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author | kmccormick <kmccormick@google.com> | 2013-06-21 10:57:38 -0700 |
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committer | Android Git Automerger <android-git-automerger@android.com> | 2013-06-21 10:57:38 -0700 |
commit | 947857c11b9c50d97b9952bbbc29149680e7d4a3 (patch) | |
tree | 033820f320a431e26dd9275424e69ce9c334d066 /docs | |
parent | 8054c46e9bb87bb481195a6b823fd9d72623c80d (diff) | |
parent | cce880028ee694e296d2585b8932868b14f71223 (diff) | |
download | frameworks_base-947857c11b9c50d97b9952bbbc29149680e7d4a3.zip frameworks_base-947857c11b9c50d97b9952bbbc29149680e7d4a3.tar.gz frameworks_base-947857c11b9c50d97b9952bbbc29149680e7d4a3.tar.bz2 |
am cce88002: am 9c309d3d: Cherrypick from jb-mr2-dev docs: cloud save Change-Id: Ie20b2c7aca3f0724c9b04c6403deb18e1a07d322
* commit 'cce880028ee694e296d2585b8932868b14f71223':
Cherrypick from jb-mr2-dev docs: cloud save Change-Id: Ie20b2c7aca3f0724c9b04c6403deb18e1a07d322
Diffstat (limited to 'docs')
-rw-r--r-- | docs/html/training/cloudsave/conflict-res.jd | 597 | ||||
-rw-r--r-- | docs/html/training/cloudsync/gcm.jd | 5 | ||||
-rw-r--r-- | docs/html/training/training_toc.cs | 7 |
3 files changed, 603 insertions, 6 deletions
diff --git a/docs/html/training/cloudsave/conflict-res.jd b/docs/html/training/cloudsave/conflict-res.jd new file mode 100644 index 0000000..0ff50e2 --- /dev/null +++ b/docs/html/training/cloudsave/conflict-res.jd @@ -0,0 +1,597 @@ +page.title=Resolving Cloud Save Conflicts +page.tags="cloud" + +page.article=true +@jd:body + +<style type="text/css"> +.new-value { + color: #00F; +} +.conflict { + color: #F00; +} +</style> + +<div id="tb-wrapper"> + <div id="tb"> + <h2>In this document</h2> + <ol class="nolist"> + <li><a href="#conflict">Get Notified of Conflicts</a></li> + <li><a href="#simple">Handle the Simple Cases</a></li> + <li><a href="#complicated">Design a Strategy for More Complex Cases</a> + <ol class="nolist"> + <li><a href="#attempt-1">First Attempt: Store Only the Total</a></li> + <li><a href="#attempt-2">Second Attempt: Store the Total and the Delta</a></li> + <li><a href="#solution">Solution: Store the Sub-totals per Device</a></li> + </ol> + </li> + <li><a href="#cleanup">Clean Up Your Data</a></li> + </ol> + <h2>You should also read</h2> + <ul> + <li><a href="http://developers.google.com/games/services/common/concepts/cloudsave">Cloud Save</a></li> + <li><a href="https://developers.google.com/games/services/android/cloudsave">Cloud Save in Android</a></li> + </ul> + </div> +</div> + +<p>This article describes how to design a robust conflict resolution strategy for +apps that save data to the cloud using the +<a href="http://developers.google.com/games/services/common/concepts/cloudsave"> +Cloud Save service</a>. The Cloud Save service +allows you to store application data for each user of an application on Google's +servers. Your application can retrieve and update this user data from Android +devices, iOS devices, or web applications by using the Cloud Save APIs.</p> + +<p>Saving and loading progress in Cloud Save is straightforward: it's just a matter +of serializing the player's data to and from byte arrays and storing those arrays +in the cloud. However, when your user has multiple devices and two or more of them attempt +to save data to the cloud, the saves might conflict, and you must decide how to +resolve it. The structure of your cloud save data largely dictates how robust +your conflict resolution can be, so you must design your data carefully in order +to allow your conflict resolution logic to handle each case correctly.</p> + +<p>The article starts by describing a few flawed approaches +and explains where they fall short. Then it presents a solution for avoiding +conflicts. The discussion focuses on games, but you can +apply the same principles to any app that saves data to the cloud.