"); }
Then open a terminal and change to the directory where you saved the file. You should be able to run
it by typing storm protocol.bs
. If done successfully, it should print TODO
and then exit.
Requests and Responses
This protocol will be a simple request-response protocol. The client sends a request to the server, and assumes that each request will eventually produce a response of some type. It is, of course, possible to extend the idea presented here to a more complex scheme as well. It does, however, introduce more complexity in the implementation.
We model requests using a class that we call Request
. To make it easy for the server to determine
how to respond to each request, we define an abstract function execute
in the Request
class that
implements the behavior that the server should execute. We let the execute
function receive a
reference to a Server
object as well, so that it may access the state that is present in the
server:
class Request : serializable { Response execute(Server server) : abstract; }
Since responses belong to messages, we do not need the same dispatch logic there. As such, we represent responses as an empty class that we can then inherit from to add additional data in the responses:
class Response : serializable { }
The Server
Now that we have an idea of how we will model requests and responses, we can start implementing the server. We will represent the server as a class that contains the state managed by the server. In our case, we implement a server that simply stores a list of strings. It implements two requests, one for adding an element to the list, and one for retrieving the current contents of the list.
With this in mind, we can start implementing the server class as follows:
class Server { Str[] data; }
Now that we know how the data is stored inside the server, we can implement the request that adds a string to the list as follows. Note that we need to store any data that should be sent from the client to the server as members inside the class:
class AddRequest : extends Request, serializable { Str toAdd; init(Str toAdd) { init { toAdd = toAdd; } } Response execute(Server server) : override { server.data.push(toAdd); return Response(); } }
As we can see, we can implement the logic for how to handle the request in the execute
function.
This will make it possible to implement the logic in the Server
class by simply calling execute
on the received Request
. This also makes it easy to extend the server with new messages in the
future, without having to modify the Server
class itself.
In a similar way, we can implement the request for retrieving the list as follows. Since this
request needs to return some data in its response, we also need to define a subclass to Response
that stores the data we wish to return:
class GetRequest : extends Request, serializable { Response execute(Server server) { return GetResponse(server.data); } } class GetResponse : extends Response, serializable { Str[] data; init(Str[] data) { init { data = data; } } }
Since the actual logic for handling each request is implemented in the corresponding Request
class, all that remains is the logic for deserializing requests and serializing the responses. We
implement this as a loop in the Server
class as follows:
class Server { Str[] data; void run(IStream read, OStream write) { ObjIStream input(read); ObjOStream output(BufferedOStream(write)); try { do { Request request = Request:read(input); Response response = request.execute(this); response.write(output); output.flush(); } } catch (EndOfStream e) { // End of stream reached, this is normal. } catch (SerializationError e) { print("Serialization error: ${e.message}"); } input.close(); output.close(); } }
As we can see, the central parts of the server logic is inside the do
loop inside the try
block.
This loop simply reads a message by calling Request:read(input)
, executes the logic associated
with the message by calling request.execute(this)
, and finally sending the response back to the
client using response.write(output)
.
When the client closes their end of the input
stream, deserialization will fail with the
EndOfStream
exception. As such, the code above catches the exception and allows execution to
continue normally in this case. Note that EndOfStream
is a subclass of SerializationError
, that
is used to report other forms of serialization errors. This means that the order of the catch
clauses are important in the code above.
A detail worth mentioning in the code above is the use of a BufferedOStream
when creating the
ObjOStream
. The BufferedOStream
acts as a layer between the ObjOStream
and the OStream
that
collects the small writes that are performed by the ObjOStream
and only writes them when the
internal buffer is full or when flush
is called. This is technically not necessary in this
example, since we will send data between two threads in the same system. However, this buffering is
often very beneficial when sending data over the network, especially if encryption is used, since
there is much more overhead involved in network transmissions.
The Client
Now that we have a server, we are ready to implement the client. We implement the client as a class
that contains two object streams, one for input and one for output. The class then contains a
function called request
that sends a request to the server and waits for a response. We can
achieve this as follows:
class Client { private ObjIStream input; private ObjOStream output; init(IStream read, OStream write) { init { input(read); output(BufferedOStream(write)); } } Response request(Request request) { request.write(output); output.flush(); return Response:read(input); } void close() { input.close(); output.close(); } }
As with the server, we use a BufferedOStream
to buffer writes to the output stream. We can also
see that the request
function is fairly simple. It starts by writing the request
object to the
output
stream, flushes the stream (to inform the BufferedOStream
that it needs to send any
buffered data immediately), and reads a response from the input
stream.
We can use the Client
class to interact with the server as follows:
void runClient(IStream read, OStream write) { Client client(read, write); client.request(AddRequest("a")); client.request(AddRequest("b")); if (response = client.request(GetRequest()) as GetResponse) { print("Final data: ${response.data}"); } else { print("Invalid response."); } client.close(); }
The code above sends two AddRequest
s to add two elements to the array in the server. After that it
asks the server for the contents of the array with a GetRequest
. At this point we are interested
in inspecting the result from the request
function. As such, we first cast it into a GetResponse
using a weak cast, and then print the data
member of the response.
Connecting the Server and the Client
Finally, we wish to connect the server and the client we have written. In this tutorial we simulate
the network connection using the Pipe
class. We create two pipes, one for moving data from the
client to the server, and another for moving data from the server to the client. We then spawn two
user threads, one for the client and one for the server, and wait for them to finish:
void main() { Pipe a; Pipe b; var server = { Server server; spawn server.run(a.input, b.output); }; var client = { spawn runClient(b.input, a.output); }; // Wait for both to finish. server.result(); client.result(); }
Now, we can run the program by typing main protocol.bs
in the terminal. If everything is done
correctly, it should produce:
Final data: [a, b]
If the program appears to freeze, the reason is likely that some part of the code failed to compile,
but the exception containing the error message is caught in the future for the client, but is not
shown since the program is waiting for the server to complete. To see the error, you can ask Storm
to compile the program before launching the server or the client by adding the following line at the
start of main
, and add use lang:bs:macro;
to the top of the file:
named{}.compile();
Security Considerations
Since the program above sends entire classes from the client to the server, it might appear that it
is possible to make the server execute arbitrary code by simply sending it a new class with the
desired code in the execute
function. This is however not possible. The serialized data only
contains the names of classes and their data members. No code is transmitted in the serialized
representation. As such, if the client were to send a serialized version of a class that is not
present in the server, serialization will simply fail with an exception.
One consideration when working with potentially untrusted data from the network is, however, what
happens in cases where the client (either intentionally or unintentionally) sends large data
structures to the server. This can cause the server to exhaust its memory, which could cause it to
start performing poorly. To guard against this type of behaviors, it is useful to set maxReadSize
and maxArraySize
in the ObjIStream
to sensible values in order to limit the memory used by the
deserialized objects. The default values of these variables are large in order to not cause issues
when working with trusted data. When working with potentially untrusted data it is, however,
reasonable to set them to a couple of megabytes instead.