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Design documents

Learn more about how the software was designed

Design documents are meant to help understand and participate in designing software.

Each design document describes a number of things about a piece of software:

  • its goals
  • its constraints
  • how its inputs and outputs were modeled
  • how it works

1 - Signaling

Describes the signaling model

Description

The signaling layer includes all signals, which respond to track occupancy and reservation. Signals can be of different types, and are modularly loaded. Only their behavior towards the state of the infrastructure and the train’s reaction to signaling matters.

Signals are connected to each other by blocks. Blocks define paths permitted by signaling.

Goals

The signaling system is at the crossroads of many needs:

  • it must allow for realistic signaling simulation in a multi-train simulation
  • it must allow the conflict detection system to determine which resources are required for the train
  • it must allow application users to edit and display signals
  • it must allow for visualization of signals on a map
  • it must allow for automated import from existing databases

Design requirements:

All static data:

  • must enable the front-end to display the signals
  • must enable the infrastructure editor to configure signals
  • must enable the back-end to simulate signals
  • must be close to realistic industry models
  • must allow for the modeling of composite signals, which carry several logical signals within a single physical signal

To simulate signaling:

  • blocks must be generated for both user convenience and pathfinding
  • for each signal, its next compatible signal and protected zones must be deduced
  • the minimum necessary information must be provided to the signaling modules for their operation
  • enable using signaling modules without instantiating a complete simulation
  • allow for signals to be loaded in any order, in parallel

For speed limits:

  • some speed limits have to be enforced depending on the train path’s routes
  • speed limits can be configured to have an impact on signaling
  • ability to link the reaction of the train to a signal, and a speed limit

Assumptions

  • Each physical signal can be decomposed into a list of logical signals, all of which are associated with a signaling system.
  • Blocks have a type.
  • It is possible to compute, given a signal alone, its block and route delimiting properties.
  • Blocks never cross route boundaries.
  • Blocks which are not covered by routes do not exist, or can be ignored.
  • At any time, trains only use one signaling system capable of transmitting movement authority.
  • Speed limits change depending on which route is in use, and affect how signals behave
  • Some speed limits have an impact on signaling, and some do not
  • Either a speed limits differentiates per train category, or requires dynamic signaling, but not both

Operations

  • Instantiating a view creates a framework for observing signals
  • Planning the path signals to the view the blocks that the train will traverse
  • Observing a signal subscribe to the state of a signal (through the view)
  • Passing a signal signals that a signal has been passed by the train (through the view)

Research Questions

  • Are there any blocks that overlap the end of a route? SNCF(Loïc): No.
  • Are there any signals which rely on the state of the one after next signal? SNCF(Loïc): No.
  • Are there signals that change behavior based on the active block in front of them? SNCF(Loïc): Yes, for slowdowns.
  • Are there signals that are the start of blocks of different types? SNCF(Loïc): Yes.
  • Can the behavior of a signal depend on which block is active after the end of the current block? SNCF(Loïc): Yes, with slowdowns or blinking yellow.
  • Do some signaling systems need additional information in the blocks? SNCF(Loïc): Kind of, there are slowdowns, but it’s not specifically carried by the block.
  • Is it nominal for a train to have multiple active signaling systems at the same time? SNCF(Loïc): No.
  • are there any signals which depend on which route is set, but are not route delimiters? SNCF(Loïc): Yes, see Sémaphore Clignotant
  • how do speed limits per train category and dynamic signaling interact? SNCF(Nicolas): There shouldn’t be any speed limit per category signaled by dynamic signaling
  • are there any signals which depend on the state of multiple routes? SNCF(Loïc): No

1.1 - Signaling systems

Each signaling system has:

  • A unique identifier (a string).
  • Its signal state type, which enables deducing:
    • The graphical representation of the signal
    • How a train would react to the signal
    • If the signal state constrains Movement Authority
  • The signal parameter types, names and description, which enable front-end edition of signal parameters.
  • The block and route conditions, which enable evaluating whether a signal delimits blocks or routes, given its parameters.
{
    # unique identifier for the signaling system
    "id": "BAL",
    "version": "1.0",
    # the schema of the dynamic state of signals of this type
    "signal_state": [
        {"kind": "enum", "field_name": "aspect", values: ["VL", "A", "S", "C"]},
        {"kind": "flag", "field_name": "ralen30"},
        {"kind": "flag", "field_name": "ralen60"},
        {"kind": "flag", "field_name": "ralen_rappel"}
    ],
    # describes static properties of the signal
    "signal_properties": [
        {"kind": "flag", "field_name": "Nf", "display_name": "Non-franchissable"},
        {"kind": "flag", "field_name": "has_ralen30", "default": false, "display_name": "Ralen 30"},
        {"kind": "flag", "field_name": "has_rappel30", "default": false, "display_name": "Rappel 30"},
        {"kind": "flag", "field_name": "has_ralen60", "default": false, "display_name": "Ralen 60"},
        {"kind": "flag", "field_name": "has_rappel60", "default": false, "display_name": "Rappel 60"}
    ],
    # describes dynamic properties of the signal. These can be set on a per-route basis
    "signal_parameters": [
        {"kind": "flag", "field_name": "short_block", "default": false, "display_name": "Short block"},
        {"kind": "flag", "field_name": "rappel30", "default": false, "display_name": "Rappel 30"},
        {"kind": "flag", "field_name": "rappel60", "default": false, "display_name": "Rappel 60"}
    ],

    # these are C-like boolean expressions:
    # true, false, <flag>, <enum> == value, &&, || and ! can be used

    # used to evaluate whether a signal is a block boundary. Only properties can be used, not parameters.
    "block_boundary_when": "true",

    # used to evaluate whether a signal is a route boundary. Only properties can be used, not parameters.
    "route_boundary_when": "Nf",

    # A predicate used evaluate whether a signal state can make a train slow down. Used for naive conflict detection.
    "constraining_ma_when": "aspect != VL"
}

1.2 - Blocks and signals

Blocks

The blocks have several attributes:

  • A signaling system that corresponds to that displayed by its first signal.
  • A path, which is a list of direction + detector pairs (just like route paths).
  • An entry signal, (optional when the block starts from a buffer stop).
  • Intermediate signals, if any (only used by systems with distant signals).
  • An exit signal, (optional when the block ends at a buffer stop).

The path is expressed from detector to detector so that it can be overlayed with the route graph.

A few remarks:

  • There can be multiple blocks with the same path, as long as they have different signaling systems. Trains only use a block at a time, and ignore others.
  • Blocks do not have a state: one can rely on the dynamic state of the zones that make it up.
  • Blocks are used to figure out which signals protect which zones in a given context.

Dependencies

  • route graph. For each route:
    • waypoints: List<DiDetector>
    • signals: OrderedMap<Position, UnloadedSignal>
    • speed_limits: RangeMap<Position, SpeedLimit>, including the logic for train category limits
  • signaling systems
  • drivers

Signals

Physical signal are made up of one or more logical signals, which are displayed as a single unit on the field. During simulation, logical signals are treated as separate signals.

Each logical signal is associated with a signaling system, which defines if the signal transmits Movement Authority, speed limits, or both.

Logical signals have one or more drivers. Signal drivers are responsible for computing signal state. Any given signal driver only works for a given pair of signaling systems, where the first one is displayed by the signal, and the second is the one displayed by the next signal.

When a logical signal has an empty driver list, its content is deduced from neighboring signals.

For example, a BAL signal that is both a departure of the TVM block and a departure of the BAL block, it will have two drivers: BAL-BAL and BAL-TVM.

Announcing speed limits

When a signal announces a speed limit, it needs to be linked with a speed section object. This is meant to enable smooth transitions between the reaction to the announce signal, and the limit itself.

If multiple signals are involved in the announce process, only the one closest to the speed limit has to have this attribute set.

{
    # ...
    "announce_speed_section": "${SPEED_SECTION_ID}"
    # ...
}

Conditional parameters

Some signal parameters vary depending on which route is set. On each signal, an arbitrary number of rules can be added. If the signal is last to announce a speed limit, it must be explicitly mentionned in the rule.

{
    # ...
    "announce_speed_section": "${SPEED_SECTION_ID}",
    "default_parameters": {"short_block": "false"},
    "conditional_parameters": [
        {
            "on_route": "${ROUTE_ID}",
            "announce_speed_section": "${SPEED_SECTION_ID}",
            "parameters": {"rappel30": "true", "short_block": "true"}
        }
    ]
    # ...
}

Signal parameter values are looked up in the following order:

  1. per route conditional parameters
  2. per signal default parameters (default_parameters)
  3. parameter default value, from the signaling system’s .signal_parameters[].default

Serialized format

The serialized / raw format is the user-editable description of a physical signal.

Raw signals have a list of logical signals, which are independently simulated units sharing a common physical display. Each logical signal has:

  • a signaling system
  • user-editable properties, as specified in the signaling system description
  • a list of default parameters, which can get overriden per-route
  • an optional announced speed section, which can get overriden per-route
  • a list of allowed next signaling systems, which are used to load drivers

For example, this signal encodes a BAL signal which:

  • starts both a BAL and a TVM block
  • announces speed limit B on all routes except route A, where speed limit C is announced
  • on route A, the block is shorter than usual
{
    # signals must have location data.
    # this data is omitted as its format is irrelevant to how signals behave

    "logical_signals": [
        {
            # the signaling system shown by the signal
            "signaling_system": "BAL",
            # the settings for this signal, as defined in the signaling system manifest
            "properties": {"has_ralen30": "true", "Nf": "true"},
            # this signal can react to BAL or TVM signals
            # if the list is empty, the signal is assumed to be compatible with all following signaling systems
            "next_signaling_systems": ["BAL", "TVM"]
            "announce_speed_section": "${SPEED_SECTION_B}",
            "default_parameters": {"rappel30": "true", "short_block": "false"},
            "conditional_parameters": [
                {
                    "on_route": "${ROUTE_A}",
                    "announce_speed_section": "${SPEED_SECTION_C}",
                    "parameters": {"short_block": "true"}
                }
            ]
        }
    ]
}

For example, this signal encodes a BAL signal which starts a BAL block, and shares its physical display / support with a BAPR signal starting a BAPR block:

{
    # signals must have location data.
    # this data is omitted as its format is irrelevant to how signals behave

    "logical_signals": [
        {
            "signaling_system": "BAL",
            "properties": {"has_ralen30": "true", "Nf": "true"},
            "next_signaling_systems": ["BAL"]
        },
        {
            "signaling_system": "BAPR",
            "properties": {"Nf": "true", "distant": "false"},
            "next_signaling_systems": ["BAPR"]
        }
    ]
}

Signal description strings

Signal definitions need to be condensed into a shorter form, just to look up signal icons. In order to store this into MVT map tiles hassle free, it’s condensed down into a single string.

It looks something like that: BAL[Nf=true,ralen30=true]+BAPR[Nf=true,distant=false] It’s built as follows:

  • a list of logical signals, sorted by signaling system name, separated by +
  • inside each logical signal, signal properties are sorted by name, enclosed in square brackets and separated by ,

Dependencies

For signal state evaluation:

  • train path in blocks
  • portion of the path to evaluate
  • drivers
  • state of the zones in the section to evaluate

1.3 - Speed limits

Describes how speed limits work

Description

Railway infrastructure has a surprising variety of speed limits:

  • some are known by the driver, and not announced at all
  • some are announced by fixed signs regardless of where the train goes
  • some are announced by fixed signs, depending on where the train path goes
  • some are announced by dynamic signals regardless of where the train goes
  • some are announced by dynamic signals, depending on where the train path goes

Data model

{
    # unique speed limit identifier
    "id": "...",

    # A list of routes the speed limit is enforced on. When empty
    # or missing, the speed limit is enforced regardless of the route.
    #
    # /!\ When a speed section is announced by signals, the routes it is
    # announced on are automatically filled in /!\
    "on_routes": ["${ROUTE_A}", "${ROUTE_B}"]
    # "on_routes": null, # not conditional
    # "on_routes": [], # conditional

    # A speed limit in meters per second.
    "speed_limit": 30,

    # A map from train tag to speed limit override. If missing and
    # the speed limit is announced by a signal, this field is deduced
    # from the signal.
    "speed_limit_by_tag": {"freight": 20},

    "track_ranges": [{"track": "${TRACK_SECTION}", "begin": 0, "end": 42, "applicable_directions": "START_TO_STOP"}],
}

Design considerations

Where to put the speed limit value

When a speed limit is announced by dynamic signaling, we may be in a position where speed limit value is duplicated:

  • once in the signal itself
  • once in the speed limit

There are multiple ways this issue can be dealt with:

✅ Mandatory speed limit value in the speed section

Upsides:

  • simpler to implement, works even without train reactions to signals nor additional API

Downsides:

  • more work on the side of users
  • room for inconsistencies between the speed limit announced by signaling, and the effective speed limit

❌ Deduce the signal constraint from the speed limit

This option was not explored much, as it was deemed awkward to deduce signal parameters from a speed limit value.

❌ Deduce the speed limit from the signal

Make the speed limit value optional, and deduce it from the signal itself. Speed limits per tag also have to be deduced if missing.

Upsides:

  • less work for users
  • lessens the likelyhood of configuration mismatches

Downsides:

  • not all signaling systems work well with this. It may be difficult to deduce the announced speed limit from a signal configuration, such as with TVM.
  • speed limits have to be deduced, which increases implementation complexity

Speed limit announced by dynamic signaling often start being enforced at a specific location, which is distinct from the signal which announces the speed limit.

To allow for correct train reactions to this kind of limits, a link between the announce signal and the speed limit section has to be made at some point.

❌ Automated matching of signals and speed sections

Was not deemed realistic.

Was deemed to be awkward, as signaling is currently built over interlocking. Referencing signaling from interlocking creates a circular dependency between the two schemas.

Add a list of (route, signal) tuples to speed sections.

Upside:

  • a link with the signal can be made with creating the speed section

Downside:

  • Creates a dependency loop between speed limits and signaling. Part of the parsing of speed limit has to be deferred.
  • Signals parameters also have to be set per route, which is done in the signal. Having per-route options on both sides doubles the work.

❌ Inlining speed limit definitions into signals

Introduces a new type of speed limit, which are announced by signals. These speed limits are directly defined within signal definitions.

{
    # ...
    "conditional_parameters": [
        {
            "on_route": "${ROUTE_ID}",
            "speed_section": {
                "speed_limit": 42,
                "begin": {"track": "a", "offset": 10},
                "end": {"track": "b", "offset": 15},
            },
            "parameters": {"rappel30": "true", "short_block": "true"}
        }
    ]
    # ...
}

Upsides:

  • straightforward infrastructure edition experience for speed sections announced by a single signal

Downsides:

  • creates two separate kinds of speed limits:
    • can cause code duplication
    • could make later changes of the data model trickier
    • it’s unclear whether the criterion used to make this partition is appropriate
  • speed sections created directly inside signals can only be announced by a single signal, which could be an issue for speed sections which apply to very large areas, and are announced by multiple signals (such as one for each direction)
  • the cost of reversing this decision could be fairly high
{
    # ...
    "conditional_parameters": [
        {
            "on_route": "${ROUTE_ID}",
            "announced_speed_section": "${SPEED_SECTION_ID}",
            "parameters": {"rappel30": "true", "short_block": "true"}
        }
    ]
    # ...
}

Upsides:

  • single unified way of declaring speed limits
  • very close to the current implementation

Downsides:

  • adds a level of indirection between the signal and the speed section
  • the edition front-end has to be smart enough to create / search speed sections from the signal edition menu

Speed limits by route

Some speed limits only apply so some routes. This relationship needs to be modeled:

  1. speed limits could have a list of routes they apply on
  2. routes could have a list of speed limits they enforce
  3. the routes a speed limit apply on could be deduced from its announce signals, plus an explicit list of routes per speed section

We took option 3.

1.4 - Simulation lifecycle

Tells the story of how signaling infrastructure is loaded and simulated on

Loading Signal Parameters

The first step of loading the signal is to characterize the signal in the signaling system. This step produces an object that describes the signal.

During the loading of the signal:

  • the signaling system corresponding to the provided name is identified
  • the signal properties and parameters are loaded and validated according to the signaling system spec
  • the signal’s block and route delimiting properties are evaluated

Loading the Signal

Once signal parameters are loaded, drivers can be loaded. For each driver:

  • The driver implementation is identified from the (signaling_system, next_signaling_system) pair.
  • It is verified that the signaling system outgoing from the driver corresponds to the one of the signal.
  • It is verified that there is no existing driver for the incoming signaling system of the driver.

