What if follower loses its leader in a two-node situation (only a leader and a candidate) in Raft? - raft

I'm learning Raft algorithm. My implementation meets following situation:
1-leader-1-follower situation is established;
shutdown the leader;
follower gets no heartbeat so then becomes a candidate;
candidate keeps sending VoteRequest to the peer (already shutdown) and fails;
election timeout without any leader elected;
candidate starts another candidate session, actually repeats 4-6 ...
I don't see how to solve this situation in Raft papers (maybe I missed something).
In my opinion I can check granted votes in step-5 before starting a new election. Since candidate votes for itself in the beginning of election session, so in this check, the candidate will become a new leader.
But I worry about this solution will break Raft, especially breaking the initial process when all nodes are candidates.
Another idea is treating the network error of RequestVote requests as "Vote Granted". (still worry about if it breaks something)
I know this situation could be caused by 'only 2 nodes'. However even if there are 3 nodes (so 1-leader-2-follower situation established), then if 2 leaders are shut down consequently, the remain follower may still behave like this.

What you are describing as a problem is actually a legit situation.
Raft will not work if the majority of nodes are not present, and there is no way to avoid this besides getting the majority of nodes back in function.

Related

Raft: Will term increasing all the time if partitioned?

Will the partitioned server increase term all the time?
If so, I get another confusion.
Chapter 3.6 (safety) in raft paper says:
Raft determines which of two logs is more up-to-date by comparing the index and term of the last entries in the logs.If the logs have last entries with different terms, then the log with the later term is more up-to-date. If the logs end with the same term, then whichever log is longer is more
up-to-date.
It got me thinking about a scenario when one server from a partitioned network win the election because of the huge term, then causing the unconsistency. Will that happens?
Edit part:
When a node with larger term rejoins the cluster, that will force the current leader to step down. When a leader sends request to a follower and the follower has larger term; the follower rejects the request and the leader sees larger term; that forces the leader to step down and new election will happen.
Some raft implementations have an extra step before a follower becomes candidate - if a follower does not hear from the leader, the follower tries to connect other followers; and if there is a quorum, then the follower becomes a candidate.
(I read your link), and yes, an implementation may keep increasing the term; or be more practical and wait till majority is reachable - there is no point to initiate an election if no majority is available.
I decided to comment because of this line in your question "win the election because of the huge term". Long time ago, when I read raft paper (https://raft.github.io/raft.pdf), I was quite confused by the election process.
Section 5.2 talks about leader election; and it has these words "Each server will vote for at most one candidate in a
given term, on a first-come-first-served basis (note: Section 5.4 adds an additional restriction on votes)."
Section 5.4 "The previous sections described how Raft elects leaders and replicates log entries. However, the mechanisms
described so far are not quite sufficient to ensure that each
state machine executes exactly the same commands in the
same order..."
Basically if a reader reads the paper section by section, and stops to think after each of them, then the reader will be a bit confused. At least I was :)
As a general conclusion: new term absolute value does not make any difference. It is used to reject older terms. But for actual leader election (and new term being started) it's the state of the log what actually matters.

How to protect a private message from Replay attack?

What if I send a message with a private key
My message is "Today is party at 7"
Devil copied my encrypted text with signature
After some days the devil sent the message to the same guy I sent.
The message is not changed,my friend still got the same message of party at 7 and it is digitally signed by my private key.
What should I do to prevent this type of scenario?
Replay attacks are most commonly prevented by adding an extra piece of unique information that is not part of the message. Here is a common solution:
Add to the message a timestamp and a random value.
If the message is older than some age (a minute, an hour, a day, depending on how messages are delivered), it generates a "message too old" error
If the message is within that time frame, make sure you have never seen that random value before. If you have, then it is a repeat and can be simply ignored.
By adding a timestamp, you bound how long you have to keep track of "what you've seen before."
Another general approach is to make all messages idempotent. This means that applying the same message multiple times is not problematic. Systems like git have this quality. Building idempotent systems is somewhat tricky, and not easily achieved for all problems, but is a powerful solution when possible. An example of making something idempotent is to say "at this point in time, X had value Y." You can apply that message repeatedly without causing any problems (either because it updates the same record in exactly the same way, or because you ignore all points in time older than the latest value you have).
Addressing the replay attack problem happens to also solve several other problems, which is nice. Messaging systems face a fundamental problem that no message can be guaranteed to be delivered exactly once. You can guarantee at most once, or at least once, but never exactly once. (Study the Two Generals' Problem for a common way of thinking through this. It is arguable that you can't actually promise "at least once" because the systems may never be connected, but we typically ignore that corner case). Idempotent systems are very nice because they are highly tolerant of "at least once" solutions.

