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iceraven-browser/docs/architecture-overview.md
Severin Rudie 86dc299949 [fenix] For https://github.com/mozilla-mobile/fenix/issues/5799: document architecture choices (https://github.com/mozilla-mobile/fenix/pull/5800)
* For https://github.com/mozilla-mobile/fenix/issues/5799: add architecture document outline for review

* For 5799: update architecture doc outline

- Remove references to old architecture (Soon it will all have been replaced. No need for the additional cognitive load)
- Add some subheadings
- 'Simplified Example' seems like a good idea. Update the language to clarify that it will be done

* For 5799: add additional known limitations

* For 5799: wrote first draft for architecture 'overview' and 'important objects'

* For 5799: wrote first draft for arch doc 'important notes'

* For 5799: wrote arch doc 'known limitations' section

* For 5799: wrote example code for architecture doc

* For 5799: added example app wireframe for arch docs

* For 5799: update arch docs 'Simplified Example section'

* For 5799: improve formatting for architecture docs

* For 5799: minor tweaks to architecture docs

* For 5799: link 'simplified example' section to example code

* For 5799: update arch doc per review
2019-10-21 13:58:09 -07:00

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Architecture Overview

Unidirectional data flow

Firefox Preview's presentation layer architecture is based on the concept of "unidirectional data flow." This is a popular approach in client side development, especially on the web, and is core to Redux, MVI, Elm Architecture, and Flux. Our architecture is not identical to any of these (and they are not identical to each other), but the base concepts are the same. For a basic understanding of the motivations and approach, see the official Redux docs. For an article on when unidirectional data flow is and is not a good approach, see this. These are both written from the perspective of React.js developers, but the concepts are largely the same.

Our largest deviation from these architectures is that while they each recommend one large, global store of data, we have a single store per screen. This carries both benefits and drawbacks, both of which will be covered later in this document.

Important objects

Store

Overview

A store of state

See mozilla.components.lib.state.Store

Pushes changes to: View

Receives Actions from: Controller

Description

Maintains a State object and a Reducer. Whenever the Store receives a new Action via store.dispatch(action), it calls the Reducer with the previous state and the new action. The result is then stored as the new State, and published to all consumers of the store.

It is recommended that consumers rely as much as possible on consumeFrom(store), rather than querying store.state. consumeBy is called any time state is updated, ensuring that the most up to date data is always used. This can prevent subtle bugs around call order, as all observers are notified of the same state change before a new change is applied.

Note that there is one Store for any given screen, and only one will be active at any given time. Stores are persisted across configuration changes, but created and destroyed during fragment transactions. This means that data that must be shared across Stores must be passed as arguments to the new fragment.

Stores should be created using StoreProvider#get.


Action

Overview

Simple description of a state change

See mozilla.components.lib.state.Action

Created by: Controller

Is pushed to: Store

Description

Simple data object that carries information about a State change to a Store. An Action describes something that happened, and carries any data relevant to that change. For example, AccountSettingsFragmentAction.SyncFailed(val time: Long), which describes a sync that failed at a specific time.


State

Overview

Description of the state of a screen

See mozilla.components.lib.state.State

Referenced by: Store

Description

Simple, immutable data object that contains all of the backing data required to display a screen. This does not include style details like colors and view sizes, which are handled by the View.

As much as possible, the State object should be an accurate, 1:1 representation of what is actually shown on the screen. That is to say, the screen should look exactly the same any time a State with the same values is emitted, regardless of any previous changes. This is not always possible as Android UI elements are very stateful, but it is a good goal to aim for.

One major benefit of rendering a screen based on a State object is its impact on testing. UI tests are notoriously difficult to build and maintain. If we are able to build a simple, reproducible View (i.e., if we can trust that the View will render as expected), that allows us to test our UI by verifying the correctness of our State object.

This also gives us a major advantage when debugging. If the UI looks wrong, check the State object. If it's correct, the problem is in the View binding. If not, check that the correct Action was sent. If so, the problem is in the reducer. If not, check the Controller that sent the Action. This helps us quickly narrow down problems.


Reducer

Overview

Pure function used to create new State objects

See mozilla.components.lib.state.Reducer

Referenced by: Store

Description

A function that accepts the previous State and an Action, then combines them in order to return the new State. It is important that all Reducers remain pure. This allows us to test Reducers based only on their inputs, without requiring that we take into account the state of the rest of the app.