This step produces a Map<SignalingSystem, SignalDriver>, where the signaling system is the one incoming to the signal. It then becomes possible to construct the loaded signal.

Constructing Blocks

  • The framework creates blocks between signals following the routes present in the infrastructure, and the block properties of the signals.
  • Checks are made on the created block graph: it must always be possible to choose a block for each signal and each state of the infrastructure.

Block validation

The validation process helps to report invalid configurations in terms of signaling and blockage. The validation cases we want to support are:

  • The signaling system may want to validate, knowing if the block starts / ends on a buffer:
    • the length of the block
    • the spacing between the block signals, first signal excluded
  • Each signal in the block may have specific information if it is a transition signal. Therefore, all signal drivers participate in the validation.

In practice, there are two separate mechanisms to address these two needs:

  • The signaling system module is responsible for validating signaling within blocks.
  • Signal drivers take care of validating transitions between blocks.
extern fn report_warning(/* TODO */);
extern fn report_error(/* TODO */);

struct Block {
   startsAtBufferStop: bool,
   stopsAtBufferStop: bool,
   signalTypes: Vec<SignalingSystemId>,
   signalSettings: Vec<SignalSettings>,
   signalPositions: Vec<Distance>,
   length: Distance,
}

/// Runs in the signaling system module
fn check_block(
   block: Block,
);


/// Runs in the signal driver module
fn check_signal(
   signal: SignalSettings,
   block: Block, // The partial block downstream of the signal - no signal can see backward
);

Signal lifecycle

Before a train startup:

  • the path a of the train can be expressed is given, both as routes and blocks
  • the signal queue a train will encounter is established

During the simulation:

  • along a train movement, the track occupation before it are synthesized
  • when a train observes a signal, its state is evaluated

Signal state evaluation

Signals are modeled as an evaluation function, taking a view of the world and returning the signal state


enum ZoneStatus {
   /** The zone is clear to be used by the train */
   CLEAR,
   /** The zone is occupied by another train, but otherwise clear to use */
   OCCUPIED,
   /** The zone is incompatible. There may be another train as well */
   INCOMPATIBLE,
}

interface MAView {
    /** Combined status of the zones protected by the current signal */
    val protectedZoneStatus: ZoneStatus
    val nextSignalState: SignalState
    val nextSignalSettings: SignalSettings
}

fun signal(maView: MAView?): SignalState {
    // ...
}

The view should allow access to the following data:

  • a synthetized view of zones downstream until the end of the train’s MA
  • the block chain
  • the state of downstream signals which belong to the current block chain

Signaling view path

The path along which the MAView and SpeedLimitView live is best expressed using blocks:

  • blocks can be added to extend the view along the path of a train
  • the view can be reduced by removing blocks, as the train passes by signals

Simulation outside the train path

Everything mentionned so far was designed to simulate signals between a train the end of its movement authority, as all others signals have no influence over the behavior of trains (they cannot be seen, or are disregarded by drivers).

Nevertheless, one may want to simulate and display the state of all signals at a given point in time, regardless of which signals are in use.

Simulation rules are as follows:

  • if a signal starts blocks which have differing paths, it is simulated as if it were at the end of a route
  • if a signal starts blocks which all start the same path, it is simulated in the same view as the next signals in this path

2 - Conflict detection

Detect unrealistic timetables

This document is a work in progress

Conflict detection is the process of looking for timetable conflicts. A timetable conflict is any predictable condition which disrupts planned operations. Planned operations can be disrupted if a train is slowed down, prevented from proceeding, or delayed.

One of the core features of OSRD is the ability to automatically detect some conflicts:

  • spacing conflicts: insufficient spacing between trains sharing the same path
  • routing conflicts: insufficient spacing between trains with intersecting paths

Some other kinds of conflicts may be detected later on:

  • maintenance conflicts: planned maintenance disrupts the path of a train
  • power delivery conflicts: combined power delivery requirements exceeds capacity

Conflict detection relies on interlocking and signaling modeling and simulation to:

  1. figure out what each actor requires to perform its duty undisturbed
  2. detect conflicting requirements

Design constraints

The primary design goals are as follows:

  • enable threading new train paths into an existing timetable (see STDCM)
  • produce conflicts which can be linked back to a root cause
  • operate in way that can be visualized and interpreted
  • scale to real world timetables: millions of yearly trains, tens of thousands of daily trains

In addition to these goals, the following constraints apply:

  • it must be possible to thread new train paths into timetables with existing conflicts
  • it must not cause false-negatives: if no conflicts are detected, a multi-train simulation of the same timetable must not yield any slowdowns
  • it cannot rely on data we do not have
  • it has to enable later support of mobile block systems
  • it has to rely on existing signaling and interlocking simulation
  • it has to enable detecting conflicts regardless of the signaling system in use
  • it has to support transitions between signaling systems
  • it has to support conflicts between different signaling systems

Conflict modeling

Actors are objects which cause resources to be used:

  • train paths (or someone / something on the behalf of the train)
  • maintenance work

Actors need resources to be available to proceed, such as:

  • zones, which have one state per way to traverse it
  • switches, which have one state per position
  • station platforms, which could be used to prevent two large trains from occupying both sides of a tiny platform

Actor emit resource requirements, which:

  • describe the need of an actor for a resource, for a given time span
  • describe what the resource is needed for
  • detail how the resource is used, such as switch position, zone entry and exit

Resource requirements can turn out to be either satisfied or conflicting with other requirements, depending on compatibility rules.

Compatibility rules differ by requirement purpose and resource type. For example:

  • spacing requirements are exclusive: simultaneous requirements for the same resource are conflicting
  • zone and switch requirements are shareable: simultaneous requirements are satisfied if the resource configuration is identical

For conflict detection to work, resource requirements have to be at least as extensive as what’s required to guarantee that a train path will not be disturbed.

Routing conflicts

Context

For trains to proceed safely along their planned path:

  • switches have to be moved in the appropriate position
  • level crossings have to activate
  • risks of collision with other trains have to be mitigated

In practice, the path of trains is partitioned into routes, which when set, ensure a train can safely follow the route.

Routes have the following lifestyle:

  • As a train approaches the start of one of its routes, it is called by an operator. If all resources required to safely use the route are available, switches and level crossings start to move. If a resources is not available, e.g. because another train has reserved a section of track, this process is delayed until all conditions are met.
  • Once all resources are configured and reserved, the route is set and ready to be followed. Before that point, the entry of the route was protected by signaling, which prevented the train from moving past the entry point.
  • As the train moves along the route, it is destroyed. When the tail of the trail releases key detectors along the route, resources before this detector are released, and can this be reserved by other routes.

For a train to proceed through a route unimpeded, the following things have to happen:

  • The route has to be set before the train arrives, and before it is slowed down by signaling.
  • The route has to be called, so that is it set in time.
  • All resources required for the route to start setting at call time have to be available.

Generating requirements

struct RouteRequirement {
    route: RouteId,
    set_deadline: Time,
    zone_requirements: Vec<RouteZoneRequirement>,
}

struct RouteZoneRequirement {
    zone: ZoneId,
    entry_det: DirDetectorId,
    exit_det: DirDetectorId,
    release_time: Time,
    switches: Map<SwitchId, SwitchConfigId>,
}

Routing requirements are generated by the following algorithm:

  • Compute the set deadline using signaling simulation. The set deadline is the point in time at which the train would be slowed down if the route were not set.
  • For each zone in each route, simulate when it would be released, and thus not required anymore.

Route overlaps are not yet supported.

Requirement compatibility rules

Requirement compatibility is evaluated for all RouteZoneRequirements, grouped by zone. Requirements A and B, ordered such that A.set_deadline <= B.set_deadline, are compatible if and only if either:

  • their active time span does not overlap, such that A.release_time <= (B.set_deadline - activation_time), where the activation time is the delay required to reconfigure from A.switches to B.switches.
  • (A.entry_det, A.exit_det, A.switches) == (B.entry_det, B.exit_det, B.switches)

Spacing conflicts

Context

Even if interlocking mitigates some of the risks associated with operating trains, a major one is left out: head to tail collisions, caused by insufficient spacing.

This responsibility is handled by signaling, which conveys both interlocking and spacing constraints.

Signaling helps trains slow down until the end of their movement authority, which is either:

  • behind the tail of the next train
  • at the end of the last route set for this train

Spacing requirements are emitted for zones which if occupied, would cause a slowdown, and zones occupied by the train

Generating requirements

struct SpacingRequirement {
    zone: ZoneId,
    begin_time: Time,
    end_time: Time,
}

Every time the driver sees a signal, generate updated spacing requirements by calculating which zones, if occupied, would trigger a slowdown:

  • start by assuming the zone just after the head of the train is occupied
  • until the train is not slowed down, move the occupied section one zone further away from the train

Requirement compatibility rules

Requirement compatibility is evaluated for all SpacingRequirements, grouped by zone.

Requirements A and B are compatible if and only if their [begin_time, end_time] ranges do not overlap.

Incremental requirement generation

Routing requirements

sequenceDiagram
    participant client as Client
    participant gen as Routing resource generator
    client ->> gen: initial path + train movement
    loop
        gen ->> client: prefix path extension needed
        client ->> gen: extra prefix path + train movement
    end
    gen ->> client: resource requirements

After an initial path is given, the requirement generator can ask for more prefix path (before the start of the route). The client responds with:

  • the extra prefix path
  • the movement of the train over time on the given prefix path

If the initial path has multiple routes, the last route is the one resource requirements are emitted for.

Spacing requirements

sequenceDiagram
    participant client as Client
    participant gen as Spacing resource generator
    client ->> gen: initial path + train movement
    loop
        gen ->> client: postfix path extension needed
        client ->> gen: extra postfix path
    end
    gen ->> client: resource requirements

After an initial path is given, the requirement generator can ask for more postfix path (before the start of the route).

Visualizing requirements

Full-page requirements diagram

3 - Train simulation v3

Modeling and API design of train simulations

This work is pending implementation, and has not yet been adjusted to reflect potential required adjustments.

These articles describe the design of the new train simulation system.

This system should be simpler and more stable than the current one, and should enable more advanced features in the future.

3.1 - Overview

This work is pending implementation, and has not yet been adjusted to reflect potential required adjustments.

After two years of extending a fairly simple simulation engine, it appeared that fundamental changes are required to meet expectations.

System requirements

The new system is expected to:

  1. handle reactions to signaling
  2. handle rich train state (pantograph position, battery state)
  3. allow for different margin algorithms
  4. integrate driver behavior properties
  5. be easy to integrate with timetable v2
  6. handle both:
    • simulations of a full trip, with a complete known path, possibly following a schedule
    • simulations where the path is discovered incrementally
  7. provide a low-level API, usable independently

In the long-term, this system is also expected to:

  • be used to drive multi-train simulations
  • handling switching rolling stock at stops

Concepts

flowchart TD
subgraph Input
    InitTrainState[initial train state]
    PathPhysicsProps[path physics properties]
    AbstractDrivingInstructions[abstract driving instructions]
    TargetSchedule[target schedule]
end

DrivingInstructionCompiler([driving instruction compiler])
ConcreteDrivingInstructions[driving instructions + limits]
ScheduleController([schedule controller])
DriverBehaviorModule([driver behavior module])

TargetSchedule --> ScheduleController
ScheduleController -- adjusts slowdown coefficient --> DriverBehaviorModule
AbstractDrivingInstructions --> DrivingInstructionCompiler
PathPhysicsProps --> DrivingInstructionCompiler
ScheduleController -- tracks train state --> TrainSim

DriverBehaviorModule -- makes decisions --> TrainSim
ConcreteDrivingInstructions --> DriverBehaviorModule
DrivingInstructionCompiler --> ConcreteDrivingInstructions

InitTrainState --> ScheduleController

TrainSim --> SimResults

TrainSim([train simulator])
SimResults[simulation result curve]

Target schedule

The target schedule is a list of target arrival times at points specified along the path. To respect the schedule, the train may have to not use its maximum traction.

Train state

The train state is a vector of properties describing the train at a given point in time.

  • position
  • speed
  • position of pantographs
  • driver reaction times ?
  • battery state ?
  • time elapsed since the last update

Driving instructions

Driving instructions model what the train has to do along its path. They are linked to conditions on their application, and can interact with each other. They are generated using domain constraints such as speed limits or stops.

See the dedicated page for more details.

Path properties

Path properties are the physical properties of the path, namely elevation, curves and electrification.

Driver behavior module

The driver behavior modules update the train state based on:

  • the current train state
  • the path properties
  • the driving instructions
  • a slowdown coefficient (1 = no slowdown, 0 = full stop)

The train state changes should be physically realistic.

See the dedicated page for more details.

Schedule controller

The schedule controller manages the slowdown coefficient given to the driver behavior module in order to respect the target schedule.

It adjusts the slowdown coefficient iteratively, using a dichotomous search, re-simulating the train behavior between two time-targeted points.

Simulation results

The output of the simulation is the list of train states at each time step.

Design overview

The main idea of the new train simulator is to have a simulation which is computed step by step and not post-processed. This would ensure the physical consistency of the simulation.

The challenge is then to add ways to lose some time, in order to respect the target schedule.
This is done by iterating over the sections between two scheduled points, while adjusting a slowdown factor. This slowdown factor would be used to control how the driver behavior module would lose time while still being physically realistic.
See the driver behavior module dedicated page for more details.

In order to accommodate an infrastructure which could change with time (like signals), we introduce driving instructions. These instructions are generated from the path properties and the target schedule, and are used to update the train state. Instructions can be conditional, and can interact with each other.
The algorithm is described in detail in the dedicated page.

Algorithm flow chart

Design limits

  • trains do not anticipate margin transitions: only the next target arrival time matters for finding the slowdown factor

3.2 - Prior art

The current implementation has a number of shortcomings making it pretty much impossible to evolve to meet current system requirements. It also has a number of less severe flaws, such as the over-reliance on floating point, especially for input and output.

The previous implementation cannot be changed to:

  • react to signaling, as constraints stay the same as the simulation evolves
  • handle rich train state vectors, due to the way margins are implemented
  • be usable for both incremental simulation and batch

These limitations are the primary reasons for this redesign.

Margins

  • are defined as post-processing filter passes on simulation results. This has a number of undesirable side effects:

    • margin algorithms produce the final simulation results. They may produce physically unrealistic simulations results

    • because margins are applied after the simulation, the simulation can’t adjust to impossible margin values. Thus the simulation fails instead of giving a “best effort” result.

    • margin algorithms have no choice but to piece together results of different simulations:

      • engineering margins are defined such that their effect has to be entirely contained within their bounds. even though it’s a desirable property, it means that simulations become a multi-pass affair, with no obvious way of keeping train behavior consistent across passes and boundaries.
      • this can only be done if the train state is entirely described by its location and speed, otherwise simulation results cannot be pieced together.
      • piecing together simulation results is very hard to execute reliably, as there are many corner cases to be considered. the algorithm is quite brittle.
  • how much time should be lost and where isn’t defined in a way that makes scheduled points implementation easy

  • when a transition between two margin values occurs, slow downs occur before value changes, and speed ups after value changes. This is nice in theory, because it makes the graphs look nicer. The downside is that it makes margin values interdependent at each slow-down, as how much speed needs to be lost affects the time lost in the section.

Input modeling

With the previous implementation, the simulation takes sequence of constraint position and speed curves as an input (continuous in position, can be discontinuous in speed), and produces a continuous curve.

The output is fine, but the input is troublesome:

  • braking curves have to be part of constraint curves
  • these constraint curves don’t have a direct match with actual constraints, such as speed limits, stops, or reaction to signal
  • constraints cannot evolve over time, and cannot be interpreted differently depending on when the train reached these constraints
  • constraints cannot overlap. the input is pre-processed to filter out obscured constraints

3.3 - Driving instructions

Driving instructions model what the train has to do, and under what conditions. Driving instructions are generated using domain constraints such as:

  • unsignaled line speed limits
  • permanent signaled speed limits
  • temporary speed limits
  • dynamic signaling:
    • block / moving block
    • dynamically signaled speed restrictions
  • neutral zones
  • stops
  • margins

There are two types of driving instructions:

  • Abstract driving instructions model the high-level, rolling stock independent range of acceptable behavior: reach 30km/h at this location
  • Concrete driving instructions model the specific range of acceptable behavior for a specific rolling stock, using limit curves: don’t go faster than this curve
flowchart TD
Constraint[constraint]
AbstractDrivingInstruction[abstract driving instruction]
ConcreteDrivingInstruction[concrete driving instruction]
RollingStockIntegrator[rolling stock integrator]
Compiler([compiler])

Constraint -- generates one or more --> AbstractDrivingInstruction
AbstractDrivingInstruction --> Compiler
RollingStockIntegrator --> Compiler
Compiler --> ConcreteDrivingInstruction

After reviewing the design document, the necessity to distinguish between abstract and concrete driving instructions was questioned.