Handling Race Conditions / Concurrency in Network Protocol Design

I am looking for possible techniques to gracefully handle race conditions in network protocol design. I find that in some cases, it is particularly hard to synchronize two nodes to enter a specific protocol state. Here is an example protocol with such a problem.
Let's say A and B are in an ESTABLISHED state and exchange data. All messages sent by A or B use a monotonically increasing sequence number, such that A can know the order of the messages sent by B, and A can know the order of the messages sent by B. At any time in this state, either A or B can send a ACTION_1 message to the other, in order to enter a different state where a strictly sequential exchange of message needs to happen:
send ACTION_1
recv ACTION_2
send ACTION_3
However, it is possible that both A and B send the ACTION_1 message at the same time, causing both of them to receive an ACTION_1 message, while they would expect to receive an ACTION_2 message as a result of sending ACTION_1.
Here are a few possible ways this could be handled:
1) change state after sending ACTION_1 to ACTION_1_SENT. If we receive ACTION_1 in this state, we detect the race condition, and proceed to arbitrate who gets to start the sequence. However, I have no idea how to fairly arbitrate this. Since both ends are likely going to detect the race condition at about the same time, any action that follows will be prone to other similar race conditions, such as sending ACTION_1 again.
2) Duplicate the entire sequence of messages. If we receive ACTION_1 in the ACTION_1_SENT state, we include the data of the other ACTION_1 message in the ACTION_2 message, etc. This can only work if there is no need to decide who is the "owner" of the action, since both ends will end up doing the same action to each other.
3) Use absolute time stamps, but then, accurate time synchronization is not an easy thing at all.
4) Use lamport clocks, but from what I understood these are only useful for events that are causally related. Since in this case the ACTION_1 messages are not causally related, I don't see how it could help solve the problem of figuring out which one happened first to discard the second one.
5) Use some predefined way of discarding one of the two messages on receipt by both ends. However, I cannot find a way to do this that is unflawed. A naive idea would be to include a random number on both sides, and select the message with the highest number as the "winner", discarding the one with the lowest number. However, we have a tie if both numbers are equal, and then we need another way to recover from this. A possible improvement would be to deal with arbitration once at connection time and repeat similar sequence until one of the two "wins", marking it as favourite. Every time a tie happens, the favourite wins.
Does anybody have further ideas on how to handle this?
EDIT:
Here is the current solution I came up with. Since I couldn't find 100% safe way to prevent ties, I decided to have my protocol elect a "favorite" during the connection sequence. Electing this favorite requires breaking possible ties, but in this case the protocol will allow for trying multiple times to elect the favorite until a consensus is reached. After the favorite is elected, all further ties are resolved by favoring the elected favorite. This isolates the problem of possible ties to a single part of the protocol.
As for fairness in the election process, I wrote something rather simple based on two values sent in each of the client/server packets. In this case, this number is a sequence number starting at a random value, but they could be anything as long as those numbers are fairly random to be fair.
When the client and server have to resolve a conflict, they both call this function with the send (their value) and the recv (the other value) values. The favorite calls this function with the favorite parameter set to TRUE. This function is guaranteed to give the opposite result on both ends, such that it is possible to break the tie without retransmitting a new message.
BOOL ResolveConflict(BOOL favorite, UINT32 sendVal, UINT32 recvVal)
{
BOOL winner;
int sendDiff;
int recvDiff;
UINT32 xorVal;
xorVal = sendVal ^ recvVal;
sendDiff = (xorVal < sendVal) ? sendVal - xorVal : xorVal - sendVal;
recvDiff = (xorVal < recvVal) ? recvVal - xorVal : xorVal - recvVal;
if (sendDiff != recvDiff)
winner = (sendDiff < recvDiff) ? TRUE : FALSE; /* closest value to xorVal wins */
else
winner = favorite; /* break tie, make favorite win */
return winner;
}
Let's say that both ends enter the ACTION_1_SENT state after sending the ACTION_1 message. Both will receive the ACTION_1 message in the ACTION_1_SENT state, but only one will win. The loser accepts the ACTION_1 message and enters the ACTION_1_RCVD state, while the winner discards the incoming ACTION_1 message. The rest of the sequence continues as if the loser had never sent ACTION_1 in a race condition with the winner.
Let me know what you think, and how this could be further improved.
To me, this whole idea that this ACTION_1 - ACTION_2 - ACTION_3 handshake must occur in sequence with no other message intervening is very onerous, and not at all in line with the reality of networks (or distributed systems in general). The complexity of some of your proposed solutions give reason to step back and rethink.
There are all kinds of complicating factors when dealing with systems distributed over a network: packets which don't arrive, arrive late, arrive out of order, arrive duplicated, clocks which are out of sync, clocks which go backwards sometimes, nodes which crash/reboot, etc. etc. You would like your protocol to be robust under any of these adverse conditions, and you would like to know with certainty that it is robust. That means making it simple enough that you can think through all the possible cases that may occur.
It also means abandoning the idea that there will always be "one true state" shared by all nodes, and the idea that you can make things happen in a very controlled, precise, "clockwork" sequence. You want to design for the case where the nodes do not agree on their shared state, and make the system self-healing under that condition. You also must assume that any possible message may occur in any order at all.
In this case, the problem is claiming "ownership" of a shared clipboard. Here's a basic question you need to think through first:
If all the nodes involved cannot communicate at some point in time, should a node which is trying to claim ownership just go ahead and behave as if it is the owner? (This means the system doesn't freeze when the network is down, but it means you will have multiple "owners" at times, and there will be divergent changes to the clipboard which have to be merged or otherwise "fixed up" later.)
Or, should no node ever assume it is the owner unless it receives confirmation from all other nodes? (This means the system will freeze sometimes, or just respond very slowly, but you will never have weird situations with divergent changes.)
If your answer is #1: don't focus so much on the protocol for claiming ownership. Come up with something simple which reduces the chances that two nodes will both become "owner" at the same time, but be very explicit that there can be more than one owner. Put more effort into the procedure for resolving divergence when it does happen. Think that part through extra carefully and make sure that the multiple owners will always converge. There should be no case where they can get stuck in an infinite loop trying to converge but failing.
If your answer is #2: here be dragons! You are trying to do something which buts up against some fundamental limitations.
Be very explicit that there is a state where a node is "seeking ownership", but has not obtained it yet.
When a node is seeking ownership, I would say that it should send a request to all other nodes, at intervals (in case another one misses the first request). Put a unique identifier on each such request, which is repeated in the reply (so delayed replies are not misinterpreted as applying to a request sent later).
To become owner, a node should receive a positive reply from all other nodes within a certain period of time. During that wait period, it should refuse to grant ownership to any other node. On the other hand, if a node has agreed to grant ownership to another node, it should not request ownership for another period of time (which must be somewhat longer).
If a node thinks it is owner, it should notify the others, and repeat the notification periodically.
You need to deal with the situation where two nodes both try to seek ownership at the same time, and both NAK (refuse ownership to) each other. You have to avoid a situation where they keep timing out, retrying, and then NAKing each other again (meaning that nobody would ever get ownership).
You could use exponential backoff, or you could make a simple tie-breaking rule (it doesn't have to be fair, since this should be a rare occurrence). Give each node a priority (you will have to figure out how to derive the priorities), and say that if a node which is seeking ownership receives a request for ownership from a higher-priority node, it will immediately stop seeking ownership and grant it to the high-priority node instead.
This will not result in more than one node becoming owner, because if the high-priority node had previously ACKed the request sent by the low-priority node, it would not send a request of its own until enough time had passed that it was sure its previous ACK was no longer valid.
You also have to consider what happens if a node becomes owner, and then "goes dark" -- stops responding. At what point are other nodes allowed to assume that ownership is "up for grabs" again? This is a very sticky issue, and I suspect you will not find any solution which eliminates the possibility of having multiple owners at the same time.
Probably, all the nodes will need to "ping" each other from time to time. (Not referring to an ICMP echo, but something built in to your own protocol.) If the clipboard owner can't reach the others for some period of time, it must assume that it is no longer owner. And if the others can't reach the owner for a longer period of time, they can assume that ownership is available and can be requested.
Here is a simplified answer for the protocol of interest here.
In this case, there is only a client and a server, communicating over TCP. The goal of the protocol is to two system clipboards. The regular state when outside of a particular sequence is simply "CLIPBOARD_ESTABLISHED".
Whenever one of the two systems pastes something onto its clipboard, it sends a ClipboardFormatListReq message, and transitions to the CLIPBOARD_FORMAT_LIST_REQ_SENT state. This message contains a sequence number that is incremented when sending the ClipboardFormatListReq message. Under normal circumstances, no race condition occurs and a ClipboardFormatListRsp message is sent back to acknowledge the new sequence number and owner. The list contained in the request is used to expose clipboard data formats offered by the owner, and any of these formats can be requested by an application on the remote system.
When an application requests one of the data formats from the clipboard owner, a ClipboardFormatDataReq message is sent with the sequence number, and format id from the list, the state is changed to CLIPBOARD_FORMAT_DATA_REQ_SENT. Under normal circumstances, there is no change of clipboard ownership during that time, and the data is returned in the ClipboardFormatDataRsp message. A timer should be used to timeout if no response is sent fast enough from the other system, and abort the sequence if it takes too long.
Now, for the special cases:
If we receive ClipboardFormatListReq in the CLIPBOARD_FORMAT_LIST_REQ_SENT state, it means both systems are trying to gain ownership at the same time. Only one owner should be selected, in this case, we can keep it simple an elect the client as the default winner. With the client as the default owner, the server should respond to the client with ClipboardFormatListRsp consider the client as the new owner.
If we receive ClipboardFormatDataReq in the CLIPBOARD_FORMAT_LIST_REQ_SENT state, it means we have just received a request for data from the previous list of data formats, since we have just sent a request to become the new owner with a new list of data formats. We can respond with a failure right away, and sequence numbers will not match.
Etc, etc. The main issue I was trying to solve here is fast recovery from such states, with going into a loop of retrying until it works. The main issue with immediate retrial is that it is going to happen with timing likely to cause new race conditions. We can solve the issue by expecting such inconsistent states as long as we can move back to proper protocol states when detecting them. The other part of the problem is with electing a "winner" that will have its request accepted without resending new messages. A default winner can be elected by default, such as the client or the server, or some sort of random voting system can be implemented with a default favorite to break ties.