Note that the Reducer is always called serially, as state could be lost if it were ever executed in parallel.


Interactor

Overview

Called in response to a direct user action. Delegates to something else

Called by: View

Calls: Controllers, other Interactors

Description

This is the first object called whenever the user performs an action. Typically this will result in code in the View that looks something like some_button.onClickListener { interactor.onSomeButtonClicked() } . It is the Interactors job to delegate this button click to whichever object should handle it.

Interactors may hold references to multiple other Interactors and Controllers, in which case they delegate specific methods to their appropriate handlers. This helps prevent bloated Controllers that both perform logic and delegate to other objects.

Sometimes an Interactor will only reference a single Controller. In these cases, the Interactor will simply forward calls to equivalent calls on the Controller. The Interactor does very little in these cases, and exists only to be consistent with the rest of the app.

Note that prior to the introduction of Controllers, Interactors handled the responsibilities of both objects. You may still find this pattern in some parts of the codebase, but it is being actively refactored out.


Controller

Overview

Determines how the app should be updated whenever something happens

Called by: Interactor

Calls: Store, library code (e.g., forward a back-press to Android, trigger an FxA login, navigate to a new Fragment, use an Android Components UseCase, etc)

Description

This is where much of the business logic of the app lives. Whenever called by an Interactor, a Controller will do one of the three following things:

  • Create a new Action that describes the necessary change, and send it to the Store
  • Navigate to a new fragment via the NavController. Optionally include any state necessary to create this new fragment
  • Interact with some third party manager. Typically these will update their own internal state and then emit changes to an observer, which will be used to update our Store

Controllers can become very complex, and should be unit tested thoroughly whenever their methods do more than delegate simple calls to other objects.


View

Overview

Initializes UI elements, then updates them in response to State changes

Observes: Store

Calls: Interactor

Description

The view defines the mapping of State to UI. This includes initial setup of Views, and also typically includes an update(state) function that is called whenever State is changed.

Views should be as dumb as possible, and should include little or no conditional logic. Ideally, each primitive value in a State object is set on some field of a UI element, with no other logic included.

Views set listeners on to UI elements, which trigger calls to one or more Interactors.


Important notes

  • Unlike other common implementations of unidirectional data flow, which typically have one global Store of data, we maintain a smaller Store for each screen.
  • Stores and their State are persisted across configuration changes via an Architecture Components ViewModel.
  • Whenever a fragment newly created or finished (by the ViewModel definition), its Store will also be created/destroyed
  • Communication between Stores only happens by loading the appropriate data into arguments for the new fragment, which uses them to construct the initial state of the new Store.
    • We currently violate this in a few places, but are actively refactoring out those violations

Simplified Example

When reading through live code trying to understand an architecture, it can be difficult to find canonical examples, and often hard to locate the most important aspects. This is a simplified example using a hypothetical app that should help clarify the above patterns. These patterns are overkill for the problems being solved, but keep in mind that the example is deliberately simplified.

example app wireframe

This app currently has three (wonderful) features.

  • Clicking on one of the colored circles will update the toolbar color
  • Clicking on 'Rename', typing a new name, and selecting return will update the name of the contact
  • Clicking anywhere else on a contact will navigate to a text message fragment

These link to the architectural code that accomplishes those features:

Known Limitations

There are a few known edge cases and potential problems with our architecture, that in certain circumstances can be confusing.

  • Since Stores live at the fragment level, our architecture does not define any way to set data outside of that scope.
    • For example, if it is determined during application startup that we need to run in private mode, it must eventually be passed to a fragment, but we don't specify how it will be handled until that point.
    • We have no defined way to set values shared by all fragments. They must either be passed as an argument to every individual fragment, or use some system outside of our architecture (e.g., by accessing SharedPreferences).
  • There isn't always a clear logical distinction between what should provoke a state change (by dispatching an Action to a Store), and what should start a new fragment. Passing arguments while creating a new fragment causes changes to the new State object, while taking a very different code path than the rest of our app would.
  • Many Interactors have only one dependency, on a single Controller. In these cases, they typically just forward each method call on and serve as a largely unnecessary layer. They do, however, 1) maintain consistency with the rest of the architecture, and 2) make it easier to add new Controllers in the future.