Indeed, it isn’t clear whether the limit curves are used for the driving instructions interpretation algorithm. If it isn’t, the computation of limit curves could be moved inside the driver behavior module.

TODO: remove this message or fix the design document after implementation.

Interpreting driving instructions

During the simulation, driving instructions are partitioned into 4 sets:

  • PENDING instructions may apply at some point in the future
  • RECEIVED instructions aren’t enforced yet, but will be unless overridden
  • ENFORCED instructions influence train behavior
  • DISABLED instructions don’t ever have to be considered anymore. There are multiple ways instructions can be disabled:
    • SKIPPED instructions were not received
    • RETIRED instructions expired by themselves
    • OVERRIDDEN instructions were removed by another instruction
flowchart TD

subgraph disabled
    skipped
    retired
    overridden
end

subgraph active
    received
    enforced
end

pending --> received
pending --> skipped
received --> enforced
received --> overridden
enforced --> retired
enforced --> overridden

These sets evolve as follows:

  • when an integration steps overlaps a PENDING instruction’s received condition, it is RECEIVED and becomes a candidate to execution
    • existing instructions may be OVERRIDDEN due to an override_on_received operation
  • if an instruction cannot ever be received at any future simulation state, it transitions to the SKIPPED state
  • when simulation state exceeds an instruction’s enforcement position, it becomes ENFORCED. Only enforced instructions influence train behavior.
    • existing instructions may be OVERRIDDEN due to an override_on_enforced operation
  • when simulation state exceeds an instruction’s retirement position, it becomes RETIRED

Overrides

When an instruction transitions to the RECEIVED or ENFORCED state, it can disable active instructions which match some metadata predicate. There are two metadata attributes which can be relied on for overrides:

  • the kind allows overriding previous instructions for a given domain, such as spacing or block signaled speed limits
  • the rank can be used as a “freshness” or “priority” field. If two instructions overriding each other are received (such as when a train sees two signals), the rank allows deciding which instruction should be prioritized.

This is required to implement a number of signaling features, as well as stops, where the stop instruction is overridden by the restart instruction.

Data model

struct ReceivedCond {
    position_in: Option<PosRange>,
    time_in: Option<TimeRange>,
}

struct InstructionMetadata {
    // state transitions
    received_when: ReceivedCond,
    enforced_at: Position,
    retired_at: Option<Position>,

    // instruction metadata, used by override filters. if an instruction
    // has no metadata nor retiring condition, it cannot be overridden.
    kind: Option<InstructionKindId>,  // could be SPACING, SPEED_LIMIT
    rank: Option<usize>,

    // when the instruction transitions to a given state,
    // instructions matching any filter are overridden
    override_on_received: Vec<OverrideFilter>,
    override_on_enforced: Vec<OverrideFilter>,
}

enum AbstractInstruction {
    NeutralZone,
    SpeedTarget {
        at: Position,
        speed: Speed,
    }
}

enum ConcreteInstruction {
    NeutralZone,
    SpeedTarget {
        braking_curve: SpeedPosCurve,
    },
}

struct OverrideFilter {
    kind: InstructionKindId,
    rank: Option<(RankRelation, usize)>,
}

enum RankRelation {
    LT, LE, EQ, GE, GT
}

Design decisions

Lowering constraints to an intermediate representation

Early on, we started making lists of what domain constraints can have an impact on train behavior. Meanwhile, to simulate train behavior, we figured out that we need to know which constraints apply at any given time.

There’s a fundamental tension between these two design constraints, which can be resolved in one of two ways:

  • either treat each type of constraint as its own thing during the simulation
  • abstract away constraints into a common representation, and then simulate that

❌ Distinct constraint types

When we first started drafting architecture diagrams, the train simulation API directly took a bunch of constraint types as an input. It brought up a number of issues:

  • the high diversity of constraint types makes it almost impossible to describe all interactions between all constraint types
  • the domain of some of these interactions is very complex (block signaling)
  • when simulating, it does not seem to matter why a constraint is there, only what to do about it

We couldn’t find clear benefits to dragging distinctions between constraint types deep into the implementation.

❌ Internal constraint types abstraction

We then realized that abstracting over constraint types during simulation had immense benefits:

  • it allows expressing requirements on what constraints need to be enforceable
  • it greatly simplifies the process of validating constraint semantics: instead of having to validate interactions between every possible type of constraints, we only have to validate that the semantics of each constraint type can be transferred to the abstract constraint type

We decided to explore the possibility of keeping constraint types distinct in the external API, but lowering these constraints into an intermediary representation internally. We found a number of downsides:

  • the public simulation API would still bear the complexity of dealing with many constraint types
  • there would be a need to incrementally generate internal abstracted constraints to support the incremental API

✅ External constraint types abstraction

We tried to improve over the previous proposal by moving the burden of converting many constraints into a common abstraction out of the simulation API.

Instead of having many constraint types as an input, the simulation API takes a collection of a single abstract constraint type. The task of converting domain constraints to abstract driving instructions is left to the API user.

We found that doing so:

  • reduces the API surface of the train simulation module
  • decouples behavior from constraint types: if a new constraint type needs to be added, the simulation API only needs expansion if the expected behavior expected for this constraint isn’t part of the API.

Interpreting driving instructions

As the train progresses through the simulation, it reacts according to driving instructions which depend on more than the bare train physics state (position, time, and speed):

  • the behavior of a train on each block depends on the state of the last passed block signal
  • if a train encounters a yellow light, then a red light, stops before the red light, and the red light turns green, the train may have to keep applying the driving instruction from the yellow signal until the green light is passed

Thus, given:

  • set of all possible driving instructions (alongside applicability metadata)
  • the result of previous integration steps (which may be extended to hold metadata)

There is a need to know what driving instructions are applicable to the current integration step.

Overrides are a way of modeling instructions which disable previous ones. Here are some examples:

  • if a driver watches a signal change state, its new aspect’s instruction might take precedence over the previous one
  • as block signaling slows a train down, new signals can override instructions from previous signals, as they encode information that is more up to date

We identified multiple filtering needs:

  • overrides happen as a given kind of restriction is updated: SPACING instructions might override other SPACING instructions, but wish to leave other speed restrictions unaffected
  • as multiple block signals can be visible at once, there’s a need to avoid overriding instructions of downstream signals with updates to upstream signals

We quickly settled on adding a kind field, but had a lengthy discussion over how to discriminate upstream and downstream signals. We explored the following options:

  • ❌ adding source metadata, which was rejected as it does not address the issue of upstream / downstream
  • ❌ adding identifiers to instructions, and overriding specific instructions, which was rejected as it makes instruction generation and processing more complex
  • ✅ adding some kind of priority / rank field, which was adopted

3.4 - Driver behavior modules

Design specs

General pitch

Driver behavior modules are responsible for making driving decisions. Its main responsibility, given the state of the train and an instruction, is to react to the instruction. This reaction is expressed as a new train state.

To perform this critical task, it needs access to additional context:

  • the physical properties of the path, which are used to make coasting decisions, and to model natural forces.
  • a slowdown coefficient, which is used to adjust how much the train is slowed down compared to a full power simulation.

The driver behavior modules are supposed to have different implementations, which would interpret the slow down coefficient differently.

API

One driver behavior module is instantiated per driving instruction. It takes at initialization:

  • a slowdown coefficient
  • the driving instruction
  • the path properties

It has two public methods:

  • enact_decision(current_state: TrainState, t: float) -> (TrainState, float)

    Which returns what the next train state would be if there was only this one instruction to follow, and the time delta to reach this state.

  • truncate_integration_step(current_state: TrainState, potential_state: TrainState, t: float, dt: float) -> (TrainState, float)

    Which returns a state and time delta which respects the instruction, and is as close as possible to the potential state.

Loop

At a given train state, we know which driving instructions are enforced.

For each enforced driving instruction, we query the corresponding driver behavior module.

This gives a set of different train states. From this, we coalesce a single train state which respects all instructions.

To do so, we:

  1. Find the states which are most constraining for “constraining properties” (speed and pantograph state).
  • Most constraining state regarding speed is the one with the lowest acceleration (taking sign into account).
  • Most constraining state regarding pantograph state is the one which sets the pantograph down the earliest.
  1. Interpolate the constraining states to the smallest dt they are associated with.
  2. Merge the constraining states into a single potential state:
  • for speed, we take the lowest acceleration
  • for pantograph state, we take the earliest pantograph state
  • other properties should be identical
  1. Submit the potential state for truncation to all driver behavior modules, chaining the outputs of truncate_integration_step.

There is a heavy underlying assumption that “constraining properties” can be combined in a new state which is valid. This underlies the step 3. It is not yet clear if this assumption will always be valid in the future.

Also: what component should be in charge of instantiating all the driver behavior modules with the right implementation ?

Here is a schema summarizing the process:

Driver behavior modules

A short case for why step 4 is needed.

most constraining state overshoots

Here the constraints are in red, and the next state chosen by the driver behavior modules are in black.

In this example, the most constraining state is A, since it’s the one which accelerates the least. However, it overshoots constraint B, thus we need to select the state which respects both constraints.

Decision process

Unifying driver behavior and margin distribution algorithms

When this design project started, driver behavior was left completely undefined. We assumed that a set of driving instructions can be unambiguously interpreted given a starting point. This assumption was then decided to be relied on to search which margin speed ceiling yields expected arrival times.

We also knew this assumption to be false: there are many ways instructions can be interpreted. Worse yet, different use cases for OSRD have different needs:

  • some users might want to reproduce existing timetables, which exhibit naive driver behavior: aggressive accelerations, aggressive breaking behavior.
  • some users want to evaluate the feasibility of timetables, and thus want somewhat realistic driver behavior, with less aggressive acceleration and cautious breaking behavior.

To resolve this tension, we thought of adding support for pluggable driver behavior. Doing so, however, would create two ways a timetable can be loosened (loose time):

  • lowering the margin speed ceiling
  • making driver behavior less aggressive

Let’s say we want to loosen the timetable by 1 minute on a given section. It could be achieved by:

  • lowering the speed ceiling using margins while keeping aggressive driver behavior
  • making driving behavior very conservative, but using no margins at all
  • lowering the speed ceiling a little, and making driving behavior a little more conservative
  • any other combination of the two factors

This is an issue, as it might make simulation results unstable: because there possibly are many ways to achieve the requested schedule, it would be very challenging to reliably choose a solution which matches expectations.

  • ❌ We considered ignoring the issue, as driver behavior was initially out of the scope of this design project. We decided not to, as we expected the cost of making later changes to integrate driver behavior to be significant.
  • ✅ We decided to avoid this shortcoming by making margin distribution part of driver behavior. Driver behavior modules are controlled by a slowdown coefficient between 0 (loose as much time as shall be achieved) and 1 (loose no time).

Interfacing driver behavior, driving instructions, and numerical integration

Driver behavior can be formally modeled as a local decision function f, which takes the state of the train as an input, including position and speed, and returns an acceleration.

To best integrate this acceleration over the given time step, it is best not to use only the acceleration at (t). Since it may vary a lot along [t, t+dt]. To approximate the acceleration within this interval, we would need a better estimator, using a numerical method such as RK4. Such estimator then needs to call f multiple times.

A number of questions came up:

  • should numerical integration within the driver behavior module, or outside
  • are driver behavior modules queried about their reaction to a specific instruction, or in general
  • does the driver behavior module return decisions, or parameters used to make decisions (such as curves)
  • if decisions are returned, is it a force, an acceleration, or a new state
  • if a new state is returned, how to deal with heterogenous time steps
  • do we check decisions for correctness? that is, if a decision causes the train to overshoot a limit curve, do we do anything?

Do we have a single DBM for all driving instructions, or one per driving instruction?

We identified that this API choice shouldn’t constrain the implementation. We decided to go the conservative route and have one DBM per driving instructions as it reduces the API surface and relieves DBM from the responsibility of finding the most restrictive instruction.

How do we prevent overshooting?

We identified that DBMs need the ability to follow internal target curves (distinct from limit curves).

To do so we could either:

  1. Have a way to short-circuit our integration scheme, to snap to target curves without overshooting.
  2. Accept oscillations around target curves (and thus overshooting).
  3. Setup a feedback loop mechanism to avoid overshooting.

We decided that only the first option was desirable.

The design choices then are:

❌ Make the DBM as close as possible to a decision function

Then the DBM would not be aware of the time step it is called with, and would return an acceleration. Then the module should expose two methods:

  • One for taking decisions, akin to f.
    Called several times depending on the integration method.

  • One for correcting an integration step (i.e. a time step and a new state), if it happened to overshoot its internal goal curves (for example MARECO which sets it’s own speed limits).
    Called on the integration step results from this DBM, and the other DBMs integration step results.

✅ The DBM returns a new state

The module would then expose two methods:

  • One for taking decisions, which, given a train state and a desired/maximum time step, returns a new state (which does not overshoot) and a new current time.

  • One for correcting an integration step (i.e. a time step and a new state), if it happened to overshoot its internal goal curves (for example MARECO which sets it’s own speed limits).
    Called only on other DBMs integration step results.

How do we combine the decisions from all DBMs?

  1. For each state property, find the most constraining value and dt.
  2. Find the smallest dt amongst constraining properties. Interpolate remaining properties to this dt, to build a provisional state.
  3. Submit this provisional state for truncation to all DBMs and take the truncation with the smallest dt.

To understand how this algorithm is designed, we need to consider two example cases:

  • For steps 1 and 2: if a neutral zone and a breaking instruction overlap, both are most constraining to different state properties: the neutral zone affects pantograph state, and the breaking instruction affects speed. The final state has to be a combination of both.
  • For step 3: We need to truncate integration steps to avoid overshoots, and thus avoid the need for feedback loops. Ideally, we want to truncate to the exact overshoot location. This overshoot location is not the same as the initial dt for the overshot constraint.

Should truncate_integration_step depend on the driver behavior module?

Yes: DBMs may use internal representations that the new state should not overshoot. For instance, when passed a driving instruction with a speed limit of 60km/h, a DBM wishing to lose time may reduce the speed to 50 km/h.

4 - Search for last-minute train slots (STDCM)

OSRD can be used to find a slot for a train in an already established timetable, without causing conflicts with other trains.

The acronym STDCM (Short Term Digital Capacity Management) is used to describe this concept in general.

4.1 - Business context

Some definitions:

Capacity

Capacity, in this context, is the ability to reserve infrastructure elements to allow the passage of a train.

Capacity is expressed in both space and time: the reservation of an element can block a specific zone that becomes inaccessible to other trains, and this reservation lasts for a given time interval.

It can be displayed on a chart, with the time on the horizontal axis and the distance traveled on the vertical axis.

Space-time chart

Example of a space-time chart displaying the passage of a train.

The colors here represent aspects of the signals, but display a consumption of the capacity as well: when these blocks overlap for two trains, they conflict.

There is a conflict between two trains when they reserve the same object at the same time, in incompatible configurations.

Space-time chart with conflict

Example of a space-time graph with a conflict: the second train is faster than the first one, they are in conflict at the end of the path, when the rectangles overlap.

When simulating this timetable, the second train would be slowed down by the yellow signals, caused by the presence of the first train.

Train slots

A train slot corresponds to a capacity reservation for the passage of a train. It is fixed in space and time: the departure time and the path taken are known. On the space-time charts in this page, a train slot corresponds to the set of blocks displayed for a train.

Note: in English-speaking countries, these are often simply called “train paths”. But in this context, this name would be ambiguous with the physical path taken by the train.

The usual procedure is for the infrastructure manager (e.g. SNCF Réseau) to offers train slots for sale to railway companies (e.g. SNCF Voyageurs).

At a given date before the scheduled day of operation, all the train paths are allocated. But there may be enough capacity to fit more trains. Trains can fit between scheduled slots, when they are sufficiently far apart or have not found a buyer.

The remaining capacity after the allocation of train paths is called residual capacity. This section explains how OSRD looks for train slots in this residual capacity.

4.2 - Train slot search module

This module handles the search for solutions.

To reduce the problem to its simplest form and for easy and efficient testing, inputs and outputs are strongly simplified and abstracted.

To summarize its behavior: the solution space is described as a graph that encodes locations, time, and speed. A pathfinding is run on this graph to find a solution.

This graph could, in a way, be seen as a decision tree, but different paths can lead to the same node.