</p> + +<h2 id="conflict">Get Notified of Conflicts</h2> + +<p>The +<a href="{@docRoot}reference/com/google/android/gms/appstate/OnStateLoadedListener.html">{@code OnStateLoadedListener}</a> +methods are responsible for loading an application's state data from Google's servers. +The callback <a href="{@docRoot}reference/com/google/android/gms/appstate/OnStateLoadedListener.html#onStateConflict"> +{@code OnStateLoadedListener.onStateConflict}</a> provides a mechanism +for your application to resolve conflicts between the local state on a user's +device and the state stored in the cloud:</p> + +<pre style="clear:right">@Override +public void onStateConflict(int stateKey, String resolvedVersion, + byte[] localData, byte[] serverData) { + // resolve conflict, then call mAppStateClient.resolveConflict() + ... +}</pre> + +<p>At this point your application must choose which one of the data sets should +be kept, or it can submit a new data set that represents the merged data. It is +up to you to implement this conflict resolution logic.</p> + +<p>It's important to realize that the Cloud Save service synchronizes +data in the background. Therefore, you should ensure that your app is prepared +to receive that callback outside of the context where you originally generated +the data. Specifically, if the Google Play services application detects a conflict +in the background, the callback will be called the next time you attempt to load the +data, which might not happen until the next time the user starts the app.</p> + +<p>Therefore, design of your cloud save data and conflict resolution code must be +<em>context-independent</em>: given two conflicting save states, you must be able +to resolve the conflict using only the data available within the data sets, without +consulting any external context. </p> + +<h2 id="simple">Handle the Simple Cases</h2> + +<p>Here are some simple cases of conflict resolution. For many apps, it is +sufficient to adopt a variant of one of these strategies:</p> + +<ul> + <li> <strong>New is better than old</strong>. In some cases, new data should +always replace old data. For example, if the data represents the player's choice +for a character's shirt color, then a more recent choice should override an +older choice. In this case, you would probably choose to store the timestamp in the cloud +save data. When resolving the conflict, pick the data set with the most recent +timestamp (remember to use a reliable clock, and be careful about time zone +differences).</li> + + <li> <strong>One set of data is clearly better than the other</strong>. In other +cases, it will always be clear which data can be defined as "best". For +example, if the data represents the player's best time in a racing game, then it's +clear that, in case of conflicts, you should keep the best (smallest) time.</li> + + <li> <strong>Merge by union</strong>. It may be possible to resolve the conflict +by computing a union of the two conflicting sets. For example, if your data +represents the set of levels that player has unlocked, then the resolved data is +simply the union of the two conflicting sets. This way, players won't lose any +levels they have unlocked. The +<a href="https://github.com/playgameservices/android-samples/tree/master/CollectAllTheStars"> +CollectAllTheStars</a> sample game uses a variant of this strategy.</li> +</ul> + +<h2 id="complicated">Design a Strategy for More Complex Cases</h2> + +<p>A more complicated case happens when your game allows the player to collect +fungible items or units, such as gold coins or experience points. Let's +consider a hypothetical game, called Coin Run, an infinite runner where the goal +is to collect coins and become very, very rich. Each coin collected gets added to +the player's piggy bank.</p> + +<p>The following sections describe three strategies for resolving sync conflicts +between multiple devices: two that sound good but ultimately fail to successfully +resolve all scenarios, and one final solution that can manage conflicts between +any number of devices.