Chicken or egg in functions/actors processing WorldState

I have read the series "Purely Functional Retrogames"
http://prog21.dadgum.com/23.html
It discusses some interesting techniques to build a (semi-)pure game world update loop.
However, I have the following side remark, that I cannot seem to get my head around:
Suppose you have a system, where every enemy, and every player are separate actors, or separate pure functions.
Suppose they all get a "WorldState" as input, and output a New WorldState (or, if you're thinking in actor terms, send the new WorldState to the next actor, ending with for instance a "Game Render" actor).
Then, there's two ways to go with this:
Either you start with one actor, (f.i. the player), and feed him the "current world".
Then, you feed the new world, to the next enemy, and so on, until all actors have converted the worlds. Then, the last world is the new world you can feed to the render loop. (or, if you followed the above article, you end up with a list of events that have occurred in the world, which can be processed).
A second way, is to just give all actors the current WorldState at the same time. They generate any changes, which may conflict (for instance, two enemies and the player can take a coin in the same animation frame) -> it is up to the game system to solve these conflicts by processing the events. By processing all events, the Game actor creates the new world, to be used in the next update frame.
I have a feeling I'm just confronted with the exact same "race condition" problem I wished to avoid by using pure functions with immutable data.
Any advice here?
I didn't read the article, but with the coin example you are creating a kind of global variable: you give a copy of the world state to all actors and you suppose that each actor will evaluate the game, take decision and expect that their action will succeed, regardless of the last phase which is the conflict solving. I would not call this a race condition but rather a "blind condition", and yes, this will not work.
I imagine that you came to this solution in order to allow parallelism, not available in solution 1. In my opinion, the problem is about responsibility.
The coin must belong to an actor (a server acting as resource manager) as anything in the application. This actor is the only responsible to decide what will happen to the coin.
All requests (is there something to grab, grab it, drop something...) should be sent to this actor (one actor per cell, or per map, level or any split that make sense for the game).
The way you will manage it is then up to you: serve all requests in the receive order, buffer them until a synchro message comes and make a random decision or priority decision... In any case the server will be able to reply to all actors with success or failure without any risk of race condition since the server process is run (at least in erlang) on a single core and proceed one message at a time.
In addition to Pascal answer, you can solve parallelization by splitting (i assume huge map) to smaller chunks which depend on last state (or part of it, like an edge) of its neighbours. This allows you to distribute this game among many nodes.

Multiple messages before effective request

In the context of the 2-generals problem and TCP as a whole, i've been wondering if, in the following situation, there will be any advantage in performing the following communication steps.
Consider the situation where an ATM communicates with its bank to deduct 50$ from a customers account, the situation would go like this:
Situation 1:
ATM -- Bank
Deduct 50$ ->
<- Deducted 50$
The ATM would then release the money
Situation 2:
ATM -- Bank
I want to deduct 50$ ->
<- Ok, if you wish, you can ask me to deduct 50$
Deduct 50$ ->
<- Deducted 50$
The ATM would then release the money
Is there any advantage in the following situation? Can it be proven that the first communication step is totally unnecessary? Or is there some, maybe out of the box, advantage in the second situation?
Thanks in advance
As you probably know, the Two Generals Problem is unsolvable. There is always a way to drop messages in such a way that disagreement arises.
In your example the first step is unnecessary because it never impacts the conclusion that any party will draw from the exchange about the transaction. This is not a formal proof and I don't know how to produce one.
That said, in a real banking system the ATM would record what it did and later it would synchronize with the server in case the communication failed mid-way. A double-withdrawal is possible (and this has happened in the real world - bank developers know that they cannot avoid this problem) but the account balance will be fixed up later.

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