4.2.1 - Infrastructure exploration

The first thing we need to define is how we move through the infrastructure, without dealing with conflicts yet.

We need a way to define and enumerate the different possible paths and explore the infrastructure graph, with several constraints:

  1. The path must be compatible with the given rolling stock (loading gauge / electrification / signaling system)
  2. At any point, we need to access path properties from its start up to the considered point. This includes block and route lists.
  3. We sometimes need to know where the train will go after the point currently being evaluated, for proper conflict detection

To do this, we have defined the class InfraExplorer. It uses blocks (sections from signal to signal) as a main subdivision. It has 3 sections: the current block, predecessors, and a “lookahead”.

InfraExplorer structure

In this example, the green arrows are the predecessor blocks. What happens there is considered to be immutable.

The red arrow is the current block. This is where we run train and signaling simulations, and where we deal with conflicts.

The blue arrows are part of the lookahead. This section hasn’t been simulated yet, its only purpose is to know in advance where the train will go next. In this example, it would tell us that the bottom right signal can be ignored entirely. The top path is the path being currently evaluated. The bottom section of the path will be evaluated in a different and already instanciated InfraExplorer

The InfraExplorer is manipulated with two main functions (the accessors have been removed here for clarity):

interface InfraExplorer {
    /**
     * Clone the current object and extend the lookahead by one route, for each route starting at
     * the current end of the lookahead section. The current instance is not modified.
     */
    fun cloneAndExtendLookahead(): Collection<InfraExplorer>

    /**
     * Move the current block by one, following the lookahead section. Can only be called when the
     * lookahead isn't empty.
     */
    fun moveForward(): InfraExplorer
}

cloneAndExtendLookahead() is the method that actually enumerates the different paths, returning clones for each possibility. It’s called when we need a more precise lookahead to properly identify conflicts, or when it’s empty and we need to move forward.

A variation of this class can also keep track of the train simulation and time information (called InfraExplorerWithEnvelope). This is the version that is actually used to explore the infrastructure.

4.2.2 - Conflict detection

Once we know what paths we can use, we need to know when they can actually be used.

The documentation of the conflict detection module explains how it’s done internally. Generally speaking, a train is in conflict when it has to slow down because of a signal. In our case, that means the solution would not be valid, we need to arrive later (or earlier) to see the signal when it’s not restrictive anymore.

The complex part is that we need to do the conflict detection incrementally Which means that:

  1. When running simulations up to t=x, we need to know all of the conflicts that happen before x, even if they’re indirectly caused by a signal seen at t > x down the path.
  2. We need to know the conflicts and resource uses right as they start even if their end time can’t be defined yet.

For that to be possible, we need to know where the train will go after the section that is being simulated (see infra exploration: we need some elements in the lookahead section).

To handle it, the conflict detection module returns an error when more lookahead is required. When it happens we extend it by cloning the infra explorer objets.

4.2.3 - Encoding the solution space

General principle

The problem is still a pathfinding problem in a given graph. Once the problem is encoded as a graph search, it is possible to reuse our existing tools for this purpose.

We consider the product graph of position, time, and speed. This means that every graph element contains these 3 variables (among other things)

Every graph edge is computed using running-time calculation to get speed and positions as functions of time.

Graphical representation

Space is encoded with a graph that contains the physical infrastructure.

product graph (1/3)

It is then “duplicated” at different times.

product graph (2/3)

The nodes are then linked together in a way that reflects travel time.

product graph (3/3)

Notes

  • The graph is constructed on the fly as it is explored.
  • It is discretized in time, to evaluate which nodes have already been visited. We keep full accuracy of time values, but two nodes at the same place and close times are considered identical.
  • Every edge is computed with a running time computation.
  • Speed isn’t discretized or considered to check visited nodes, it’s only used to compute time.
  • By default, the train always goes as fast as it can (while still following standard allowances). It only slows down when necessary.

Example

For example, with the following infrastructure, using the track graph: Example infra

Exploring the solution graph can give the following result: Représentation du graphe

4.2.4 - Discontinuities and backtracking

The discontinuity problem

When a new graph edge is visited, a simulation is run to evaluate its speed. But it is not possible to see beyond the current edge. This makes it difficult to compute braking curves, because they can span over several edges.

Discontinuity

This example illustrates the problem: by default the first edge is explored by going at maximum speed. The destination is only visible once the second edge is visited, which doesn’t leave enough distance to stop.

Solution : backtracking

To solve this problem, when an edge is generated with a discontinuity in the speed envelopes, the algorithm goes back over the previous edges to create new ones that include the decelerations.

To give a simplified example, on a path of 4 edges where the train can accelerate or decelerate by 10km/h per edge:

Discontinuity (edge version, 1/2)

For the train to stop at the end of route 4, it must be at most at 10km/h at the end of edge 3. A new edge is then created on edge 3, which ends at 10km/h. A deceleration is computed backwards from the end of the edge back to the start, until the original curve is met (or the start of the edge).

In this example, the discontinuity has only been moved to the transition between edges 2 and 3. The process is then repeated on edge 2, which gives the following result:

Discontinuity (edge version, 2/2)

Old edges are still present in the graph as they can lead to other solutions.

4.2.5 - Conflict avoidance

While exploring the graph, it is possible to end up in locations that would generate conflicts. They can be avoided by adding delay.

Shifting the departure time

The departure time is defined as an interval in the module parameters: the train can leave at a given time, or up to x seconds later. Whenever possible, delay should be added by shifting the departure time.

for example : a train can leave between 10:00 et 11:00. Leaving at 10:00 would cause a conflict, the train actually needs to enter the destination station 15 minutes later. Making the train leave at 10:15 solves the problem.

In OSRD, this feature is handled by keeping track, for every edge, of the maximum duration by which we can delay the departure time. As long as this value is enough, conflicts are avoided this way.

This time shift is a value stored in every edge of the path. Once a path is found, the value is summed over the whole path. This is added to the departure time.

For example :

  • a train leaves between 10:00 and 11:00. The initial maximum time shift is 1:00.
  • At some point, an edge becomes unavailable 20 minutes after the train passage. The value is now at 20 for any edge accessed from here.
  • The departure time is then delayed by 5 minutes to avoid a conflict. The maximum time shift value is now at 15 minutes.
  • This process is applied until the destination is found, or until no more delay can be added this way.

Engineering allowances

Once the maximum delay is at 0, the delay needs to be added between two points of the path.

Engineering allowances (1/2)

The idea is the same as the one used to fix speed discontinuities: new edges are created, replacing the previous ones. The new edges have an engineering allowance, to add the delay where it is possible.

Engineering allowances (2/2)

computing an engineering allowance is a feature of the running-time calculation module. It adds a given delay between two points of a path, without affecting the speeds on the rest of the path.

Post-processing

We used to compute the engineering allowances during the graph exploration, but that process was far too expensive. We used to run binary searches on full simulations, which would sometimes go back for a long distance in the path.

What we actually need is to know whether an engineering allowance is possible without causing any conflict. We can use heuristics here, as long as we’re on the conservative side: we can’t say that it’s possible if it isn’t, but missing solutions with extremely tight allowances isn’t a bad thing in our use cases.

But this change means that, once the solution is found, we can’t simply concatenate the simulation results. We need to run a full simulation, with actual engineering allowances, that avoid any conflict. This step has been merged with the one described on the standard allowance page, which is now run even when no standard allowance have been set.

4.2.6 - Standard allowance

The STDCM module must be usable with standard allowances. The user can set an allowance value, expressed either as a function of the running time or the travelled distance. This time must be added to the running time, so that it arrives later compared to its fastest possible running time.

For example: the user can set a margin of 5 minutes per 100km. On a 42km long path that would take 10 minutes at best, the train should arrive 12 minutes and 6 seconds after leaving.

This can cause problems to detect conflicts, as an allowance would move the end of the train slot to a later time. The allowance must be considered when we compute conflicts as the graph is explored.

The allowance must also follow the MARECO model: the extra time isn’t added evenly over the whole path, it is computed in a way that requires knowing the whole path. This is done to optimize the energy used by the train.

During the exploration

The main implication of the standard allowance is during the graph exploration, when we identify conflicts. It means that we need to scale down the speeds. We still need to compute the maximum speed simulations (as they define the extra time), but when identifying at which time we see a given signal, all speeds and times are scaled.

This process is not exact. It doesn’t properly account for the way the allowance is applied (especially for MARECO). But at this point we don’t need exact times, we just need to identify whether a solution would exist at this approximate time.

Post-processing

The process to find the actual train simulation is as follows:

  1. We define points at which the time is fixed, initialized at first with the time of each train stop. This is an input of the simulation and indirectly calls the standard allowance.
  2. If there are conflict, we try to remove the first one.
  3. We add a fixed time point at the location where that conflict happened. We use the time considered during the exploration (with linear scaling) as reference time.
  4. This process is repeated iteratively until no conflict is found.

4.2.7 - Implementation details

This page is about implementation details. It isn’t necessary to understand general principles, but it helps before reading the code.

STDCMEdgeBuilder

This refers to this class in the project.

This class is used to make it easier to create instances of STDCMEdge, the graph edges. Those contain many attributes, most of which can be determined from the context (e.g. the previous node). The STDCMEdgeBuilder class makes some parameters optional and automatically computes others.

Once instantiated and parametrized, an STDCMEdgeBuilder has two methods:

  • Collection<STDCMEdge> makeAllEdges() can be used to create all the possible edges in the given context for a given route. If there are several “openings” between occupancy blocks, one edge is instantiated for each opening. Every conflict, their avoidance, and their related attributes are handled here.

  • STDCMEdge findEdgeSameNextOccupancy(double timeNextOccupancy): This method is used to get the specific edges that uses a certain opening (when it exists), identified here with the time of the next occupancy block. It is called whenever a new edge must be re-created to replace an old one. It calls the previous method.

Pathfinding

The methods mentioned here are defined in this class.

Cost function

The function used to define pathfinding cost sets which path is used over another. The result is always the one that minimizes this cost (as long as the heuristic is admissible).

Here, two parameters are used: total run time and departure time. The latter has a very small weight compared to the former, so that the fastest path is found. More details are explained in the documentation of those methods.

Heuristics

The algorithm used to find a path is an A*, with a heuristic based on geographical coordinates.

However, the coordinates of generated infrastructures are arbitrary and don’t reflect the track distance. It means that, for the generated infrastructures, the path may not always be the shortest one.

It would be possible to use this heuristic to determine whether the current node can lead to a path that doesn’t take longer than the maximum allowed total run time. But for the same reason, adding this feature would break any STDCM test on generated infras. More details in this issue.

5 - Timetable v2

Describes evolutions to the new timetable and train schedule models

Test

Design decisions

Some major changes were made between our first version of the timetable and the new one:

  • Isolate the timetable table. It can be used in a scenario or in other contexts
  • Have a soft reference from train schedule to rolling stock (to be able to create a train schedule with unknown rolling stock)
  • Consider path and simulation output as cache (that don’t require to be stored in DB)
  • We can compute pathfinding without having to store data
  • All input needed to compute a path is stored in the train schedule (we can recompute it if needed)
  • All input needed to run a simulation is stored in the train schedule (we can recompute it if needed)

Train schedule v2

Requirements

  • front: easy to keep consistent during edition
  • front: intermediate invalid states than can be reached during edition have to be encodable
  • front: when deleting a waypoint that is referenced by margins, the position of the deleted waypoint within the path must be preserved until the situation is resolved
  • import: path waypoint locations can be specified using UIC operational point codes
  • import: support fixed scheduled arrival times at stops and arbitrary points
  • import edition: train schedules must be self-contained: they cannot be described using the result of pathfinding or simulations

Design decisions

Path waypoints have an identity

At some point in the design process, the question was raised of whether to reference location of stops and margin transitions by name, or by value. That is, should stops hold the index of the waypoint where the stop occurs, or a description of the location where the stop occurs?

It was decided to add identifiers to path waypoints, and to reference those identifiers where referencing a path location is needed. This has multiple upsides:

  • you can’t reference a location outside of the path
  • when changing a waypoint’s location, for example from one station’s platform to another, no additional maintenant work is needed to keep the path consistent
  • if a path goes to the same place multiple times, the identifier reference makes it clear which path location is referenced
  • it makes keeping data consistent while editing easier, as all locations are kept in a single place

Invalid train schedules and soft deletes

If a user deletes a waypoint, what happens? Is it the front-end’s responsibility to only save valid schedules, or can invalid schedules be represented in the data model? We decided that it wasn’t just the front-end’s responsibility, as we want to be able to model inconsistent states, until the user comes back to fix it.

One key observation was that we do not want to lose the ability to locate within the path waypoints that were deleted, until all references are gone. How is the front-end supposed to display margin bounds or stops for a waypoint that’s gone, if it’s not there anymore?

We thus decided to add a deleted soft-delete flag to waypoints. When this flag is set, the back-end runs simulations on the path, but still allows saving it. Once all references to a deleted waypoint are gone, it can be removed from the path. The backend can deny train schedules with stale deleted waypoints.

Separating path and stops

This decision was hard to make, as there are little factors influencing this decision. Two observations led us to this decision:

  • when deleting a waypoint, the end user may want to preserve the associated stop. Making the separation clear in the data model helps with implementing this behavior correctly, if deemed relevant
  • bundling stops into the path makes it harder to describe what fields path waypoints should have, and what should have a separate object and reference. It was decided that keeping path a simple list of Location, with no strings attached, made things a little clearer.

No more engineering margins?

In the legacy model, we had engineering margins. These margins had the property of being able to overlap. It was also possible to choose the distribution algorithm for each margin individually.

We asked users to comment on the difference and the usefulness of retaining these margins with scheduled points. The answer is that there is no fundamental difference, and that the additional flexibility offered by engineering margins makes no practical sense (overlap and choice of distribution…).

Arrival times are durations since departure time

  • this allows shifting the departure time without having to change arrival times
  • we don’t have to parse dates and compute date differences within a single trip

We also discussed whether to use seconds or ISO 8601 durations. In the end, ISO 8601 was chosen, despite the simplicity of seconds:

  • it preserves the user’s choice unit for specifying duration
  • it interfaces nicely with the ISO 8601 departure time
  • it does not suffer from potential integer-float serialization related precision loss

Invalid and outdated train schedules

Reasons for a train schedule to be invalid:

  • Inconsistent train schedule (contains deleted waypoint)
  • Rolling stock not found
  • Path waypoint not found
  • The path cannot be found

Reasons for a train schedule to be outdated:

  • The train path changed
  • The train running time changed

What we can do about outdated trains:

  1. Nothing, they’re updated without notification
  2. We can notify the user that a train schedule is outdated:
    • Nothing can be done except acknowledge the change
    • We can not check what changed between the old and new version
    • We can not know the cause of this change (RS, Infra, Algorithms…)

Note: The outdated status is a nice to have feature (it won’t be implemented right now).

Creation fields

These fields are required at creation time, but cannot be changed afterwards. They are returned when the train schedule is queried.

timetable_id: 42

Modifiable fields

train_name: "ABC3615"
rolling_stock_name: R2D2

# labels are metadata. They're only used for display filtering
labels: ["tchou-tchou", "choo-choo"]

# used to select speed limits for simulation
speed_limit_tag: "MA100"

# the start time is an ISO 8601 datetime with timezone. it is not always the
# same at the departure time, as there may be a stop at the starting point
start_time: "2023-12-21T08:51:11.914897+00:00"

path:
 - {id: a, uic: 87210} # Any operational point matching the given uic
 - {id: b, track: foo, offset: 10000} # 10m on track foo
 - {id: c, deleted: true, trigram: ABC} # Any operational point matching the trigram ABC
 - {id: d, operational_point: X} # A specified operational point

# the algorithm used for distributing margins and scheduled times
constraint_distribution: MARECO # or LINEAR

# all durations and times are specified using ISO 8601
# we don't supports months and years duration since it's ambiguous
# times are defined as time elapsed since start. Even if the attribute is omitted,
# a scheduled point at the starting point is inferred to have departure=start_time
# the "locked" flag is ignored by the backend.
#
# To specify signal's state on stop's arrival, you can use the "reception_signal" enum:
#   - OPEN: arrival on open signal, will reserve resource downstream of the signal.
#   - STOP: arrival on stop signal, will not reserve resource downstream of the signal
#      and will trigger safety speed on approach.
#   - SHORT_SLIP_STOP: arrival on stop signal with a short slip distance,
#      will not reserve resource downstream of the signal and will trigger safety
#      speed on approach as well as short slip distance speed.
#      This is used for cases where a movable element is placed shortly after the signal
#      and going beyond the signal would cause major problems.
#      This is used automatically for any stop before a buffer-stop.
#      This is also the default use for STDCM stops, as it is the most restrictive.
schedule:
 - {at: a, stop_for: PT5M, locked: true} # inferred arrival to be equal to start_time
 - {at: b, arrival: PT10M, stop_for: PT5M}
 - {at: c, stop_for: PT5M}
 - {at: d, arrival: PT50M, locked: true, reception_signal: SHORT_SLIP_STOP}

margins:
  # This example encodes the following margins:
  #   a --- 5% --- b --- 3% --- c --- 4.5min/100km --- d

  # /!\ all schedule points with either an arrival or departure time must also be
  # margin boundaries. departure and arrival waypoints are implicit boundaries. /!\
  # boundaries delimit margin sections. A list of N boundaries yields N + 1 sections.
  boundaries: [b, c]

  # the following units are supported:
  #  - % means added percentage of the base simulation time
  #  - min/100km means minutes per 100 kilometers
  values: ["5%", "3%", "4.5min/100km"]

# train speed at simulation start, in meters per second.
# must be zero if the train starts at a stop
initial_speed: 2.5

power_restrictions:
 - {from: b, to: c, value: "M1C1"}

comfort: AIR_CONDITIONING # or HEATING, default STANDARD

options:
  # Should we use electrical profiles to select rolling stock speed effort curves
  use_electrical_profiles: true

Combining margins and schedule

Margins and scheduled points are two ways to add time constraints to a train’s schedule. Therefore, there must be a clear set of rules to figure out how these two interfaces interact.