</p> + +<h3 id="attempt-1">First Attempt: Store Only the Total</h3> + +<p>At first thought, it might seem that the cloud save data should simply be the +number of coins in the bank. But if that data is all that's available, conflict +resolution will be severely limited. The best you could do would be to pick the largest of +the two numbers in case of a conflict.</p> + +<p>Consider the scenario illustrated in Table 1. Suppose the player initially +has 20 coins, and then collects 10 coins on device A and 15 coins on device B. +Then device B saves the state to the cloud. When device A attempts to save, a +conflict is detected. The "store only the total" conflict resolution algorithm would resolve +the conflict by writing 35 (the largest of the two numbers).</p> + +<p class="table-caption"><strong>Table 1.</strong> Storing only the total number +of coins (failed strategy).</p> + +<table border="1"> + <tr> + <th>Event</th> + <th>Data on Device A</th> + <th>Data on Device B</th> + <th>Data on Cloud</th> + <th>Actual Total</th> + </tr> + <tr> + <td>Starting conditions</td> + <td>20</td> + <td>20</td> + <td>20</td> + <td>20</td> + </tr> + <tr> + <td>Player collects 10 coins on device A</td> + <td class="new-value">30</td> + <td>20</td> + <td>20</td> + <td>30</td> + </tr> + <tr> + <td>Player collects 15 coins on device B</td> + <td>30</td> + <td class="new-value">35</td> + <td>20</td> + <td>45</td> + </tr> + <tr> + <td>Device B saves state to cloud</td> + <td>30</td> + <td>35</td> + <td class="new-value">35</td> + <td>45</td> + </tr> + <tr> + <td>Device A tries to save state to cloud.<br /> + <span class="conflict">Conflict detected.</span></td> + <td class="conflict">30</td> + <td>35</td> + <td class="conflict">35</td> + <td>45</td> + </tr> + <tr> + <td>Device A resolves conflict by picking largest of the two numbers.</td> + <td class="new-value">35</td> + <td>35</td> + <td class="new-value">35</td> + <td>45</td> + </tr> +</table> + +<p>This strategy would fail—the player's bank has gone from 20 +to 35, when the user actually collected a total of 25 coins (10 on device A and 15 on +device B). So 10 coins were lost. Storing only the total number of coins in the +cloud save is not enough to implement a robust conflict resolution algorithm.</p> + +<h3 id="attempt-2">Second Attempt: Store the Total and the Delta</h3> + +<p>A different approach is to include an additional field in +the save data: the number of coins added (the delta) since the last commit. In +this approach the save data can be represented by a tuple <em>(T,d)</em> where <em>T</em> is +the total number of coins and <em>d</em> is the number of coins that you just +added.</p> + +<p>With this structure, your conflict resolution algorithm has room to be more +robust, as illustrated below. But this approach still doesn't give your app +a reliable picture of the player's overall state.</p> + +<p>Here is the conflict resolution algorithm for including the delta:</p> + +<ul> + <li><strong>Local data:</strong> (T, d)</li> + <li><strong>Cloud data:</strong> (T', d')</li> + <li><strong>Resolved data:</strong> (T' + d, d)</li> +</ul> + +<p>For example, when you get a conflict between the local state <em>(T,d)</em> +and the cloud state <em>(T',d')</em>, you can resolve it as <em>(T'+d, d)</em>. +What this means is that you are taking the delta from your local data and +incorporating it into the cloud data, hoping that this will correctly account for +any gold coins that were collected on the other device.</p> + +<p>This approach might sound promising, but it breaks down in a dynamic mobile +environment:</p> +<ul> +<li>Users might save state when the device is offline. These changes will be +queued up for submission when the device comes back online.</li> + +<li>The way that sync works is that +the most recent change overwrites any previous changes. In other words, the +second write is the only one that gets sent to the cloud (this happens +when the device eventually comes online), and the delta in the first +write is ignored.