Spring Boot 2.0 HTTP request metrics with Micrometer

Introduction

Brand new Spring Boot 2.0 has just been released and TouKs couldn’t wait to try it in the production. One of the newly added features that we investigated was metrics system based on Micrometer library (https://micrometer.io/). In this post I will cover some of our experiences with this so far.

The goal was to get basic HTTP request metrics, report them to InfluxDB and draw some fancy graphs in Grafana. In particular we needed:

  • Throughput – total number of requests in given time unit
  • Response status statistics – how many 200-like and 500-like response occurred
  • Response time statistics: mean, median, percentiles

What was wrong with Dropwizard metrics

Nothing that I am aware of. Metrics Spring integration however is a different story….

Last stable release of Metrics Spring (v. 3.1.3) was in late 2015 and it was compatible with Dropwizard Metrics (v. 3.1.2). From this time Dropwizard Metrics moved to version 4 and 5, but Metrics Spring literally died. This causes a couple of rather unpleasant facts:

  • There are some known bugs that will never be solved
  • You can’t benefit from Dropwizard Metrics improvements
  • Sooner or later you will use a library that depends on a different version of Dropwizard Metrics and it will hurt

As an InfluxDB user I was also facing some problems with reporting tags. After a couple of tries we ended up using an obscure Graphite interface that was luckily compatible with Influx.

Let’s turn on the metrics

Adding metrics to your Spring Boot project can be done in three very simple steps. First add a dependency to micrometer-registry-xxx, where xxx is your favourite metrics storage. In our case:

<dependency>
  <groupId>io.micrometer</groupId>
  <artifactId>micrometer-registry-influx</artifactId>
</dependency>

 

Now it is time for just a little bit of configuration in application.yml:

management:
  metrics:
    export:
      influx:
        uri: http://localhost:8086
        db: services
        step: 5s  ### <- (1)

 

And a proper configuration bean:

@Configuration public class MetricsConfig {
    private static final Duration HISTOGRAM_EXPIRY = Duration.ofMinutes(10);
    
    private static final Duration STEP = Duration.ofSeconds(5);
    
    @Value
    ("${host_id}") private String hostId;
    
    @Value
    ("${service_id}") private String serviceId;
    
    @Bean 
    public MeterRegistryCustomizer < MeterRegistry > metricsCommonTags() { // (2)
        return registry - > registry.config()
        .commonTags("host", hostId, "service", serviceId) // (3)
        .meterFilter(MeterFilter.deny(id - > { // (4)
                String uri = id.getTag("uri");
                return uri != null && uri.startsWith("/swagger");
            }))
            .meterFilter(new MeterFilter() {
                @Override 
                public DistributionStatisticConfig configure(Meter.Id id, DistributionStatisticConfig config) {
                    return config.merge(DistributionStatisticConfig.builder().percentilesHistogram(true).percentiles(0.5, 0.75, 0.95) // (5)
                    .expiry(HISTOGRAM_EXPIRY) // (6)
                    .bufferLength((int)(HISTOGRAM_EXPIRY.toMillis() / STEP.toMillis())) // (7)
                    .build());
                }
            });
    }
}

 

Simple as that. For sure it is not the minimal working example, but I believe some of our ideas are worth mentioning.

Dive into configuration

Config is rather self-explanatory, but let’s take a look at couple of interesting features.

(1) Step defines how often data is sent by reporter. This value should be related to your expected traffic, because you don’t want to see 90% of zeros.

(2) Be aware that there can be many reporters sharing the same config. Customising each behaviour can be done by using more specific type parameter e.g. InfluxMeterRegistry.

(3) Tags that will be added to every metric. As you can see it’s very handy for identifying hosts in a cluster.

(4) Skipping not important endpoints will limit unwanted data.

(5) A list of percentiles you would like to track

(6)(7) Histograms are calculated for some defined time window where more recent values have bigger impact on final value. The bigger time window you choose, the more accurate statistics are, but the less sudden will be changes of percentile value in case of very big or very small response time. It is also very important to increase buffer length as you increase expiry time.

Afterthought

We believe that migrating to Micrometer is worth spending time as configuration and reporting becomes simpler. The only thing that surprised us was reporting rate of throughput and status counts rather than cumulative values. But this is another story to be told…

Special thanks to Arek Burdach for support.

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Super Confitura Man

How Super Confitura Man came to be :)

Recently at TouK we had a one-day hackathon. There was no main theme for it, you just could post a project idea, gather people around it and hack on that idea for a whole day - drinks and pizza included.