The end goal is to make the target schedule and margins consistent with each other. This is achieved by:

  • computing what the schedule would look like if only margins were applied
  • compare that to the target schedule
  • correct the margin schedule so that it matches the target schedule

The path is partitioned as follows:

  • known time sections span between locations where the arrival time is known. If there are N such locations, there are N - 1 known time sections. In these sections, margins need to be adjusted to match the target schedule.
  • If the arrival time at destination is unknown, the section from the last known arrival time point and the destination is called the relaxed time section has no bound. Margins can be applied directly.

As margins cannot span known time section boundaries, each known time section can be further subdivided into margin sections. Margins cover the entire path.

The end goal is to find the target arrival time at the end of each margin section. This needs to be done while preserving consistency with the input schedule.

Schedule building algorithm

The final schedule is computed as follows:

  • A base simulation is computed, without any time constraint (other than stops). It’s used to compute provisional margin values.
  • Make a provisional time table, which ignores target arrival times but includes provisional margin values.
  • For each known time section, compute the adjustment required to make the provisional schedule match the target schedule.
  • Distribute this difference into the known time section’s margin sections, proportionally to margin section running time. After distributing the adjustment into margin sections, the final schedule should be compatible with the target schedule.

Error handling

Some errors may happen while building the timetable:

  • if a known time section’s required adjustment is negative, a warning must be raised, as margins will have to be lowered
  • if a margin section’s final running time is tighter than the base simulation, it cannot be achieved, and a warning should be raised

Other errors can happen at runtime:

  • target margin values can be too low, as transitions from high density margin to low margin section force the train to lose time after it has exited to high density margin section.
  • target margin values can also be too high, as the train may not have time to slow down enough, or drive so slow as to be unacceptable.

During simulation, if a target arrival time cannot be achieved, the rest of the schedule still stands.

Endpoints

Timetable

POST /v2/timetable
GET /v2/timetable/ # Paginated list timetable
PUT /v2/timetable/ID
DELETE /v2/timetable/ID
GET /v2/timetable/ID # Timetable with list of train schedule ids attached to it

Train Schedule

POST /v2/timetable/ID/train_schedule # A batch creation
GET /v2/train_schedule/ID
PUT /v2/train_schedule/ID # Update a specific train schedule
DELETE /v2/train_schedule # A batch deletion

Path

POST /v2/infra/ID/pathfinding/topo # Not required now can be move later
POST /v2/infra/ID/pathfinding/blocks
# takes a pathfinding result and a list of properties to extract
POST /v2/infra/ID/path_properties?props[]=slopes&props[]=gradients&props[]=electrifications&props[]=geometry&props[]=operational_points
GET /v2/train_schedule/ID/path?infra_id=42 # Retrieve the path from a train schedule

Simulation results

# Retrieve the list of conflict of the timetable (invalid trains are ignored)
GET /v2/timetable/ID/conflicts?infra=N
# Retrieve the space, speed and time curve of a given train
GET /v2/train_schedule/ID/simulation?infra=N
# Retrieves simulation information for a given train list. Useful for finding out whether pathfinding/simulation was successful.
GET /v2/train_schedule/simulations_summary?infra=N&ids[]=X&ids[]=Y
# Projects the space time curves and paths of a number of train schedules onto a given path
POST /v2/train_schedule/project_path?infra=N&ids[]=X&ids[]=Y

Frontend workflow

The frontend shouldn’t wait minutes to display something to the user. When a timetable contains hundreds of trains it can take some time to simulate everything. The idea is to split requests into small batches.

flowchart TB
    InfraLoaded[Check for infra to be loaded]
    RetrieveTimetable[Retrieve Timetable]
    RetrieveTrains[Retrieve TS2 payloads]
    SummarySimulation[[Summary simulation batch N:N+10]]
    TrainProjectionPath[Get selected train projection path]
    Projection[[Projection batch N-10:N]]
    TrainSimulation[Get selected train simulation]
    TrainPath[Get selected train path]
    TrainPathProperties[Get selected train path properties]
    DisplayGev(Display: GEV / Map /\n Driver Schedule/ Linear / Output Table)
    DisplayGet(Display Space Time Chart)
    DisplayTrainList(Display train list)
    Conflicts(Compute and display conflicts)
    ProjectConflicts(Display conflicts in GET)


    InfraLoaded -->|Wait| SummarySimulation
    InfraLoaded -->|Wait| TrainProjectionPath
    InfraLoaded -->|Wait| TrainPath
    TrainPath -->|If found| TrainSimulation
    TrainPath -->|If found| TrainPathProperties
    RetrieveTimetable -->|Get train ids| RetrieveTrains
    RetrieveTrains ==>|Sort trains and chunk it| SummarySimulation
    SummarySimulation ==>|Wait for the previous batch| Projection
    SummarySimulation -->|Gradually fill cards| DisplayTrainList
    TrainPathProperties -->| | DisplayGev
    TrainSimulation -->|If valid simulation| DisplayGev
    TrainProjectionPath -->|Wait for the previous batch| Projection
    SummarySimulation -..->|If no projection train id| TrainProjectionPath
    Projection ==>|Gradually fill| DisplayGet
    SummarySimulation -->|Once everything is simulated| Conflicts
    Conflicts --> ProjectConflicts

6 - Authentication and authorization

Context and requirements

  • authentication (authn) is the process of figuring out a user’s identity.
  • authorization (authz) is the process of figuring out whether a user can do something.

This design project started as a result of a feature request coming from SNCF users and stakeholders. After some interviews, we believe the overall needs to be as follows:

  • controlling access to features
    • some users are supposed to only view results of operational studies
    • some users only get access to part of the app
    • not everyone can have access to the admin panel
    • it could be nice to be able to roll experimental features out incrementaly
  • controlling access to data
    • some infrastructures shall only be changed by automated import jobs
    • users might want to control who can mess with what they’re currently working on
    • rolling stock, infrastructure and timetable data may be confidential

Overall architecture

flowchart LR
  subgraph gateway
    auth([authentication])
  end

  subgraph editoast
  subgraph authorization
    roles([role check])
    permissions([permission check])
  end
  end

  subgraph decisions
    permit
    deny
  end

  request --> auth --> roles --> permissions
  auth --> deny
  roles --> deny
  permissions --> permit & deny

Authentication

The app’s backend is not responsible for authenticating the user: it gets all required information from gateway, the authenticating reverse proxy which stands between it and the front-end.

  • at application start-up, the front-end redirects to the login page if the user is not logged in
  • if the user is already authenticated, the gateway returns user metadata
  • otherwise, the gateway initiates the authentication process, usually with OIDC. The implementation was designed to allow new backends to be added easily.
  • once the user is authenticated, all requests to the backend can expect the following headers to be set:
    • x-remote-user-identity-id contain a unique identifier for this identity. It can be thought of as an opaque (auth_method, user_id) tuple.
    • x-remote-user-name contain a username

When editoast receives a request, it has to match the remote user ID with a database user, creating it as needed.

create table authn_subject(
  id  bigserial generated always as identity primary key,
);

create table authn_user(
  id  bigint primary key references auth_subject on delete cascade,
  identity_id  text not null,
  name  text,
);

create table authn_group(
  id bigint primary key references auth_subject on delete cascade,
  name text not null,
);

-- add a trigger so that when a group is deleted, the associated authn_subject is deleted too
-- add a trigger so that when a user is deleted, the associated authn_subject is deleted too

create table authn_group_membership(
  user   bigint references auth_user  on delete cascade not null,
  group  bigint references auth_group on delete cascade not null,
  unique (user, group),
);

Group and role management API

  • role management is protected by the role:admin role.
  • groups management is subject to permissions.

Get information about a user

GET /authn/me
GET /authn/user/{user_id}
{
  "id": 42,
  "name": "Foo Bar",
  "groups": [
    {"id": 1, "name": "A"},
    {"id": 2, "name": "B"}
  ],
  "app_roles": ["ops"],
  "builtin_roles": ["infra:read"]
}

Builtin roles are deduced from app roles, and thus cannot be directly edited.

Add roles to a user or group

This endpoint can only be called if the user has the role:admin builtin role.

POST /authn/user/{user_id}/roles/add
POST /authn/group/{group_id}/roles/add

Takes a list of app roles:

["ops", "stdcm"]

Remove roles from a user or group

This endpoint can only be called if the user has the role:admin builtin role.

POST /authn/user/{user_id}/roles/remove

Takes a list of app roles to remove:

["ops"]

Create a group

This endpoint can only be called if the user has the group:create builtin role. When a user creates a group, it becomes its owner.

POST /authn/group
{
  "name": "Foo"
  "app_roles": ["ops"],
}

Returns the group ID.

Add users to a group

Can only be called if the user has Writer access to the group.

POST /authn/group/{group_id}/add

Takes a list of user IDs

[1, 2, 3]

Remove users from a group

Can only be called if the user has Writer access to the group.

POST /authn/group/{group_id}/remove

Takes a list of user IDs

[1, 2, 3]

Delete a group

Can only be called if the user has Owner access to the group.

DELETE /authn/group/{group_id}

Authorization

As shown in the overall architecture section, to determine if a subject is allowed to conduct an action on a ressource, two checks are performed:

  1. We check that the roles of the subject allows the action.
  2. We check that the subject has the minimum privileges on the ressource(s) that are required to perform the action.

Roles

Subject can have any number of roles. Roles allow access to features. Roles do not give rights on specific objects.

Both the frontend and backend require some roles to be set to allow access to parts of the app. In the frontend, roles guard features, in the backend, roles guard endpoints or group of endpoints.

There are two types of roles:

  • Builtin roles are bundled with OSRD. Only builtin roles can be required by endpoints. These roles cannot directly be assigned to users.
  • Application roles can be assigned to users. These roles are defined in a configuration file that editoast reads at startup.

Here is an example of what builtin roles might look like:

  • role:admin allows assigning roles to users and groups
  • group:create allows creating user groups
  • infra:read allows access to the map viewer module
  • infra:write implies infra:read. it allows access to the infrastructure editor.
  • rolling-stock:read
  • rolling-stock:write implies rolling-stock:read. Allows access to the rolling stock editor.
  • timetable:read
  • timetable:write implies timetable:read
  • operational-studies:read allows read only access to operational studies. it implies infra:read, timetable:read and rolling-stock:read
  • operational-studies:write allows write access to operational studies. it implies operational-studies:read and timetable:write
  • stdcm implies infra:read, timetable:read and rolling-stock:read. it allows access to the short term path request module.
  • admin gives access to the admin panel, and implies all other roles

Given these builtin roles, application roles may look like:

  • operational-studies-customer implies operational-studies:read
  • operational-studies-analyst implies operational-studies:write
  • stdcm-customer implies stdcm
  • ops implies admin

Roles are hierarchical. This is a necessity to ensure that, for example, if we are to introduce a new action related to scenarios, each subject with the role “exploitation studies” gets that new role automatically. We’d otherwise need to edit the appropriate existing roles.

Their hierarchy could ressemble:

%%{init: {"flowchart": {"defaultRenderer": "elk"}} }%%
flowchart TD
  subgraph application roles
    operational-studies-analyst
    operational-studies-customer
  end

  subgraph builtin roles
    rolling-stock:read
    rolling-stock:write
    infra:read
    infra:write
    timetable:read
    timetable:write
    operational-studies:read
    operational-studies:write
  end

  operational-studies-analyst --> operational-studies:write
  operational-studies-customer --> operational-studies:read

  infra:write --> infra:read
  rolling-stock:write --> rolling-stock:read
  operational-studies:read --> infra:read & timetable:read & rolling-stock:read
  operational-studies:write --> operational-studies:read & timetable:write
  timetable:write --> timetable:read

  classDef app fill:#333,color:white,font-style:italic
  classDef builtin fill:#992233,color:white,font-style:bold

  class stdcm,exploitation,infra,project,study,scenario app
  class infra_read,infra_edit,infra_delete,project_create,study_delete,scenario_create,scenario_update builtin

Permissions

Permission checks are done by the backend, even though the frontend may use the effective privilege level of a user to decide whether to allow modifying / changing permissions for a given object.

Permissions are checked per resource, after checking roles. A single request may involve multiple resources, and as such involve multiple permission checks.

Permission checks are performed as follows:

  • for each request, before any resource is accessed, compute which resources need access and required privilege levels
  • figure out, for the request’s user, its effective privilege level for every involved resource
  • if the user’s privilege level does not meet expectations, raise an error before any change is made
enum EffectivePrivLvl {
    Owner,    // all operations allowed, including granting access and deleting the resource
    Writer,   // can change the resource
    Creator,  // can create new subresources
    Reader,   // can read the resource
    MinimalMetadata, // is indirectly aware that the resource exists
}

trait Resource {
    #[must_use]
    fn get_privlvl(resource_pk: u64, user: &UserIdentity) -> EffectivePrivLvl;
}

The backend may therefore perform one or more privilege check per request:

  • pathfinding:
    • Reader on the infrastructure
  • displaying a timetable:
    • Reader on each rolling stock
  • batch train creation:
    • Creator on the timetable
  • conflict detection:
    • Reader on the infrastructure
    • Reader on the timetable
    • Reader on every involved rolling stock
  • simulation results:
    • Reader on the infrastructure
    • Reader on the rolling stock

A grant is a right, given to a user or group on a specific resource. Users get privileges through grants. There are two types of grants:

  • explicit grants are explicitly attached to resources
  • implicit grants automatically propagate explicit grants for objects which belong to a hierarchy:
    • if a subject owns a project, it also owns all studies and scenarios
    • if a subject can read a scenario, it knows the parent study and project exist

Explicit grants

  • can be edited from the frontend
  • any user holding grants over a resource can add new ones
  • when a resource is created, Owner is granted to the current user
  • not all objects type can have explicit grants: train schedule inherit their timetable’s grants
-- this type is the same as EffectivePrivLvl, except that MinimalMetadata is absent,
-- as it cannot be granted directly. mere knowledge that an object exist can only be
-- granted using implicit grants.
create type grant_privlvl as enum ('Owner', 'Writer', 'Creator', 'Reader');

-- this table is a template, which other grant tables are
-- designed to be created from. it must be kept empty.
create table authz_template_grant(
  -- if subject is null, this grant applies to any subject
  subject     bigint references authn_subject on delete cascade,
  grant       grant_privlvl not null,
  granted_by  bigint references authn_user on delete set null,
  granted_at  timestamp not null default CURRENT_TIMESTAMP,
);
-- these indices speed up cascade deletes
create index on authz_template_grant(subject);
create index on authz_template_grant(granted_by);

-- create a new grant table for infrastructures
create table authz_grant_EXAMPLE (
  like authz_template_grant including all,
  resource bigint references EXAMPLE on delete cascade not null,
  unique nulls not distinct (resource, subject),
);

-- raise an error if grants are inserted into the template
create function authz_grant_insert_error() RETURNS trigger AS $err$
    BEGIN
        RAISE EXCEPTION 'authz_grant is a template, which other grant '
        'tables are designed to inherit from. it must be kept empty.';
    END;
$err$ LANGUAGE plpgsql;
create trigger before insert on authz_template_grant execute function authz_grant_insert_error();

Implicit grants

Implicit grants propagate explicit grants to related objects. There are two types of implicit grants:

  • explicit grants propagate downwards within hierarchies: Owner, Reader, Writer propagate as is, Creator is reduced to Reader
  • MinimalMetadata propagates up within project hierarchies, so that read access to a study or scenario allows having the name and description of the parent project

The following objects have implicit grants:

  • project gets MinimalMetadata if the user has any right on a child study or scenario
  • study gets:
    • MinimalMetadata if the user has any right on a child scenario
    • Owner, Reader, Writer if the user has such right on the parent study. Creator is reduced to Reader.
  • scenario gets Owner, Reader, Writer if the user has such right on the parent study or project. Creator is reduced to Reader.
  • train-schedules have the same grants as their timetable

Permission meta-model

Get the privilege level of the current user

GET /authz/{resource_type}/{resource_id}/privlvl

Get all grants for a resource

GET /authz/{resource_type}/{resource_id}/grants
[
  {
    "subject": {"kind": "group", "id": 42, "name": "Bar"},
    "implicit_grant": "Owner",
    "implicit_grant_source": "project"
  },
  {
    "subject": {"kind": "user", "id": 42, "name": "Foo"},
    "grant": "Writer"
  },
  {
    "subject": {"kind": "user", "id": 42, "name": "Foo"},
    "grant": "Writer",
    "implicit_grant": "MinimalMetadata",
    "implicit_grant_source": "project"
  }
]

Implicit grants cannot be edited, and are only displayed to inform the end user.

