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Project Design Overview

Project Description

This is a neurotech headset simulator built in Golang. It serves as a simulation for what a neurotech headset's output is supposed to look like. The simulator generates random EEG data and sends it to a server. The server then processes the data and sends it to a client. The client is disjoint and can be found as one of the other repositories in this organization.

Note that the logic here also serves as a reference for bulding other server side applications for passing neural data from the headset to the client.

Design Decisions

Key Design Considerations

This project needs to send out a rapid amount of data every second. This simulation is designed with the understanding that there might be cases where over $10000$ packets are sent out every second. This is why the server is designed to be able to handle a large amount of data. It is critical that this server is able to handle a large amount of data.

Another thing to factor into the design is that the frontend should be able to easily work with and use the data in an easy to read way. It's pivotal to reduce any needed client work and make the server do as much of the work as possible.

Design Options

There are a few different options for what could be done. We have:

  1. WebSockets
  2. Server Sent Events (SSE)
  3. gRPC

WebSockets

Let's break each down to see which options would work best and why. Starting off, we have WebSockets. WebSockets enable us to open interactive sessions between users and servers. They're a standard solution for building real time applications. WebSockets are a full-duplex communication channel over a single Transmission Control Protocol (TCP) connection enabling the client and server to send data without requiring any requests to be made. This is good option for anything that requires continuous data exchange. They require the remote host to opt in to that code and the main method of security for this method is the origin-based security modeal commonly used in web browsers. All the information for WebSockets is present inn the RFC 6455 specification.

WebSockets have two key parts to them, the handshake and the data transfer. The handshake is requested by the browsers and responded by the servers, after whic, a connection is established. WebSockets have a header that only requires a handshake between a browser and server for establishing a connection. Once the client and server have both sent their handshake, and if the handshake was successful, then the data exchange part continues.

Golang has a few libraries for WebSockets including gorilla/websocket and net/http.

Server Sent Events (SSE)

SSE are a standard describing how servers can initiate data transmission towards the client once an initial client connection has been established. They are commonly used to send real-time updates to a web application. They are a one-way channel from the server to the client and only serve to push data from the server to the client. Everything that can be done with SSEs can typically just be done with Websockets as well. The main difference is that SSEs are a one-way channel and Websockets are a two-way channel. The main advantage of SSEs is that they are easier to implement than Websockets. The main disadvantage is that they are a one-way channel.

SSEs are primarily for when you would expect very little information from the client. For this application, since we don't require a two way communication, server side events are appealing.

Server side events are really easy to set up with Golang with gin.

gRPC

gRPC started at Google to implement interservice communication efficiently. It is a high performance, open source, universal RPC framework that puts mobile and HTTP/2 first. It is based on the HTTP/2 protocol and uses Protocol Buffers as the interface description language. gRPC is designed to be extensible and supports authentication, load balancing, logging, and monitoring. It is also designed to be language agnostic and can be used with any language that supports HTTP/2. gRPC is a good option for when you need to send a lot of data and need to do it quickly. It is also a good option for when you need to send data between services.

gRPC is basically when code executing in a function in one process invokes a function in another process and the two processes can be on the same machine or on different machines. gRPC is designed to replace the needs for sockets in some cases and it uses HTTP/2 as the transport protocol. The main strengths of gRPC lie in the fact that it uses lightweight messages with Protobuf and it is designed to be fast and efficient. The main issues with it come from the fact that this approach is a bit more new and some browsers might not fully have support for it.

For sending large amounts of data, gRPC is better when compared to webhooks given the fact that gRPC is able to process multiple requests in parallel and uses the quick and lightweight Protobuf format.

Conclusion

In the end, for ease of implementation and speed, we will be using SSEs. This is because we don't need a two way communication and SSEs are also easier to implement than gRPC. This is why we will be using SSEs for this project.

Design Overview

There are 2 central components towards designing a simpler generative model for the headset. The first is the actual SSE logic that sends the data and secondly is the logic that generates the data. The server will be responsible for generating the data and sending it to the client. The client will be responsible for receiving the data and displaying it.