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from veer66

โพสต์นี้คนอ่านที่เป็นเป้าหมายหลักก็คือผมเอง

อย่างแรกเลยสมมุติว่า ElasticSearch ที่รันอยู่แล้ว

สร้าง dir ที่จะเก็บ snapshot และ chown ให้เป็นของ user เดียวกับที่ daemon ของ elasicsearch รันอยู่

แก้ elasticsearch.yml ที่ path.repo ให้ชี้ไปที่ dir ที่สร้างไว้ในข้อ 1 เช่น [“/bak/b1”] ไรงี้

backup/snapshot

สร้าง repo

curl -X PUT "localhost:9200/_snapshot/my_backup?pretty" -H 'Content-Type: application/json' -d'
{
  "type": "fs",
  "settings": {
    "location": "/bak/b1"
  }
}
'

restore

สร้าง repo

curl -X PUT "localhost:9200/_snapshot/my_backup/snapshot_1?wait_for_completion=true&pretty"

ตอนนี้ก็คือจะเสร็จแล้ว สิ่งที่ผมทำคือ rsync /bak/b1 ไปเครื่องอื่นแล้วลอง restore เพื่อไม่ให้น่าเบื่อเครื่องอื่นที่ว่าก็จะใช้ docker ด้วย

พอ rsync มาแล้ว ก็ chown -R 1000:1000 $(pwd)/bak/b1

สร้าง elasticsearch.yml

cluster.name: "docker-cluster"
network.host: 0.0.0.0
path.repo: ["/usr/share/elasticsearch/bak"]

รัน ElasticSearch ผ่าน Docker

docker run \
       --name=es6 \
       --net=host \
       -e "discovery.type=single-node" \
       -v $(pwd)/elasticsearch.yml:/usr/share/elasticsearch/config/elasticsearch.yml \
       -v $(pwd)/bak/b1:/usr/share/elasticsearch/bak \
       docker.elastic.co/elasticsearch/elasticsearch:6.8.4

สร้าง repo

curl -X PUT "localhost:9200/_snapshot/my_backup?pretty" -H 'Content-Type: application/json' -d'
{
  "type": "fs",
  "settings": {
    "location": "/usr/share/elasticsearch/bak"
  }
}
'

สั่ง restore

curl -X PUT "localhost:9200/_snapshot/my_backup?pretty" -H 'Content-Type: application/json' -d'
{
  "type": "fs",
  "settings": {
    "location": "/usr/share/elasticsearch/bak"
  }
}
'

เสร็จแล้ว

คำสั่งต่าง ๆ ก็มาจาก guide ครับ

 
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from Adriano Maini

Se, un vecchio tema sullo sport...

Ripensando ad un tema (o componimento per un concorso), incentrato sullo sport, dell'anno scolastico 1964/65, quando ero in V^ Ginnasio a Ventimiglia (IM), mi accorgo che con l'ingenuità tipica di tanti ragazzi dell'epoca andavo in quello scritto a perorare la necessità di costruire in Italia numerosi impianti per consentire la diffusione di massa delle attività motorie e concludevo auspicando correttezza e lealtà nelle gare.

In quel periodo, in effetti, nella nostra zona le strutture erano veramente poche, così come nel resto del Paese.

Non sapevo ancora che di lì a poco avrei vissuto una breve stagione nell'atletica, che mi consente ora qualche digressione curiosa. Dato che l'unico campo attrezzato era quello di Imperia, per la corsa (per fare il fiato, almeno) ci si allenava spesso per strada. Essendo la mia società di Sanremo (IM), ci saremmo in quel periodo sognati la pista realizzata da poco dalla città della canzone sin quasi alle porte di Imperia sul tracciato della vecchia ferrovia! E se scaldavo da solo le gambe vicino a casa venivo guardato come un tipo originale: non erano ancora i tempi del footing di massa!