Add a new grant

POST /authz/{resource_type}/{resource_id}/grants
{
  "subject_id": 42,
  "grant": "Writer"
}

Change a grant

PATCH /authz/{resource_type}/{resource_id}/grants/{grant_id}
{
  "grant": "Reader"
}

Revoke a grant

DELETE /authz/{resource_type}/{resource_id}/grants/{grant_id}

Implementation plan

Phase 1: ground work

Back-end:

  • pass the proper headers from the reverse proxy to editoast
  • implement the authn / authz model into the database
  • get / create users on the fly using reverse proxy headers
  • implement the role parsing and book-keeping (it can be parsed on startup and leaked into a static lifetime)
  • implement a proof of concept for roles using role:admin and role management
  • implement a proof of concept for permissions by implementing group management
  • implement a middleware within editoast which:
    • attaches a UserInfo object to each request
    • ensures that role / permission checks were performed. Implement two modules: log on missing check, abort on missing check.
    • injects which checks were performed into response headers so it can be tested
  • introduce the concept of rolling stock collections to enable easier rolling stock permission checking
  • write a migration guide to help OSRD developpers navigate the authorization APIs

Front-end:

  • take into account builtin roles to decide which features to unlock
  • design, validate and build a permission editor
  • prepare graceful handling of 403s

Phase 2: migration

Back-end:

  • incrementally migrate all endpoints, using the middleware to find missing checks
  • switch the default action on missing permission check to abort

Front-end:

  • add the permission editor to all relevant objects
  • handle 403s, especially on scenarios, where read access on the timetable, infra, rolling stock collections and electrical profile is required

Design decisions

Simultaneous RBAC and ABAC

RBAC: role based access control (users have roles, actions require roles) ABAC: attribute based access control (resources have attributes, user + actions require attributes). ACLs are a kind of ABAC.

After staring at what users asked for and established authorization models allow, we figured out that while no one model is a good fit on its own:

  • just RBAC would not allow fine grained, per object access control
  • just ABAC would not allow guarding off access to entire features

We decided that each authorization model could be used where it shows its strength:

  • RBAC is used to authorize access to frontend features and backend endpoints
  • ABAC is used to authorize actions on specific objects

We found no success in our attempts to find a unifying model.

Not using any policy language

At first, we assumed that using a policy language would assist with correctly implementing authorization. After further consideration, we concluded that:

  • no user asked for policy flexibility nor policy as code, and there does not seem to be any obvious use case not already covered by RBAC + ABAC
  • the main policy language considered, cedar, makes it very awkward to implement single pass RBAC + ABAC
  • the primary benefit of policy languages, policy flexibility, is still very much constrained by the data the policy engine is fed: for OSRD, feeding all grants, all users, all groups and all roles to the policy engine is not practical. we thus need filtering and careful modeling, which almost guarantees changes will be required if a new authz rule type were to be requested by a customer. Worse yet, these changes seem to require more effort than adapting the authz system if there were not policy language at all.
  • as policy languages only deal with evaluating the policy, one can be introduced later if so desired

No implicit grants for infra, timetable and rolling stock

We felt like this feature would be hard to implement, and be likely to introduce confidentiality and performance issues:

  • these objects may not be part of any operational studies, or multiple operational studies
  • implicit grants are hard to implement, and risk introducing vulnerabilities
  • infra, timetable and rolling stock are likely to be confidential

Instead, we plan to:

  • delay implementing this feature until we figure out if the lack thereof is an UX issue
  • if deemed required, implement it by checking, within the permission editor, whether all users having access to a scenario can access associated data, and suggesting associated permission changes

All resource types share the same permission management endpoints

We considered two patterns for permission management endpoints:

  • a single set of endpoints for all resource types: /authz/{resource_type}/{resource_id}/grants/...
  • separate set of endpoints per resource type: /v2/infra/{infra_id}/grants/...

We found that:

  • having separate set of endpoints per resource types brought extra back-end and front-end complexity
  • the only constraint of unified permission management endpoints is that all resource types need globaly unique IDs
  • the globaly unique ID constraint is less costly than the extra complexity of separate endpoints

Dynamically enforce permission checks

Ideally, there would be static checks enforcing permission checks. However, we found no completly fool proof way to statically do so.

Instead, we decided that all permission checks will be registered with a middleware, which will either log or raise an error when a handler performs no check.

  • during local development, the middleware logs missing permission checks as errors
  • during continuous integration checks and production deployments, the middleware aborts on missing checks

6.1 - Editoast internal authorization API

This document is an annex to the main authorization design document

This design document is not intended to describe the exact editoast authorization API. The actual implementation may slightly differ. If major limitations were uncovered, please update this document.

Context and requirements

The following invariants were deemed worth validating:

  • (high priority) role and privilege checks were performed
  • (low priority) privilege checks are performed before changes are made / data is returned
  • (low priority) access patterns match privilege checks

Other design criterias have an impact:

  • (high priority) misuse potential
  • (high priority) usage complexity and developer experience
  • (medium priority) ease of migration
  • (low priority) static checks are prefered

Data model

Builtin roles

First, we define an enum for all our builtin roles:

#[derive(Roles, EnumSetType, Copy)]
enum BuiltinRole {
    #[role(tag = "infra:read")]
    InfraRead,
    #[role(tag = "infra:write", implies = [InfraRead])]
    InfraWrite,
    #[role(tag = "rolling-stock:read")]
    RollingStockRead,
    #[role(tag = "rolling-stock:write", implies = [RollingStockRead])]
    RollingStockWrite,
    #[role(tag = "timetable:read")]
    TimetableRead,
    #[role(tag = "timetable:write", implies = [TimetableRead])]
    TimetableWrite,
    #[role(tag = "operational-studies:read", implies = [TimetableRead, InfraRead, RollingStockRead])]
    OperationalStudiesRead,
    #[role(tag = "operational-studies:write", implies = [OperationalStudiesRead, TimetableWrite])]
    OperationalStudiesWrite,
}

which could expand to:

#[derive(EnumSetType, Copy)]
enum BuiltinRole {
    InfraRead,
    InfraWrite,
    RollingStockRead,
    RollingStockWrite,
    TimetableRead,
    TimetableWrite,
    OperationalStudiesRead,
    OperationalStudiesWrite,
}

const ROLES: phf::Map<&'static str, BuiltinRole> = phf::phf_map! {
    "infra:read" => Self::InfraRead,
    "infra:write" => Self::InfraWrite,
    "rolling-stock:read" => Self::RollingStockRead,
    "rolling-stock:write" => Self::RollingStockWrite,
    "timetable:read" => Self::TimetableRead,
    "timetable:write" => Self::TimetableWrite,
    "operational-studies:read" => Self::OperationalStudiesRead,
    "operational-studies:write" => Self::OperationalStudiesWrite,
};

impl BuiltinRole {
    fn parse_tag(tag: &str) -> Option<BuiltinRole> {
        ROLES.get(tag)
    }

    fn tag(&self) -> &'static str {
        match self {
            Self::InfraRead => "infra:read",
            Self::InfraWrite => "infra:write",
            Self::RollingStockRead => "rolling-stock:read",
            Self::RollingStockWrite => "rolling-stock:write",
            Self::TimetableRead => "timetable:read",
            Self::TimetableWrite => "timetable:write",
            Self::OperationalStudiesRead => "operational-studies:read",
            Self::OperationalStudiesWrite => "operational-studies:write",
        }
    }

    fn implies(&self) -> &[Self] {
        match self {
            Self::InfraRead => &[Self::InfraRead],
            Self::InfraWrite => &[Self::InfraRead, Self::InfraWrite],
            Self::RollingStockRead => &[Self::RollingStockRead],
            Self::RollingStockWrite => &[Self::RollingStockRead, Self::RollingStockWrite],
            Self::TimetableRead => &[Self::TimetableRead],
            Self::TimetableWrite => &[Self::TimetableRead, Self::TimetableWrite],
            Self::OperationalStudiesRead => &[Self::TimetableRead, Self::InfraRead, Self::RollingStockRead],
            Self::OperationalStudiesWrite => &[Self::OperationalStudiesRead, Self::TimetableWrite],
        }
    }
}

Application roles

Application roles are loaded from a yaml file at application startup:

application_roles:
  ops:
    name: "DevOps"
    description: "Software engineers in charge of operating and maintaining the app"
    implies: [admin]
  stdcm-customer:
    name: "STDCM customer"
    implies: [stdcm]
  operational-studies-customer:
    name: "Operational studies customer"
    implies: [operational-studies:read]
  operational-studies-analyse:
    name: "Operational studies analyse"
    implies: [operational-studies:write]

Once loaded into editoast, app roles are resolved to a set of user roles:

type UserRoles = EnumSet<BuiltinRole>;

struct AppRoleResolver(HashMap<String, UserRoles>);

/// The API does not allow querying app roles, as it should have no impact on authorization:
/// only the final resolved set of builtin roles matters.
impl AppRoleResolver {
    fn load_from_config(&path: Path) -> Result<Self, E>;
    fn resolve(&self, app_role_tag: &str) -> Result<UserRoles, E>;
}

Resources and grants

TODO: decide where to process implicit grants: database or editoast?

enum ResourceType {
    Group,
    Project,
    Study,
    Scenario,
    Timetable,
    Infra,
    RollingStockCollection,
}

struct Grant {
    grant_id: u64,
    subject: SubjectId,
    privlvl: GrantPrivLvl,
    granted_by: UserId,
    granted_at: Timestamp,
}

async fn all_grants(conn, resource_type: ResourceType, resource_id: u64) -> Vec<Grant>;
async fn applicable_grants(conn, resource_type: ResourceType, resource_id: u64, subject_ids: Vec<SubjectId>) -> Vec<Grant>;
async fn revoke_grant(conn, resource_type: ResourceType, grant_id: u64);
async fn update_grant(conn, resource_type: ResourceType, grant_id: u64, privlvl: GrantPrivLvl);

Low level authorization API

struct PrivCheck {
    resource_type: ResourceType,
    resource_id: u64,
    minimum_privlvl: EffectivePrivLvl,
}

/// The authorizer is injected into each request by a middleware.
/// The middleware finds the user ID associated with the request.
/// At the end of each request, it ensures roles and privileges were checked.
struct Authorizer {
    user_id: u64,
    checked_roles: Option<UserRoles>,
    checked_privs: Option<Vec<PrivCheck>>,
};

impl FromRequest for Authorizer {}

impl Authorizer {
    async fn check_roles(
        conn: &mut DatabaseConnection,
        required_roles: &[BuiltinRole],
    ) -> Result<bool, Error>;

    async fn check_privs(
        conn: &mut DatabaseConnection,
        required_privs: &[PrivCheck],
    ) -> Result<bool, Error>;
}

This API is then used as follows:

#[post("/project/{project_id}/study/{study_id}/scenario")]
async fn create_scenario(
    path: Path<(i64, i64)>,
    authz: Authorizer,
    db_pool: web::Data<DatabasePool>,
    Json(form): Json<ScenarioCreateForm>,
) -> Result<Response, Error> {
    let conn, db_pool.get().await;
    let (project_id, study_id) = path.into_inner();

    // validate that study.scenario == scenario

    authz.check_roles(&mut conn, &[BuiltinRoles::OperationalStudiesWrite]).await?;
    authz.check_privs(&mut conn, &[(Study, study_id, Creator).into()]).await?;

    // create the object
    // ...

    Ok(...)
}

High level authorization API

🤔 Proposal: fully dynamic checks

This proposal suggests dynamically enforcing all authorization invariants:

  • role and privilege checks were performed: The authorizer records all checks, and panics / logs an error if no check is made
  • privilege checks are performed before changes are made / data is returned: checked database accesses (the default) cannot be made before commiting authorization checks. No more authorization check can be made after commiting.
  • access patterns match privilege checks: Check database access functions ensure a prior check was made using the Authorizer’s check log.

Each database access method thus gets two variants:

  • a checked variant (the default), which takes the Authorizer as a parameter. This variants panics if:

    • a resource is accessed before authorization checks are commited
    • a resource is accessed without a prior authorizer check.
  • an unchecked variant. its use should be limited to:

    • fetching data for authorization checks
    • updating modification dates
#[post("/project/{project_id}/study/{study_id}/scenario")]
async fn create_scenario(
    path: Path<(i64, i64)>,
    authz: Authorizer,
    db_pool: web::Data<DatabasePool>,
    Json(form): Json<ScenarioCreateForm>,
) -> Result<Response, Error> {
    let conn, db_pool.get().await;
    let (project_id, study_id) = path.into_inner();

    // Check if the project and the study exist
    let (mut project, mut study) =
        check_project_study_conn(&mut conn, project_id, study_id).await?;

    authz.check_roles(&mut conn, &[BuiltinRoles::OperationalStudiesWrite])?;
    authz.check_privs(&mut conn, &[(Study, study_id, Creator).into()])?;

    // all checks done, checked database accesses allowed
    authz.commit();

    // ...

    // create the scenario
    let scenario: Scenario = data.into_scenario(study_id, timetable_id);
    let scenario = scenario.create(db_pool.clone(), &authz).await?;

    // Update study last_modification field
    study.update_last_modified(conn).await?;

    // Update project last_modification field
    project.update_last_modified(conn).await?;

    // ...

    Ok(...)
}

Bonus proposal: require roles using macros

TODO: check if this is worth keeping

Then, we annotate each endpoint that require role restrictions with requires_roles:

#[post("/scenario")]
#[requires_roles(BuiltinRoles::OperationalStudiesWrite)]
async fn create_scenario(
    user: web::Header<GwUserId>,
    db_pool: web::Data<DatabasePool>
) -> Result<Response, Error> {
    todo!()
}

which may expand to something similar to:

async fn create_scenario(
    user: web::Header<GwUserId>,
    db_pool: web::Data<DatabasePool>
) -> Result<Response, Error> {
    {
        let conn = &mut db_pool.get().await?;
        let required_roles = [BuiltinRoles::OperationalStudiesWrite];
        if !editoast_models::check_roles(conn, &user_id, &required_roles).await? {
            return Err(403);
        }
    }
    async move {
        todo!()
    }.await
}

🤔 Proposal: Static access control

This proposal aims at improving the Authorizer descibed above by building on it a safety layer that encodes granted permissions into the type system.

This way, if access patterns do not match the privilege checks performed beforehand, the program will fail to compile and precisely pinpoint the privilege override as a type error.

To summarize, the Authorizer allows us to:

  1. Pre-fetch the user of the request and its characteristics as a middleware
  2. Check their roles
  3. Maintain a log of authorization requests on specific ressources, and check if they hold
  4. Guarantees that no authorization will be granted passed a certain point (commit function)
  5. At the end of an endpoint, checks that permissions were granted or panic!s otherwise

While all these checks are performed at runtime, those can be tested rather trivially in unit tests.

