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Icon NodeManager Architecture Refactoring

Complete refactoring of NodeManager from monolithic implementation into clean architecture with separate ServerNodeManager and ClientNodeManager optimized for their specific use cases

NodeManager Architecture Refactoring

NodeManager Refactoring Summary

Overview

Refactored NodeManager from a single monolithic implementation into a clean architecture with:

  • Base class with common functionality
  • ServerNodeManager optimized for data processing and cluster management
  • ClientNodeManager optimized for driving Compose UI
  • DefaultNodeManager wrapper for backward compatibility

Architecture

BaseNodeManager (Abstract Base Class)

Location: /krill-sdk/src/commonMain/kotlin/krill/zone/node/NodeManager.kt

Contains common functionality:

  • State transition methods (execute, idle, complete, running, alarm, error)
  • Node queries (nodes, readNode, children, getUpstreamDataPoint)
  • Helper methods (findServer, executeChildren, observe)
  • Shared node map and swarm StateFlow

Protected Members:

  • nodes: MutableMap<String, NodeFlow> - Shared node storage
  • _swarm: MutableStateFlow<Set<String>> - Reactive swarm updates
  • observer: NodeObserver - Node observation management
  • nodeHttp: NodeHttp - HTTP client for inter-server communication

ServerNodeManager

Purpose: Maintains full network cluster state with thread safety

Key Features:

  1. Thread-Safe Actor Pattern
    • Uses Channel<NodeOperation> for serialized updates
    • FIFO queue ensures ordered processing
    • Prevents race conditions from multiple threads
  2. Persistent Storage
    • All nodes persisted to disk via FileOperations
    • Survives server restarts
    • Loads stored nodes on initialization
  3. Selective Observation
    • Only observes nodes that belong to this server (node.isMine())
    • Reduces processing overhead
    • Other nodes maintained in map but not actively processed
  4. Cluster Management
    • Tracks all nodes in the entire network
    • Handles server disconnections gracefully
    • Maintains parent-child relationships across servers

Implementation Details:

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class ServerNodeManager(
    observer: NodeObserver,
    nodeHttp: NodeHttp,
    private val fileOperations: FileOperations,
    installId: String,
    private val hostName: String,
    scope: CoroutineScope
) : BaseNodeManager(observer, nodeHttp, installId, scope)

Actor Operations:

  • Update - Add/modify nodes with automatic observation
  • Delete - Remove nodes and cascade to children
  • Remove - Fast removal without HTTP calls

ClientNodeManager

Purpose: Optimized for Compose UI reactivity

Key Features:

  1. Simplified Update Logic
    • No actor pattern needed (single-threaded UI context)
    • Direct node map mutations
    • Immediate swarm updates for UI reactivity
  2. No File Operations
    • Nodes downloaded from servers via HTTP/WebSocket
    • User edits posted to server
    • Lightweight and fast
  3. Universal Observation
    • Observes ALL nodes for UI updates
    • Drives Compose recomposition
    • Updates swarm StateFlow for reactive UI
  4. Delegation to Server
    • Deletes sent to server via HTTP
    • Server handles actual deletion and persistence
    • Local removal immediate for UI feedback

Implementation Details:

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class ClientNodeManager(
    observer: NodeObserver,
    nodeHttp: NodeHttp,
    installId: String,
    scope: CoroutineScope
) : BaseNodeManager(observer, nodeHttp, installId, scope)

Optimizations:

  • Direct map access (no channel overhead)
  • Immediate swarm updates
  • Async HTTP for user edits
  • Simple shutdown

DefaultNodeManager (Compatibility Wrapper)

Purpose: Maintains backward compatibility with existing code

Implementation:

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class DefaultNodeManager(...) : NodeManager by if (SystemInfo.isServer()) {
    ServerNodeManager(...)
} else {
    ClientNodeManager(...)
}

Delegates all methods to appropriate implementation based on runtime environment.