</li> +</ul> + +<p>To illustrate, consider the scenario illustrated by Table 2. After the +series of operations shown in the table, the cloud state +will be (130, +5). This means the resolved state would be (140, +10). This is +incorrect because in total, the user has collected 110 coins on device A and +120 coins on device B. The total should be 250 coins.</p> + +<p class="table-caption"><strong>Table 2.</strong> Failure case for total+delta +strategy.</p> + +<table border="1"> + <tr> + <th>Event</th> + <th>Data on Device A</th> + <th>Data on Device B</th> + <th>Data on Cloud</th> + <th>Actual Total</th> + </tr> + <tr> + <td>Starting conditions</td> + <td>(20, x)</td> + <td>(20, x)</td> + <td>(20, x)</td> + <td>20</td> + </tr> + <tr> + <td>Player collects 100 coins on device A</td> + <td class="test2">(120, +100)</td> + <td>(20, x)</td> + <td>(20, x)</td> + <td>120</td> + </tr> + <tr> + <td>Player collects 10 more coins on device A</td> + <td class="new-value" style="white-space:nowrap">(130, +10)</td> + <td>(20, x)</td> + <td>(20, x)</td> + <td>130</td> + </tr> + <tr> + <td>Player collects 115 coins on device B</td> + <td>(130, +10)</td> + <td class="new-value" style="white-space:nowrap">(125, +115)</td> + <td>(20, x)</td> + <td>245</td> + </tr> + <tr> + <td>Player collects 5 more coins on device B</td> + <td>(130, +10)</td> + <td class="new-value"> +(130, +5)</td> + <td> +(20, x)</td> + <td>250</td> + </tr> + <tr> + <td>Device B uploads its data to the cloud + </td> + <td>(130, +10)</td> + <td>(130, +5)</td> + <td class="new-value"> +(130, +5)</td> + <td>250</td> + </tr> + <tr> + <td>Device A tries to upload its data to the cloud. + <br /> + <span class="conflict">Conflict detected.</span></td> + <td class="conflict">(130, +10)</td> + <td>(130, +5)</td> + <td class="conflict">(130, +5)</td> + <td>250</td> + </tr> + <tr> + <td>Device A resolves the conflict by applying the local delta to the cloud total. + </td> + <td class="new-value" style="white-space:nowrap">(140, +10)</td> + <td>(130, +5)</td> + <td class="new-value" style="white-space:nowrap">(140, +10)</td> + <td>250</td> + </tr> +</table> +<p><em>(*): x represents data that is irrelevant to our scenario.</em></p> + +<p>You might try to fix the problem by not resetting the delta after each save, +so that the second save on each device accounts for all the coins collected thus far. +With that change the second save made by device A would be<em> (130, +110)</em> instead of +<em>(130, +10)</em>. However, you would then run into the problem illustrated in Table 3.</p> + +<p class="table-caption"><strong>Table 3.</strong> Failure case for the modified +algorithm.</p> +<table border="1"> + <tr> + <th>Event</th> + <th>Data on Device A</th> + <th>Data on Device B</th> + <th>Data on Cloud</th> + <th>Actual Total</th> + </tr> + <tr> + <td>Starting conditions</td> + <td>(20, x)</td> + <td>(20, x)</td> + <td>(20, x)</td> + <td>20</td> + </tr> + <tr> + <td>Player collects 100 coins on device A + </td> + <td class="new-value">(120, +100)</td> + <td>(20, x)</td> + <td>(20, x)</td> + <td>120</td> + </tr> + <tr> + <td>Device A saves state to cloud</td> + <td>(120, +100)</td> + <td>(20, x)</td> + <td class="new-value">(120, +100)</td> + <td>120</td> + </tr> + <tr> + <td>Player collects 10 more coins on device A + </td> + <td class="new-value">(130, +110)</td> + <td> +(20, x)</td> + <td>(120, +100)</td> + <td>130</td> + </tr> + <tr> + <td>Player collects 1 coin on device B + + </td> + <td>(130, +110)</td> + <td class="new-value">(21, +1)</td> + <td>(120, +100)</td> + <td>131</td> + </tr> + <tr> + <td>Device B attempts to save state to cloud. + <br /> + Conflict detected. + </td> + <td>(130, +110)</td> + <td class="conflict">(21, +1)</td> + <td class="conflict"> +(120, +100)</td> + <td>131</td> + </tr> + <tr> + <td>Device B solves conflict by applying local delta to cloud total. + + </td> + <td>(130, +110)</td> + <td>(121, +1)</td> + <td>(121, +1)</td> + <td>131</td> + </tr> + <tr> + <td>Device A tries to upload its data to the cloud. + <br /> + <span class="conflict">Conflict detected. </span></td> + <td class="conflict">(130, +110)</td> + <td>(121, +1)</td> + <td class="conflict">(121, +1)</td> + <td>131</td> + </tr> + <tr> + <td>Device A resolves the conflict by applying the local delta to the cloud total. + + </td> + <td class="new-value" style="white-space:nowrap">(231, +110)</td> + <td>(121, +1)</td> + <td class="new-value" style="white-space:nowrap">(231, +110)</td> + <td>131</td> + </tr> +</table> +<p><em>(*): x represents data that is irrelevant to our scenario.