However, the Authorizer cannot check that the endpoints actually respect the permission level they asked for when they access the DB. For example, an endpoint might ask for Read privileges on a Timetable, only to delete it afterwards. This is trivial to check if the privilege override happens in the same function, but it can be much more vicious if that happens conditionally, in another function, deep down the call stack. For the same reasons, refactoring code subject to authorizations becomes much more risky and error prone.

Hence, for both development and review experience, to ease writing and refactoring authorizing code, to be confident our system works, and for general peace of mind, we need a way to ensure that an endpoint won’t go beyond the privilege level it required for all of its code paths.

We can do that either statically or dynamically.

Dynamic access pattern checks

Let’s say we keep the Authorizer as the high-level API for authorization. It holds a log of grants. Therefore, any DB operation that needs to be authorized must, in addition to the conn, take an Arc<Authorizer> parameter and let the operation check that it’s indeed authorized. For example, every retrieve(conn, authorizer, id) operation would ask the authorizer the permission before querying the DB.

This approach works and has the benefit of being easy to understand, but does not provide any guarantee that the access paterns match the granted authorizations and that privilege override cannot happen. A way to ensure that would be to thoroughly test each endpoint and ensure that the DB accesses panic in expected situations. Doing so manually is extremely tedious and fragile in the long run, so let’s focus on automated tests. To make sure that, at any moment, each endpoint doesn’t override its privileges, we’d need a test for each releveant privilege level and for each code path accessing ressources. Admittedly this would be great, but:

  • it heavily depends on test coverage (which we don’t have) to make sure no code path is left out, i.e. that no test is missing
  • it’s unrealistic given the current state of things and how fast editoast changes
  • tests would be extremely repetitive, and mistakes will happen
  • the test suite of an endpoint now not only depends on what it should do, but also on how it should do it: i.e. to know how to test your endpoint, you need to know precisely what DB operations will be performed, under what conditions, on all code paths, and replicate that
  • when refactoring code subject to authorization that’s shared across several endpoints, the tests of each of these endpoints would need to be examined to ensure no check goes missing
  • unless we postpone the creation of these tests and accept a lower level of confidence in our system, even temporarily(TM), the authz migration would be slowed down significantly

Or we could just accept the risk.

Or we could statically ensure that no endpoint override its requested privileges, using the typesystem, and be sure that such issues can (almost) never arise.

Static checks

The idea is to provide an high-level API for authorization, on top of the Authorizer. It encodes granted privileges into the typesystem. For example, for a request GET /timetable/42, the endpoint will ask from the Authorizer an Authz<Timetable, Read> object:

let timetable_authz: Authz<Timetable, Read> = authorizer.authorize(&[42])?;

The authorizer does two things here:

  1. Checks that the privilege level of the user allows them to Read on the timetable ID#42.
  2. Builds an Authz object that stores the ID#42 for later checks, which encodes in the type system that we have a Read authorization on some Timetable ressources.

Then, after we authorizer.commit();, we can use the Authz to effectively request the timetable:

let timetable: Timetable = timetable_authz.retrieve(conn, 42)?;

The Authz checks that the ID#42 is indeed authorized before forwarding the call the modelv2::Retrieve::retrieve function that performs the query. However, if by mistake we wrote:

let timetable = timetable_authz.delete(conn, 42)?;

we’d get a compilation error such as Trait AuthorizedDelete is not implemented for Authz<Timetable, Read>, effectively preventing a privilege override statically.

On a more realistic example:

impl Scenario {
    fn remove(
        self,
        conn: &mut DatabaseConnection,
        scenario_authz: Authz<Self, Delete>,
        study_authz: Authz<Study, Update>,
    ) -> Result<(), Error> {
        // open transaction
        scenario_authz.delete(conn, self.id)?;
        let cs = Study::changeset().last_update(Datetime::now());
        study_authz.update(conn, self.study_id, cs)?;
        Ok(())
    }
}

This approach brings several advantages:

  • correctness: the compiler will prevent any privilege override for us
  • readability: if a function requires some form of authorization, it will show in its prototype
  • ease of writing: we can’t write DB operations that ultimately wouldn’t be authorized, avoiding a potential full rewrite once we notice the problem (and linting is on our side to show problems early)
  • more declarative: if you want to read an object, you ask for a Read permission, the system is then responsible for checking the privilege level and map that to a set of allowed permissions. This way we abstract a little over the hierarchy of privileges a ressource can have.
  • ease of refactoring: thanks rustc ;)
  • flexibility: since the Authz has a reference to the Authorizer, the API mixes well with more dynamic contexts (should we need that in the future)
  • migration
    • shouldn’t be too complex or costly since the Authz wraps the ModelV2 traits
    • will require changes in the same areas that would be impacted by a dynamic checker, no more, no less (even in the dynamic context mentioned above we still need to pass the Arc<Authorizer> down the call stack)
  • contamination: admittedly, this API is slightly more contaminating than just passing an Arc<Authorizer> everywhere. However, this issue is mitigated on several fronts:
    • most endpoints in editoast either access the DB in the endpoint function itself, or in at most one or two function calls deep. So the contamination likely won’t spread far and the migration shouldn’t take much more time.
    • if we notice that a DB call deep down the call stack requires an Authz<T, _> that we need to forward through many calls, it’s probably pathological of a bad architecture

The following sections explore how to use this API:

  • to define authorized ressources
  • implement the effective privilege level logic
  • to deal with complex ressources (here Study) which need custom authorization rules and that are not atomic (the budgets follow different rules than the rest of the metadata)
  • to implement an endpoint that require different permissions (create_scenario)
Actions

We define all actions our Authz is able to expose at both type-level and at runtime (classic CRUD + Append for exploitation studies).

mod action {
    struct Create;
    struct Read;
    struct Update;
    struct Delete;
    struct Append;

    enum Cruda {
        Create,
        Read,
        Update,
        Delete,
        Append,
    }

    trait AuthorizedAction {
        fn as_cruda() -> Cruda;
    }

    impl AuthorizedAction for Create;
    impl AuthorizedAction for Read;
    impl AuthorizedAction for Update;
    impl AuthorizedAction for Delete;
    impl AuthorizedAction for Append;
}

The motivation behind this is that at usage, we don’t usually care about the privilege of a user over a ressource. We only care, if we’re about to read a ressource, whether the user has a privilege level high enough to do so.

The proposed paradigm here is to ask the permission to to an action over a ressource, and let the ressource definition module decide (using its own effective privilege hierarchy) whether the action is authorized or not.

Standard and custom effective privileges

We need to define the effective privilege level for each ressource. For most ressources, a classic Reader < Writer < Owner is enough. So we expose that by default, leaving the choice to each ressource to provide their own.

We also define an enum providing the origin of a privilege, which is a useful information for permission sharing.

// built-in the authorization system

#[derive(PartialOrd, PartialEq)]
enum StandardPrivilegeLevel {
    Read,
    Write,
    Own,
}

enum StandardPrivilegeLevelOrigin {
    /// It's an explicit privilege
    User,
    /// The implicit privilege comes from a group the user belongs to
    Group,
    /// The implicit privilege is granted publicly (authz_grant_xyz.subject IS NULL)
    Public,
}

trait PrivilegeLevel: PartialOrd + PartialEq {
    type Origin;
}

impl PrivilegeLevel for StandardPrivilegeLevel {
    type Origin = StandardPrivilegeLevelOrigin;
}
Grant definition

Then we need to associate to each grant in DB its effective privilege level and origin.

// struct AuthzGrantInfra is a struct that models the table authz_grant_infra

impl EffectiveGrant for AuthzGrantInfra {
    type EffectivePrivilegeLevel = StandardPrivilegeLevel;

    async fn fetch_grants(
        conn: &mut DbConnection,
        subject: &Subject,
        keys: &[i64],
    ) -> GrantMap<Self::EffectivePrivilegeLevel>? {
        crate::tables::authz_grants_infra.filter(...
    }
}

where GrantMap<PrivilegeLevel> is an internal representation of a collection of grants (implicit and explicit) with some privilege level hierarchy (custom or not).

Ressource definition

Each ressource is then associated to a model and a grant type. We also declare which actions are allowed based on how we want the model to be used given the effective privilege of the ressource in DB.

The RessourceType is necessary for the dynamic context of the underlying Authorizer.

impl Ressource for Infra {
    type Grant = AuthzGrantInfra;
    const TYPE: RessourceType = RessourceType::Infra;

    /// Returns None is the action is prohibited
    fn minimum_privilege_required(action: Cruda) -> Option<Self::Grant::EffectivePrivilegeLevel> {
        use Cruda::*;
        use StandardPrivilegeLevel as lvl;
        Some(match action {
            Read => lvl::Read,
            Create | Update | Append => lvl::Write,
            Delete => lvl::Own,
        })
    }
}

And that’s it!

The rest of the mechanics are located within the authorization system.

A more involved example: Studies
//////// Privilege levels

enum StudyPrivilegeLevel {
    ReadMetadata, // a scenario of the study has been shared
    Read,
    Append, // can only create scenarios
    Write,
    Own,
}

enum StudyPrivilegeLevelOrigin {
    User,
    Group,
    Project, // the implicit privilege comes from the user's grants on the study's project
    Public,
}

impl PrivilegeLevel for StudyPrivilegeLevel {
    type Origin = StudyPrivilegeLevelOrigin;
}

///////// Effective grant retrieval

impl EffectiveGrant for AuthzGrantStudy {
    type EffectivePrivilegeLevel = StudyrivilegeLevel;

    async fn fetch_grants(
        conn: &mut DbConnection,
        subject: &Subject,
        keys: &[i64],
    ) -> GrantMap<Self::EffectivePrivilegeLevel>? {
        // We implement here the logic of implicit privileges where an owner
        // of a project is also owner of all its studies
        crate::tables::authz_grants_study
            .filter(...)
            .inner_join(crate::tables::study.on(...))
            .inner_join(crate::tables::project.on(...))
            .inner_join(crate::tables::authz_grants_project.on(...))
    }
}


//////// Authorized ressources

/// Budgets of the study (can be read and updated by owners)
struct StudyBudgets { ... }

impl Ressource for StudyBudgets {
    type Grant = AuthzGrantStudy;
    const TYPE: RessourceType = RessourceType::Study;

    fn minimum_privilege_required(action: Cruda) -> Option<StudyPrivilegeLevel> {
        use Cruda::*;
        use StudyPrivilegeLevel as lvl;
        Some(match action {
            Read | Update => lvl::Own,
            _ => return None,
        })
    }
}

/// Non-sensitive metadata available to users with privilege level MinimalMetadata (can only be read)
struct StudyMetadata { ... }

impl Ressource for StudyMetadata {
    type Grant = AuthzGrantStudy;
    const TYPE: RessourceType = RessourceType::Study;

    fn minimum_privilege_required(action: Cruda) -> Option<StudyPrivilegeLevel> {
        use Cruda::*;
        use StudyPrivilegeLevel as lvl;
        Some(match action {
            Read => lvl::ReadMetadata,
            _ => return None,
        })
    }
}

/// A full study (can be created, read, updated, appended and deleted)
struct Study { ... }

impl Ressource for Study {
    type Grant = AuthzGrantStudy;
    const TYPE: RessourceType = RessourceType::Study;

    fn minimum_privilege_required(action: Cruda) -> Option<StudyPrivilegeLevel> {
        use Cruda::*;
        use StudyPrivilegeLevel as lvl;
        Some(match action {
            Read => lvl::Read,
            Append => lvl::Append,
            Create => lvl::Create,
            Update => lvl::Write,
            Delete => lvl::Own,
        })
    }
}
Concrete endpoint definition
#[post("/scenario")]
async fn create_scenario(
    authorizer: Arc<Authorizer>,
    conn: DatabaseConnection,
    db_pool: web::Data<DatabasePool>,
    Json(form): Json<ScenarioCreateForm>,
    path: Path<(i64, i64)>,
    authz: Authorizer,
) -> Result<Response, Error> {
    let conn, db_pool.get().await;
    let (project_id, study_id) = path.into_inner();

    let ScenarioCreateForm { infra_id, timetable_id, .. } = &form;

    authorizer.authorize_roles(&mut conn, &[BuiltinRoles::OperationalStudiesWrite]).await?;
    let _ = authorizer.authorize::<Timetable, Read>(&mut conn, &[timetable_id]).await?;
    let _ = authorizer.authorize::<Infra, Read>(&mut conn, &[infra_id]).await?;
    let study_authz: Authz<Study, Append> = authorizer.authorize(&mut conn, &[study_id]).await?;
    authorizer.commit();

    let response = conn.transaction(move |conn| async {
        let scenario: Scenario = study_authz.append(&mut conn, form.into()).await?;
        scenario.into_response()
    }).await?;
    Ok(Json(response))
}

7 - Scalable async RPC

TODO: create another document describing RPC interactions between core and editoast

Context and requirements

Without this proposal, editoast directly makes calls to core using http. Using k8s, if multiple core workers are started, requests are randomly distributed to core workers.

This architecture brings a number of issues:

  • To respond to a request, the core worker need to hold the request’s full infrastructure in memory. Workers do not have enough memory to hold all infrastructures in memory. Requests thus need to be routed to core workers specialized by infrastructure, which cannot be easily done using http.
  • If too many requests are dispatched to a busy core worker, they will just time out.
  • There is no easy way to scale up the number of workers to react to increased load.
  • Because calls need to complete within the timeout of the client’s http requests, the system falls appart when latency increases due to load.

This proposal intends to address these issues by introducing an RPC system which:

  • manages specialized workers
  • automatically scales specialized workers

Goals

  • high priority the RPC protocol between editoast and core should be the same for development and production setups
  • high priority requests are dispatched to specialized workers
  • high priority the RPC system should be stateless and failure-resilient
  • low priority the complexity of the local development setup should not increase

Non-goals

  • not a goal streaming events to the front-end
  • not a goal reliable response processing
  • not a goal caching

Concepts

flowchart TD
client
osrdyne
worker-pool
worker-group
worker-group-queue
worker


worker-pool -- contains --> worker-group
worker-group -- contains and manages --> worker
client -- pub --> worker-group-queue
worker-group -- has a --> worker-group-queue
worker -- sub --> worker-group-queue
osrdyne -- manages --> worker-pool
osrdyne -- manages --> worker-group
osrdyne -- manages --> worker-group-queue

Client

Clients submit RPC requests to the message queue. RPC requests are published using AMQP 0.9.1.

For example, editoast would be a client.

Worker key

Every submitted request includes a requested worker-key, as the message’s routing-key.

The key is what identifies which worker group will process the request.

Workers known their worker key at startup. All workers in a worker group have the same worker key. It is an arbitrary utf-8 string set by the client, whose meaning is not defined by the RPC protocol:

  • It could just be a way to have separate processing queues. In this case, workers may not care about what their is.
  • There could be an extra layer of protocol between client and worker about how the key is meant to be interpreted

Here are some examples of how such protocols may work:

  • it could be the identifier of a resource to act upon: 42
  • it could be the identifiers of multiple resources: infra=42,timetable=24
  • it could even be, even though that’s probably not a good idea, random worker settings: log_level=debug

Worker pools

Worker pools are collections of workers of the same type, which can be specialized by key. osrdyne creates an exchange for each worker pool, where clients can submit requests.

For example, core would be a worker pool.

Worker group

Worker groups are collections of workers of the same pool and key, processing messages from the same queue. Worker groups are responsible for scaling the number of workers depending on queue length and processing rate.

Worker groups are managed by osrdyne. osrdyne should support multiple worker group drivers:

  • a keda k8s driver
  • a k8s autoscaler driver
  • a docker driver
  • a subprocess driver, where a single worker is started as a subprocess for each worker group
  • a systemd template unit driver
  • a noop driver, where workers have to be started manually

For example, each core worker group handles a given infrastructure.

Worker

A worker is a server processing requests from its worker group queue. Worker have a key. For example, core workers are keyed by infrastructure.

osrdyne

  • manages all exchanges, policies, queues and bindings
  • starts and stops worker groups as needed
  • generates error responses if the worker group fails to respond

Each osrdyne instance manages a worker pool. See the dedicated section.