 
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from Adriano Maini

Far West di Ponente

“Il ricordo più antico che ho dell’estremo ponente ligure appartiene a una specie di far west. Vedo il lungo corridoio della stazione di Ventimiglia, quello al fondo del quale si “passa” in Francia, attraverso una porta custodita dai frontalieri. Sono lì, in braccio a mia madre, sulle panche, in attesa di un treno proveniente dalla Francia, perché mio padre lavora in uno stabilimento balneare di Sainte-Maxim o Saint-Raphaël. Sono gli anni Sessanta. Non ci ho mai pensato, non che non abbia mai pensato a questo ricordo, ma a un’altra cosa, quella per cui ho deciso di scrivere queste pagine. Dov’erano in quel tempo Guido Seborga, Elio Lanteri e Lorenzo Muratore?”

Così afferma Marino Magliani in riferimento al dossier Scritture di Ponente, contenuto nella rivista “Atti Impuri”, vol. 3 (No Reply, 2011). Scritture di Ponente comprende un racconto introduttivo di Marino Magliani, due racconti dello scrittore Guido Seborga (1909-1990), due ‘fiabe’ del ponentino Elio Lanteri (1929-2010) e una prosa del ventimigliese Lorenzo Muratore (1941). I testi, a quel momento tutti inediti, sono espressione di tre percorsi di scrittura diversi tra loro, maturati però in quel “far west” assai fecondo di vocazioni artistico-letterarie che è il Ponente ligure. Il dossier è inoltre corredato da una serie di ritratti firmata dall’artista Sergio “Ciacio” Biancheri di Bordighera (IM).

Sono doverose, in attesa di una mia futura ripresa, alcune parole su Magliani, intanto, che è della Val Prino, sopra Imperia, a qualche decina di chilometri da questa ex-frontiera con la Francia e che, pur scrivendo quasi sempre di Liguria, soggiorna di più, dopo avere “vissuto a lungo in America Latina e in Spagna”, sulla costa olandese.

Con la mia passionaccia per la storia dovrei aggiungere qualcosa almeno su un'altra opera dell'autore Magliani, “L'estate dopo Marengo”. Ma, come sopra promesso, proverò a riparlare di lui.

Dovrei anche rammentare il garbato ritratto, di persona solare, anticonformista ed estroversa che me ne fece un'amica di famiglia. O ricordare che è sodale di diversi blogger, che gli hanno dedicato post intrinsecamente più validi del mio.

 
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from Byte for your thoughts

When looking at teams of developers it's rare to find all members at the same skill level. Even in those rare occasions, they are likely to differ in their communication styles and in mental model of the system they are working on. On the other hand, it's important for team members to be able to communicate efficiently and to have a share common model of the application architecture.

In the team I lead there are members with different skill levels, and we are developing and supporting multiple production services. I wanted to simultaneously:

  • Improve the architecture-level overview juniors had of our services.
  • Bring our shared visual language to a next level.

Here's an exercise I came up for achieving this.

Rules of the game

Players sit in a circle, for example around a conference table. They should have some space for themselves on the table, and they should have a clear idea of who the next person around the table is. At the beginning of the game, each player is given a peace of paper with a name of one of the team's services written on the top.

In the first round, which takes 7 minutes, each player must draw the architecture of the service named on their paper. They must not use any letters or numbers in their diagrams. Other symbols, arrows, etc are permitted. After they're done drawing they should fold the paper so that only the diagram is visible and pass it to the next person around the table.

In this way papers are shifted by one place, and each player is now presented with a drawing of an architecture diagram. In the second turn each player must guess the service that the diagram is depicting and write its name on the paper. This turn is a bit shorter, lasting at most 5 minutes. After the time expires, or everyone is done, each player should fold the paper again so that only the service name is visible and pass it on to the next player.

The third turn is the same as the first one, with all players drawing the service named on their papers, folding them and passing them on. The game continues with a succession of odd drawing turns and even service naming turns until papers have made a full circle around the table. At the end all papers are unfolded and the group compares and comments on their diagrams and guesses. Each player picks the best ideas for drawing the service they started with and presents the definitive diagram for it. Those diagrams can later on be documented and refereed back to when needed. Additionally, expressed ideas, iconography, patterns etc. become part of the common visual language of the team and can be used in future diagrams to convey ideas more quickly and precisely.

Takeaways from running the exercise

It was immediately apparent how fun the exercise was for all participants. We've had many laughs through the drawing and guessing parts of the game. It was equally fun to guess the service from others' diagrams and to despair over ones own predicament when having to draw them. The fun helped more recluse team members to open up, and encouraged experimentation while reducing the fear of failure for less experienced teammates.