</em></p> + +<p>Now you have the opposite problem: you are giving the player too many coins. +The player has gained 211 coins, when in fact she has collected only 111 coins.</p> + +<h3 id="solution">Solution: Store the Sub-totals per Device</h3> + +<p>Analyzing the previous attempts, it seems that what those strategies +fundamentally miss is the ability to know which coins have already been counted +and which coins have not been counted yet, especially in the presence of multiple +consecutive commits coming from different devices.</p> + +<p>The solution to the problem is to change the structure of your cloud save to +be a dictionary that maps strings to integers. Each key-value pair in this +dictionary represents a "drawer" that contains coins, and the total +number of coins in the save is the sum of the values of all entries. +The fundamental principle of this design is that each device has its own +drawer, and only the device itself can put coins into that drawer.</p> + +<p>The structure of the dictionary is <em>(A:a, B:b, C:c, ...)</em>, where +<em>a</em> is the total number of coins in the drawer A, <em>b</em> is +the total number of coins in drawer B, and so on.</p> + +<p>The new conflict resolution algorithm for the "drawer" solution is as follows:</p> + + <ul> + <li><strong>Local data:</strong> (A:a, B:b, C:c, ...)</li> + <li><strong>Cloud data:</strong> (A:a', B:b', C:c', ...)</li> + <li><strong>Resolved data:</strong> (A:<em>max</em>(a,a'), B:<em>max</em>(b,b'), + C:<em>max</em>(c,c'), ...)</li> + </ul> + +<p>For example, if the local data is <em>(A:20, B:4, C:7)</em> and the cloud data +is <em>(B:10, C:2, D:14)</em>, then the resolved data will be +<em>(A:20, B:10, C:7, D:14)</em>. Note that how you apply conflict resolution +logic to this dictionary data may vary depending on your app. For example, for +some apps you might want to take the lower value.</p> + +<p>To test this new algorithm, apply it to any of the test scenarios +mentioned above. You will see that it arrives at the correct result.</p> + +Table 4 illustrates this, based on the scenario from Table 3. Note the following:</p> + +<ul> + <li>In the initial state, the player has 20 coins. This is accurately reflected + on each device and the cloud. This value is represented as a dictionary (X:20), + where the value of X isn't significant—we don't care where this initial data came from.</li> + <li>When the player collects 100 coins on device A, this change + is packaged as a dictionary and saved to the cloud. The dictionary's value is 100 because + that is the number of coins that the player collected on device A. There is no + calculation being performed on the data at this point—device A is simply + reporting the number of coins the player collected on it.</li> + <li>Each new + submission of coins is packaged as a dictionary associated with the device + that saved it to the cloud. When the player collects 10 more coins on device A, + for example, the device A dictionary value is updated to be 110.</li> + + <li>The net result is that the app knows the total number of coins + the player has collected on each device. Thus it can easily calculate the total.</li> +</ul> + +<p class="table-caption"><strong>Table 4.</strong> Successful application of the +key-value pair strategy.