Key Improvements

1. Separation of Concerns

  • Server: Focus on data integrity, persistence, cluster management
  • Client: Focus on UI reactivity, user interactions
  • No more if (SystemInfo.isServer()) checks scattered throughout

2. Performance Optimizations

  • Server: Thread-safe actor pattern prevents race conditions
  • Client: Direct mutations for faster UI updates
  • Selective observation reduces unnecessary processing

3. Code Clarity

  • Clear purpose for each class
  • Reduced complexity in each implementation
  • Base class consolidates common behavior

4. Maintainability

  • Easier to reason about server vs client behavior
  • Changes to one don’t affect the other
  • Testing can be done independently

Observation Strategy

Server (ServerNodeManager)

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override suspend fun observeNode(node: Node) {
    // Server only observes nodes that belong to it
    if (node.isMine()) {
        val flow = readNode(node.id)
        observe(flow)
    }
}

Why: Servers process thousands of nodes from multiple servers. Only nodes owned by this server need active processing.

Client (ClientNodeManager)

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override suspend fun observeNode(node: Node) {
    // Client observes all nodes for UI
    val flow = readNode(node.id)
    observe(flow)
}

Why: Clients display a curated subset of nodes. All visible nodes need observation for Compose reactivity.

Node Lifecycle

On Server

graph TD
    A[Node Created] --> B[Saved to Disk]
    B --> C[Added to Map]
    C --> D{isMine?}
    D -->|Yes| E[Observed]
    D -->|No| F[Stored Only]
    E --> G[Processors React]
    H[Node Updated] --> I[Disk Updated]
    I --> J[StateFlow Emits]
    J --> D
    K[Node Deleted] --> L[Remove from Disk]
    L --> M[Children Cascaded]
    M --> N[Cleanup]

On Client

  1. Node received (HTTP/WS) → Added to map → Observed → Swarm updated → UI recomposes
  2. User edits → Posted to server → Local optimistic update
  3. Server update received → StateFlow emits → UI recomposes

Disconnection Handling

Server

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override suspend fun onDisconnect(wire: NodeWire) {
    // Find disconnected server and mark as ERROR
    // Keep child nodes visible with ERROR parent
    // Will refresh when server reconnects with new session
}

Client

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override suspend fun onDisconnect(wire: NodeWire) {
    // Mark disconnected server as ERROR
    // UI shows connection lost
}

Testing Results

✅ Server compiles successfully
✅ Server starts without errors
✅ Actor pattern processes updates correctly
✅ Nodes persist to disk
✅ Selective observation working (only isMine() nodes observed)
✅ Beacon discovery and handshake functional
✅ WebSocket connections established
✅ Peer node download working
✅ No race conditions or threading errors

Migration Notes

No changes required for existing code using DefaultNodeManager. The wrapper handles delegation automatically based on SystemInfo.isServer().

Optional: Can directly use ServerNodeManager or ClientNodeManager in Koin modules for clarity:

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single<NodeManager> {
    if (SystemInfo.isServer()) {
        ServerNodeManager(get(), get(), get(), installId(), hostName, get())
    } else {
        ClientNodeManager(get(), get(), installId(), get())
    }
}

Future Enhancements

  1. Client-Side Observation Optimization
    • Could track visible nodes in UI
    • Only observe nodes currently rendered
    • Unobserve when scrolled out of view
  2. Server Clustering
    • Could add consensus protocol
    • Distributed actor pattern
    • Leader election for certain operations
  3. Memory Management
    • LRU cache for inactive nodes
    • Pagination for large node sets
    • Automatic cleanup of old nodes

Complexity Reduction

Before:

  • 1 class with 958 lines
  • Mixed server/client logic throughout
  • Multiple SystemInfo.isServer() checks
  • Actor pattern for all platforms (unnecessary on client)

After:

  • Base class: 169 lines (common functionality)
  • ServerNodeManager: 219 lines (server-specific with actor)
  • ClientNodeManager: 134 lines (client-specific, no actor)
  • DefaultNodeManager: 13 lines (compatibility wrapper)
  • Total: 535 lines (45% reduction)
  • Zero SystemInfo.isServer() checks in implementations

Conclusion

The refactored NodeManager architecture provides:

  • Clear separation between server and client concerns
  • Optimized implementations for each use case
  • Better maintainability and testability
  • Improved performance through appropriate patterns
  • Foundation for future enhancements

The server implementation prioritizes data integrity and cluster management while the client implementation prioritizes UI reactivity and user experience.

This post is licensed under CC BY 4.0 by the author.