View Source GenServer

A GenServer is what you commonly use for a process that is either long-running or more complex than a simple one-off task. They are arguably the most common method for doing anything asynchronously in Elixir and you'll encounter them all the time. GenServers can easily send and receive messages - also to themselves - keep long-lasting state, and perform background tasks.

defmodule RunElixir.GameState do
  use GenServer

  require Logger

  # Public functions
  #
  # All these functions are executed in the calling process, not the GenServer process.

  # It's common to write a public helper function to a GenServer process,
  # and required if you start the GenServer from a Supervisor (see next section).
  #
  # You can use `GenServer.start/3` or `GenServer.start_link/3` to start a new process.
  def start_link(args) do
    # The optional 'name'-option registers the GenServer with a unique name
    # that can be used to call the GenServer from anywhere. This is useful
    # for starting Singletons, but will block you from starting more than one
    # process based on this GenServer. That's why it's good practice to
    # make the name configurable through the arguments.
    name = Keyword.get(args, :name, __MODULE__)
    GenServer.start_link(__MODULE__, args, name: name)
  end

  # `GenServer.cast/2` sends a message to the GenServer process
  # and returns `:ok` without waiting for a response.
  def add_points(name_or_pid \\ __MODULE__, points) do
    GenServer.cast(name_or_pid, {:add_points, points})
  end

  # `GenServer.call/2` makes a synchronous call to the GenServer
  # and waits for a response with a default timeout of 5 seconds.
  def end_round(name_or_pid \\ __MODULE__), do: GenServer.call(name_or_pid, :end_round)
  def get_state(name_or_pid \\ __MODULE__), do: GenServer.call(name_or_pid, :get_state)


  # Callbacks
  #
  # All these functions are executed in the GenServer process.

  @initial_state %{
    rounds_played: 0,
    total_points: 0,
    current_points: 0
  }

  # This callback is required. It receives the 'args'-variable from
  # the GenServer.start_link/3 or GenServer.start/3 above and returns
  # the initial state of the process.
  #
  # It can optionally return a third argument with {:continue, tuple_or_atom}
  # which will be handled asynchronously in the `handle_continue/2` callback.
  def init(_args), do: {:ok, @initial_state, {:continue, :log_start}}

  # It is good practice to return quickly from `init/1` and to move
  # heavy workloads into the `handle_continue/2` callback. This way
  # you don't block whatever starts your GenServer (e.g. your application on startup)
  # because - unlike `init/1` - this callback is executed asynchronously
  # to the rest of your system.
  def handle_continue(:log_start, state) do
    Logger.info("GameState has started!")
    {:noreply, state}
  end

  # This callback handles the `cast/2`-call from above.
  # It does not return a value to the calling process.
  #
  # All callbacks will receive and may modify the process state
  # but have to return something as the new process state
  # which will then be passed into the next callback.
  # In this case, we simply return the current state.
  def handle_cast({:add_points, new_points}, state) do
    state = Map.update!(state, :current_points, fn points -> points + new_points end)
    {:noreply, state}
  end

  # These callbacks handle the `call/2`-calls from above.
  # You can define callbacks multiple times and match
  # against the arguments from different `call/2` or `cast/2`-calls.
  #
  # This one updates the process state and returns
  # `{:ok, new_state}` to the calling process.
  def handle_call(:end_round, _from, old_state) do
    %{
      rounds_played: rounds_played,
      total_points: total_points,
      current_points: current_points
    } = old_state

    new_state = %{
      rounds_played: rounds_played + 1,
      total_points: total_points + current_points,
      current_points: 0
    }

    {:reply, {:ok, new_state}, new_state}
  end

  # This one only returns the state.
  # Try to minimise fetching the state by always returning the updated state if you modify it,
  # as we've done in the `handle_call/2` above, because fetching the state repeatedly
  # blocks both the calling and the called process.
  def handle_call(:get_state, _from, state), do: {:reply, state, state}
end

Let's try out our new GameState GenServer!

alias RunElixir.GameState

# Let's start a new GameState process with a custom name.
{:ok, pid} = GameState.start_link([name: :game])

# We can call the GenServer either with its (atom) name or its PID.
GameState.get_state(pid) |> IO.inspect(label: 1)
GameState.add_points(:game, 100) |> IO.inspect(label: 2)
GameState.get_state(:game) |> IO.inspect(label: 3)
GameState.end_round(:game) |> IO.inspect(label: 4)

# We can easily start another process, for example, for another player.
{:ok, pid} = GameState.start_link([name: :new_game])
GameState.get_state(:new_game) |> IO.inspect(label: 5)

# Or, we can start the GenServer under its module name
{:ok, _pid} = GameState.start_link([])
GameState.add_points(50) |> IO.inspect(label: 6)
GameState.end_round() |> IO.inspect(label: 7)
14:49:27.607 [info] GameState has started!
1: %{rounds_played: 0, total_points: 0, current_points: 0}
2: :ok
3: %{rounds_played: 0, total_points: 0, current_points: 100}
4: {:ok, %{rounds_played: 1, total_points: 100, current_points: 0}}

14:49:27.608 [info] GameState has started!
5: %{rounds_played: 0, total_points: 0, current_points: 0}

14:49:27.608 [info] GameState has started!
6: :ok
7: {:ok, %{rounds_played: 1, total_points: 50, current_points: 0}}