My main idea was to create something that could be fun to build and be useful somehow to others. I’d figured out that since Confitura was just around a corner I could make a game, that would be playable at TouK’s booth at the conference venue. This idea seemed good enough to attract Rafał Nowak @RNowak3 and Marcin Jasion @marcinjasion - two TouK employees, that with me formed a team for the hackathon.

Confitura 01

The initial plan was to develop a simple mario-style game, with preceduraly generated levels, random collectible items and enemies. One of the ideas was to introduce Confitura Man as the main character, but due to time constraints, this fall through. We’ve decided to just choose a random available sprite for a character - hence the onion man :)

Confitura 02

How the game is played?

Since we wanted to have a scoreboard and have unique users, we’ve printed out QR codes. A person that would like to play the game could pick up a QR code, show it against a camera attached to the play booth. The start page scanned the QR code and launched the game with username read from paper code.

The rest of the game was playable with gamepad or keyboard.

Confitura game screen

Technicalities

Writing a game takes a lot of time and effort. We wanted to deliver, so we’ve decided to spend some time in the days before the hackathon just to bootstrap the technology stack of our enterprise.

We’ve decided that the game would be written in some Javascript based engine, with Google Chrome as a web platform. There are a lot of HTML5 game engines - list of html5 game engines and you could easily create a game with each and every of them. We’ve decided to use Phaser IO which handles a lot of difficult, game-related stuff on its own. So, we didn’t have to worry about physics, loading and storing assets, animations, object collisions, controls input/output. Go see for yourself, it is really nice and easy to use.

Scoreboard would be a rip-off from JIRA Survivor with stats being served from some web server app. To make things harder, the backend server was written in Clojure. With no experience in that language in the team, it was a bit risky, but the tasks of the server were trivial, so if all that clojure effort failed, it could be rewritten in something we know.

Statistics

During the whole Confitura day there were 69 unique players (69 QR codes were used), and 1237 games were played. The final score looked like this:

  1. Barister Lingerie 158 - 1450 points
  2. Boilerdang Custardbath 386 - 1060 points
  3. Benadryl Clarytin 306 - 870 points

And the obligatory scoreboard screenshot:

Confitura 03

Obstacles

The game, being created in just one day, had to have problems :) It wasn’t play tested enough, there were some rough edges. During the day we had to make a few fixes:

  • the server did not respect the highest score by specific user, it was just overwritting a user’s score with it’s latest one,
  • there was one feature not supported on keyboard, that was available on gamepad - turbo button
  • server was opening a database connection each time it got a request, so after around 5 minutes it would exhaust open file limit for MongoDB (backend database), this was easily fixed - thou the fix is a bit hackish :)

These were easily identified and fixed. Unfortunately there were issues that we were unable to fix while the event was on:

  • google chrome kept asking for the permission to use webcam - this was very annoying, and all the info found on the web did not work - StackOverflow thread
  • it was hard to start the game with QR code - either the codes were too small, or the lighting around that area was inappropriate - I think this issue could be fixed by printing larger codes,

Technology evaluation

All in all we were pretty happy with the chosen stack. Phaser was easy to use and left us with just the fun parts of the game creation process. Finding the right graphics with appropriate licensing was rather hard. We didn’t have enough time to polish all the visual aspects of the game before Confitura.

Writing a server in clojure was the most challenging part, with all the new syntax and new libraries. There were tasks, trivial in java/scala, but hard in Clojure - at least for a whimpy beginners :) Nevertheless Clojure seems like a really handy tool and I’d like to dive deeper into its ecosystem.

Source code

All of the sources for the game can be found here TouK/confitura-man.

The repository is split into two parts:

  • game - HTML5 game
  • server - clojure based backend server

To run the server you need to have a local MongoDB installation. Than in server’s directory run: $ lein ring server-headless This will start a server on http://localhost:3000

To run the game you need to install dependencies with bower and than run $ grunt from game’s directory.

To launch the QR reading part of the game, you enter http://localhost:9000/start.html. After scanning the code you’ll be redirected to http://localhost:9000/index.html - and the game starts.

Conclusion

Summing up, it was a great experience creating the game. It was fun to watch people playing the game. And even with all those glitches and stupid graphics, there were people vigorously playing it, which was awesome.

Thanks to Rafał and Michał for great coding experience, and thanks to all the players of our stupid little game. If you’d like to ask me about anything - feel free to contact me by mail or twitter @zygm0nt

Recently at TouK we had a one-day hackathon. There was no main theme for it, you just could post a project idea, gather people around it and hack on that idea for a whole day - drinks and pizza included.

My main idea was to create something that could be fun to build and be useful somehow to others. I’d figured out that since Confitura was just around a corner I could make a game, that would be playable at TouK’s booth at the conference venue. This idea seemed good enough to attract >Conclusion

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