ckaran / aper

Synchronized state machines for Rust over WebSockets.

Home Page:https://aper.dev/

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Aper

crates.io docs.rs docs.rs wokflow state

Cartoonized face of an ape.

Aper is a framework for real-time sharing of application state over WebSockets. Its use cases include browser-based collaboration tools and multiplayer in-browser games.

Specifically, Aper provides scaffolding to represent your program as a state machine, as well as the infrastructure to keep that state machine synchronized across multiple instances running in your users' browsers.

Aper integrates with Yew on the client side, and Actix for the server. Although the focus is on browser-based apps running in WebAssembly and communicating over WebSocket, the core state machine scaffolding can be used independent of the client/server architecture, and even with non-WebSocket protocols.

Aper is rapidly evolving. Consider this a technology preview.

Roadmap

Before the first non-preview release, the following need to be sorted out:

  • State transitions that can occur with no user input (e.g. for a timer in a game).
  • Optimistic state updates on the client, with rollback if necessary.
  • Implement graceful reconnection in the client. (e.g. iOS seems to drop websocket connections of background tabs, need to auto-reconnect)
  • Allow the state machine to handle disconnection.
  • Allow the state machine to “reject” a transition instead of just treating it as a no-op, in order to avoid propagating it.
  • Use a factory pattern to produce state machines rather than a no-argument new function, for flexibility.
  • Add turn-key “channel creation” UI.
  • The server should allow binary or text connections, and the client should switch between json and bincode depending on whether it has the development flag.

The immediate roadmap has a strong emphasis on figuring out the right interface between Aper and application code. Once that's sorted out, longer-term tasks can focus on scaling Aper up to a production environment:

  • Add a separate concept of “player state” in addition to game state. Player state includes things like name or cursor position, but cannot be used for state updates, and as a result can be sent out-of-order.
  • Make state machines more composable.
  • Integrating with authentication/permissions. I don't plan for Aper to ever be opinionated about an auth framework, but it needs to provide hooks to allow it to integrate with other systems.
  • Journaled state storage, both indefinitely for state persistence and short-term to enable graceful node failure.
  • Load balancing rooms between multiple servers.
  • “Agents” that are spun up by the server that have the same interface to the state machine that users do, but do not have a human attached. These could allow a way to access external resources, non-deterministic computation, etc. in a way that does not break the restriction that state updates are deterministic.
  • Pre-built data structures like lists, trees, and sets, and a derive macro to turn any struct built with them into a state machine.
  • Pre-built string data structure implementing Operational Transform.

About

Synchronized state machines for Rust over WebSockets.

https://aper.dev/

License:MIT License


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