RPC protocol

Client protocol

Requests are submitted using AMQP 0.9.1’s basic.publish:

AMQP fieldsemantics
exchangeworker pool identifier
routing-keyrequested key
correlation-idan optional request id. The response will copy this field.
reply-to propertyoptional response queue
mandatorytrue to ensure an error is returned if the message cannot be routed

The body of the request will be dispatched to a worker of the requested pool and key. The request is guaranteed to be dispatched at least once

The response format is as follows:

AMQP fieldsemantics
correlation-idthe correlation ID from the request
x-status propertyeither ok, or the reason for dead lettering, taken from the request’s x-first-death-reason
bodyoptional response data

Worker protocol

When starting workers, the worker group driver provides:

Variable namesemantics
WORKER_IDa unique identifier for this worker
WORKER_KEYthe worker key
WORKER_POOLthe name of the worker pool
WORKER_REQUESTS_QUEUEthe queue to consume work from
WORKER_ACTIVITY_EXCHANGEthe exchange to publish events to

Workers then have to:

  • publish a started activity report message
  • subcribe to WORKER_REQUESTS_QUEUE using basic.consume
  • for each request message:
    • publish a request-received activity report message
    • if the worker cannot process the request, it can request a requeue using basic.reject with requeue=true
    • build and publish a response to the default exchange
    • basic.ack the request

Worker response protocol

Responses are submitted using AMQP 0.9.1’s basic.publish:

AMQP fieldsemantics
exchangeworker pool identifier
routing-keyrequested key
reply-to propertyoptional response queue

Worker activity reports

Workers report the following activity events:

  • started: the worker is about to start processing requests
  • request-received: a request was received
AMQP fieldvalue
exchangeWORKER_ACTIVITY_EXCHANGE
routing-keyWORKER_KEY
x-event propertythe event type

Message passing architecture

Message passing architecture

For a full reference of all exchanges and queues, see the exchanges and queues section

Message lifetime

flowchart TD
received
processed

received --> requests
received -- alternate exchange --> orphans
orphans -- controller starts worker group --> requests
requests -- dead letter --> dlx
dlx -- controller generates error --> processed
requests -- worker responds --> processed

Service architecture

flowchart TD

client

subgraph RPC layer
rabbitmq[RabbitMQ]
osrdyne[osrdyne]
end

subgraph worker-group[worker group]
worker
end

client -- enqueues --> rabbitmq
osrdyne -- sub orphan messages --> rabbitmq
osrdyne -- manages queues --> rabbitmq
osrdyne -- starts and stops --> worker-group
osrdyne -- sub activity events --> rabbitmq
worker -- sub requests --> rabbitmq
worker -- pub responses --> rabbitmq
worker -- pub activity events --> rabbitmq
  • osrdyne stops and starts worker groups following demand
  • worker processes requests dequeued from rabbitmq

Life of an RPC call

In this example:

  • editoast is the client
  • it makes a request to the core worker pool
  • the core worker pool is keyed on infrastructures

Fast path

  • Editoast publishes a request message to exchange=core with routing_key=42. If the message expects a reply, reply-to is set.
  • If the core exchange already has binding for worker group 42, a worker picks up the request
  • The worker processes the request, and uses the reply-to field to submit a response.
  • The worker ACKs the request.

Worker group startup

These steps only occur if the worker group / queue has not yet started:

  • If there is no queue bound to routing key 42, the message is routed to the core-orphan-xchg exchange. This exchange is a fanout exchange with a single queue, where osrdyne processes messages.
  • osrdyne processes the message:
    • creates queue core-req-42, binds it to the core exchange on routing key 42
    • forward the message to exchange core
    • ACK the original message once the original is forwarded
    • start worker group core key 42
  • the worker group starts up and processes the request

osrdyne architecture

flowchart TD


%% inputs
activity-queue([activity queue])
orphan-queue([orphan queue])
dead-letter-queue([dead letter queue])
rabbitmq-api[RabbitMQ HTTP API]

%% components
orphan-processor[orphan processor]
dead-letter-responder[dead letter responder]

subgraph pool manager
pool-state-tracker[pool state tracker]
wgs-control-loop[worker groups control loop]
req-queues-control-loop[request queues control loop]
end
wg-driver[worker group driver]

%% outputs
request-xchg([request exchange])
poison-inventory([poison request inventory])
response([response queue])


%% relations

dead-letter-queue -- sub --> dead-letter-responder --> response & poison-inventory
orphan-queue -- sub --> orphan-processor -- forward --> request-xchg
orphan-processor -- request worker group start --> pool-state-tracker
orphan-processor -- wait for execution --> req-queues-control-loop
rabbitmq-api -- initial queue list --> pool-state-tracker
activity-queue -- worker activity --> pool-state-tracker
pool-state-tracker -- expected state --> wgs-control-loop & req-queues-control-loop
wgs-control-loop -- start / stop --> wg-driver
  • the pool manager is the most complex component of osrdyne. It is in charge of creating, deleting request queues, and deciding which worker groups should be running at any given time. To make such decisions, it needs:

    • the ability to list existing queues at startup, which is done using the RabbitMQ HTTP API
    • worker activity events, to know which queues are active
    • queue creation commands from the orphan processor

    The pool manager runs two control loops:

    • the worker groups control loop starts and stops worker groups using the worker group driver
    • the request queues control loop creates and deletes request queues
  • the orphan processor reacts to orphan messages by sending worker group start commands to the worker group manager

  • the dead letter responder:

    • responds errors to dead lettered messages following the worker protocol
    • if a message is deemed to have caused repeated worker crashes, publish to the poison inventory

On worker pool startup:

  • create and bind all exchanges and queues
  • configure the TTL, delivery timeout and delivery limit policies using the HTTP API
  • start the orphan processsor, dead letter responder and worker group manager

Exchanges and queues

osrdyne creates a number of exchanges and queues. Most of the setup is done per worker pool, except for worker group request queues.

Worker pool exchanges:

  • pool requests exchange {pool}-req-xchg, type direct:
    • alternate exchange is {pool}-orphan-xchg
    • dead letter exchange is {pool}-dl-xchg
    • worker group request queues are bound to this exchange
  • orphan exchange {pool}-orphan-xchg, type fanout
  • dead letter exchange {pool}-dl-xchg, type fanout
  • activity queue {pool}-activity-xchg, type fanout

Worker pool queues:

  • dead letter queue {pool}-dl, bound to {pool}-dl-xchg (exclusive)
  • orphan queue {pool}-orphan, bound to {pool}-orphan-xchg (exclusive)
  • worker activity queue {pool}-activity, bound to {pool}-activity-xchg
  • poison queue {pool}-poison. Used to collect messages which could not be processed, supposedly due to worker crash

Worker group queues:

  • request queue {pool}-req-{key}, bound by key to {pool}-req-xchg

Worker group manager

The worker group manager has three internal components:

  • the pool state tracker tracks the expected status of worker groups
  • the request queues control loop applies changes to worker group request queues
  • the worker groups control loop applies changes to worker groups

The state tracker assigns a 64 bit generation identifier to each expected state. The two control loops report the last synchronized state.

When the orphan processor wants to start a worker group, it has to:

  • tell the state tracker, which gives a generation identifier for the new expected state
  • wait until the request queue control loop has caught up to this generation and has created the queue (which may be delayed due to networking issues)

Pool state tracker

stateDiagram-v2
Inactive --> Active: received request
Active --> Unbound: unbind delay elapsed
Unbound --> Inactive: stop delay elapsed
Unbound --> Active: received request

Two time constants govern how the expected state of worker groups evolves:

  • UNBIND_DELAY delay until the queue transitions from Active to Unbound
  • STOP_DELAY delay until the worker group is stopped

The state tracker has the following API:

enum WGStatus {
    Active,
    Unbound,
}

struct Generation(u64);

struct PoolState {
    generation: Generation,
    wgs: im::OrdMap<String, WGStatus>,
}

trait PoolStateTracker {
    fn new(initial_worker_groups: Vec<String>) -> Self;

    /// Require some worker group to be active. The extra lifetime adds active duration compared to the configured spooldown schedule.
    /// This allows the worker activity processor to debounce activity events without lowering the active time of worker groups.
    /// Returns the state generation where this worker group starts being active.
    async fn require_worker_group(&self, key: &str, extra_lifetime: Duration) -> Generation;

    /// Subscribe to a stream of target pool state updates
    async fn subscribe(&self) -> tokio::sync::watch::Receiver<PoolState>;
}

Request queues control loop

The request queue control loop takes care of creating, binding, unbinding and stopping request queues. It subscribes to the pool state tracker, and reacts to state changes.

It exposes the following API, which is used by the orphan processor to wait for updates to propagate:

struct ReqQueueStatus {
    expected: Option<WGStatus>,
    actual: Option<WGStatus>,
}

struct ReqQueuesState {
    generation: Generation,
    queues: im::OrdMap<String, ReqQueueStatus>,
}

trait RequestQueueControlLoop {
    fn new(target: tokio::sync::watch::Receiver<PoolState>) -> Self;
    fn subscribe(&self) -> tokio::sync::watch::Receiver<ReqQueuesState>;
}

it runs the following control loop:

  • fetch the set of currently active request queues
  • control loop:
    • for each queue in expected and not in current:
      • attempt to create the queue
      • if successful, update the current set
    • for each queue in current and not in expected:
      • attempt to remove the queue, if empty and unused
      • if successful, update the current set
    • for each waiting orphan processor, release if the condition is met

The control loop runs when current != expected, or when expected changes.

Worker groups control loop

osrdyne is responsible for starting and stopping worker groups following demand. It it NOT responsible for scaling the number of workers per worker group.

osrdyne runs the following control loop:

  • receive the set of expected worker groups from the pool state tracker
  • build the set of running worker groups: query running worker groups from the worker group driver. If this fails, log and continue to the next iteration of the control loop.
  • make both sets converge:
    • for each worker group in expected and not in running:
      • use the docker / kubernetes API to start the worker group. This must be idempotent. do not retry 1
    • for each worker group in running and not in expected:
      • use the docker / kubernetes API to attemps to stop the worker group. This must be idempotent. do not retry 1

Worker activity processor

As the number of worker activity events could be very high, we may not want to forward all of these to the pool state tracker: if multiple messages are received within a short time span, only the first one is relevant. A separate actor can be used to receive and dedup activity messages, and forward a low bandwidth summary to the pool state tracker.

Failure mode analysis

The worker fails to parse a message

This is an application layer error: the worker must respond, and indicate that something went wrong

The worker dies or stalls when processing a message

RabbitMQ will wait until the message TTL expires, and re-queues it. A limit must be set on the number of times a message can be re-queued using a delivery-limit. When this limit is reached, the poison message is sent to the dead letter exchange, and the client times out.

osrdyne fails to start

  • If exchanges are not setup, the client cannot publish messages
  • If the appropriate work group is operational, the fast path can proceed
  • Otherwise, requests pile up in the orphan queue, and the client ends up timing out

Invalid worker key

Because the key is an arbitrary string set by the client, it has to be processed carefully:

  • the format is defined as a convention between the client and workers. If the format isn’t right, it is up to the worker to publish a response to the client.
  • key validity conditions is also up to the worker: if the key is supposed to be some object ID, but the object does not exist, the worker needs to start up and respond

Even if the key does not conform to the convention established between the client and the worker, the worker needs to start and respond to all requests.

Workers fails to start

A per-queue message TTL should be set to avoid requests accumulating indefinitly.

Workers failing to start will cause:

  • messages to accumulate in the queue.
  • when message TTL is reached, it will get transfered to the dead letter queue
  • the client will time out awaiting a response

Multiple ordyne daemons are started on the same pool

It shouldn’t be an issue, as:

  • all operations done on startup are idempotent
  • before doing anything, the daemon has to start listening as an exclusive consumer of the dead letter and orphan queues

Known limitations

Latency, publisher confirms and reliability

Without publisher confirms, networker or broken failure can result in message loss. However, publisher confirms add quite a bit of latency (about 200ms), as it ensures messages are persisted to disk if the queue is durable.

We should use publisher confirms for responses and orphan transfers, and leave the decision of whether to do it for requests to the client.

At least once semantics

Most things in this protocol have at least once semantics if publisher confirms are used:

  • request delivery to workers: if osrdyne is restarted while transfering an orphan to its destination, the orphan may be transfered twice
  • response delivery to clients: if a worker takes slightly too long to ACK a message, but still responds, it may be requeued and re-processed, and thus responded to twice

Design decisions

Using RabbitMQ

To implement this solution, we rely on a combination of features unique to RabbitMQ:

  • each worker type needs a separate exchange and configuration
  • when a message cannot be routed within a worker type’s exchange, it is redirected to an alternate exchange managed by the worker manager
  • dead lettering is leveraged to generate protocol errors
  • the worker manager uses the RabbitMQ HTTP API to list queues

In addition to its attractive feature set, RabbitMQ has:

  • various useful quality of life features, such as direct reply and per-message TTL
  • long demonstrated its reliability
  • multiple engineers on staff experienced with the tool

Queues are created by osrdyne

At some point, we explored the possibility of RPC clients creating queues. osrdyne would react to queue creation by starting workers. If the queue were to be unused for a while, osrdyne would stop workers and delete the queue.

This creates a race condition on queue deletion:

  • osrdyne sees that the queue is empty
  • the client ensures the queue is created
  • osrdyne deletes the queue
  • the client attempts to publish a message to the now deleted queue

We thus decided to move the responsibility of queue management to the osrdyne, and implement a mechanism to ensure messages cannot be dropped due to a missing queue.

osrdyne republishes orphan messages

Initially, we though of a solution whereby osrdyne’s orphan processor uses dead lettering to send messages back to their original exchange. This is in fact a bad idea, as dead lettering inhibits per message TTL.

Instead, the orphan processor has to proxy messages back to their original exchange. This proxying process can cause requests to get delivered multiple times to the target queue.

osrdyne responds to dead lettered messages

If a message is dead lettered for some reason (expired TTL, delivery limit, max queue length), we figured it would be best to give the client some idea that something went wrong.

The worker protocol thus has to allow the client to distinguish protocol errors from worker responses.

Messages are only ACKed by workers once processed

If messages are ACKed on reception:

  • processing time is not limited by message timeout (which is arguably not a feature)
  • the broker does not attempt re-delivery if the worker were to stop and not respond for some reason

If messages are ACKed once processed:

  • messages whose processing time exceeds TTL will be re-queued, even if the worker is still processing the message. This can result in multiple responses being delivered.
  • if the worker crashes or is stopped, the message will be re-queued

We decided to rely on a delivery-limit policy to handle poison messages, and ACK messages once processed.

Report worker activity using AMQP

osrdyne needs to maintain queue usage statistics in order to know when worker groups can be stopped. At first, we considered having workers use redis to store the timestamp of the last processed message for the queue. We decided against it as:

  • it would mean the workers store a timestamp directly in database, read by a supervisor process. it’s a pretty bad design
  • it adds an additional database to the RPC architecture, for little to no benefit compared to just using rabbitmq
  • if one of the workers has its clock drift by more than the worker group expiration time compared to osrdyne, the worker group will get stopped
  • any worker can get the pool deleted by forcing the timestamp to an old value
  • it adds a failure mode: if osrdyne / workers are unable to reach redis, weird bugs may ensue

Instead, we decided to require worker to publish activity updates to a dedicated queue. This queue can be watched by osrdyne, which can use these events to know when to stop a worker group.

Make worker group lifetime decisions in a separate actor

The lifetime of worker groups is influenced by three types of asynchronous events:

  • worker activity
  • orphan requests
  • worker group spooldown deadlines

When the orphan processor gets a request, it needs to create the worker group’s request queue before it can proceed to forward the message.

If queues were created and deleted asynchronously when these events are received, it would introduce a race condition:

  • the orphan processor creates the queue
  • the queue gets deleted because it expired at the same time
  • the orphan processor forwards the message, which gets lost

We found multiple solutions for this issue:

  • process all asynchronous events in a single actor. This was not deemed viable because worker activity processing is work intensive, and orphan request processing is latency sensitive.
  • having a single actor create and delete queues (the request queues control loop) and making the orphan processor wait until the control loop creates the queue

Unbind the queue and wait before stopping workers

In a previous design, we tried to delete work queue in one go. It created a race condition issue on queue deletion, caused by the fact ordyne does not get direct notifications of when messages are received on a work queue:

  • we decide to stop the worker group
  • work is received on the queue, but we aren’t made aware as no worker is up
  • we try to delete the queue, but cannot do so without loosing messages

We could think of two fixes for this issue:

  • implement a two stage shutdown, where no work can get to the queue for a while before workers are stopped
  • detect that the queue still has messages after workers have stopped, and start workers back up

We decided to implement two stage worker group shutdown:

  • if no activity is register for UNBIND_DELAY, unbind the work queue
  • wait for a while to see if any worker picks up work from the queue and notifies osrdyne, which would rebind the queue
  • if no orphan nor worker activity is registered for STOP_DELAY, stop workers and delete the queue

  1. The control loop is designed to make the state of all worker groups converge at once. Retrying convergence for one worker group adds latency to convergence for all worker groups. ↩︎ ↩︎