</p> + +<table border="1"> + <tr> + <th>Event</th> + <th>Data on Device A</th> + <th>Data on Device B</th> + <th>Data on Cloud</th> + <th>Actual Total</th> + </tr> + <tr> + <td>Starting conditions</td> + <td>(X:20, x)</td> + <td>(X:20, x)</td> + <td>(X:20, x)</td> + <td>20</td> + </tr> + <tr> + <td>Player collects 100 coins on device A + + </td> + <td class="new-value">(X:20, A:100)</td> + <td>(X:20)</td> + <td>(X:20)</td> + <td>120</td> + </tr> + <tr> + <td>Device A saves state to cloud + + </td> + <td>(X:20, A:100)</td> + <td>(X:20)</td> + <td class="new-value">(X:20, A:100)</td> + <td>120</td> + </tr> + <tr> + <td>Player collects 10 more coins on device A + </td> + <td class="new-value">(X:20, A:110)</td> + <td>(X:20)</td> + <td>(X:20, A:100)</td> + <td>130</td> + </tr> + <tr> + <td>Player collects 1 coin on device B</td> + <td>(X:20, A:110)</td> + <td class="new-value"> +(X:20, B:1)</td> + <td> +(X:20, A:100)</td> + <td>131</td> + </tr> + <tr> + <td>Device B attempts to save state to cloud. + <br /> + <span class="conflict">Conflict detected. </span></td> + <td>(X:20, A:110)</td> + <td class="conflict">(X:20, B:1)</td> + <td class="conflict"> +(X:20, A:100)</td> + <td>131</td> + </tr> + <tr> + <td>Device B solves conflict + + </td> + <td>(X:20, A:110)</td> + <td class="new-value">(X:20, A:100, B:1)</td> + <td class="new-value">(X:20, A:100, B:1)</td> + <td>131</td> + </tr> + <tr> + <td>Device A tries to upload its data to the cloud. <br /> + <span class="conflict">Conflict detected.</span></td> + <td class="conflict">(X:20, A:110)</td> + <td>(X:20, A:100, B:1)</td> + <td class="conflict"> +(X:20, A:100, B:1)</td> + <td>131</td> + </tr> + <tr> + <td>Device A resolves the conflict + + </td> + <td class="new-value" style="white-space:nowrap">(X:20, A:110, B:1)</td> + <td style="white-space:nowrap">(X:20, A:100, B:1)</td> + <td class="new-value" style="white-space:nowrap">(X:20, A:110, B:1) + <br /> + <em>total 131</em></td> + <td>131</td> + </tr> +</table> + + +<h2 id="cleanup">Clean Up Your Data</h2> +<p>There is a limit to the size of cloud save data, so in following the strategy +outlined in this article, take care not to create arbitrarily large dictionaries. At first +glance it may seem that the dictionary will have only one entry per device, and even +the very enthusiastic user is unlikely to have thousands of them. However, +obtaining a device ID is difficult and considered a bad practice, so instead you should +use an installation ID, which is easier to obtain and more reliable. This means +that the dictionary might have one entry for each time the user installed the +application on each device. Assuming each key-value pair takes 32 bytes, and +since an individual cloud save buffer can be +up to 128K in size, you are safe if you have up to 4,096 entries.</p> + +<p>In real-life situations, your data will probably be more complex than a number +of coins. In this case, the number of entries in this dictionary may be much more +limited. Depending on your implementation, it might make sense to store the +timestamp for when each entry in the dictionary was modified. When you detect that a +given entry has not been modified in the last several weeks or months, it is +probably safe to transfer the coins into another entry and delete the old entry.</p>
\ No newline at end of file diff --git a/docs/html/training/cloudsync/gcm.jd b/docs/html/training/cloudsync/gcm.jd index fa395e4..6303372 100644 --- a/docs/html/training/cloudsync/gcm.jd +++ b/docs/html/training/cloudsync/gcm.jd @@ -1,12 +1,7 @@ page.title=Making the Most of Google Cloud Messaging -parent.title=Syncing to the Cloud -parent.link=index.html trainingnavtop=true -previous.title=Using the Backup API -previous.link=backupapi.html - @jd:body <div id="tb-wrapper"> diff --git a/docs/html/training/training_toc.cs b/docs/html/training/training_toc.cs index 61517e0..58db404 100644 --- a/docs/html/training/training_toc.cs +++ b/docs/html/training/training_toc.cs @@ -375,7 +375,6 @@ </div> <ul> - <li class="nav-section"> <div class="nav-section-header"> <a href="<?cs var:toroot ?>training/connect-devices-wirelessly/index.html" @@ -469,6 +468,12 @@ </a> </li> </ul> + <li><a href="<?cs var:toroot ?>training/cloudsave/conflict-res.html" + description= + "How to design a robust conflict resolution strategy for apps that save data to the cloud." + >Resolving Cloud Save Conflicts + </a> + </li> </li> </ul> </li> |