It was also interesting to see the difference in approach between team members with more and less experience. The more senior people tended to use established diagram types and shapes corresponding to certain architecture component. For example using a cilindar for a database or storage component, rectangle for an application, etc. On the other hand juniors tended to freestyle more, with some of them drawing business processes in almost cartoon-like style.

The rule prohibiting the use of letters and numbers meant that team members had to come up with their own ways of labeling certain architecture components. In this aspect seniority did not appear to play a major role, as all participants approached the challenge with different levels of creativity. Common solutions included labeling third party technologies with their respective logos, and making up icons for internal applications that lack such branding. (As a side note, this got us thinking about developing branding for our in-house applications!)

In the end we agreed on a common set of symbols for representing general architecture components and iconography for particular services. We also created a canonical diagram for each of our team's services.

Review

Later on I collected direct feedback on the exercise from all team members in our by-weekly one-on-one meetings. They all reacted well to it, and reported having fun (that much was always obvious). What was left as an open question is if the gained knowledge warranted the time investment. In the end an equivalent effect might have been achieved if a senior developer on the team took the time to render the architecture diagrams for all services and had juniors examine it and read up on different types of technical drawings.

One benefit of the drawing exercise over this top-down approach is in its team building potential. Since all team members participate in defining the canonical diagrams and common iconography the sense of ownership over the final drawings is also shared. Additionally, those team members who benefit more from affirmation and positive feedback will find the inclusive nature of the exercise rewarding, since everyone's ideas are incorporated in the final design.

If spending some extra time on this type of exercise sounds like a worthwhile trade-off to you, then feel free to run it with your own team! If you do so, I'd love to hear your own results, reaction of your team members and any additional observations you might have. You can get in touch with me:

 
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from veer66

ผมทำตามตัวอย่างที่ https://tantivy-search.github.io/examples/basic_search.html แต่โมพวก field แล้วก็แก้ให้เป็นสองไฟล์แบบที่อยากใช้งาน

Cargo.toml

[package]
name = "v_search"
version = "0.1.0"
authors = ["Vee Satayamas <vee.sa@protonmail.com>"]
edition = "2018"

[dependencies]
tantivy = "0.10.2"

[[bin]]
name = "make_index"
path = "src/make_index.rs"

[[bin]]
name = "search"
path = "src/search.rs"

make_index.rs

ส่วนที่ผมงงแรก ๆ เลยคือ STORED อ่านมาบอกว่าสามารถอ่านข้อมูลคืนมาด้วย id เข้าใจว่าถ้า field ไหนไม่ STORED คือทำ index อย่างเดียวจริง ๆ แต่ข้อมูลต้นฉบับหาย แต่ผมก็ยังไม่ลองว่าถ้าไม่ใส่มันจะไม่ได้เชียวหรือ ?

use tantivy::doc;
use tantivy::schema::*;
use tantivy::Index;

fn main() -> tantivy::Result<()> {
    let index_path = "idx"; 
    let mut schema_builder = Schema::builder();
    schema_builder.add_text_field("textunit", TEXT | STORED);
    let schema = schema_builder.build();
    let textunit = schema.get_field("textunit").unwrap();
    let index = Index::create_in_dir(&index_path, schema.clone())?;
    let mut index_writer = index.writer(50_000_000)?;

    index_writer.add_document(doc!(
        textunit => "A",
    ));

    index_writer.commit()?;
    Ok(())
}

search.rs

use tantivy::collector::TopDocs;
use tantivy::query::QueryParser;
use tantivy::schema::*;
use tantivy::Index;
use tantivy::ReloadPolicy;

fn main() -> tantivy::Result<()> {
    let index_path = "idx"; 
    let mut schema_builder = Schema::builder();
    schema_builder.add_text_field("textunit", TEXT | STORED);
    let schema = schema_builder.build();
    let textunit = schema.get_field("textunit").unwrap();
    let index = Index::open_in_dir(index_path)?;
    let reader = index
        .reader_builder()
        .reload_policy(ReloadPolicy::OnCommit)
        .try_into()?;
    let searcher = reader.searcher();

    let query_parser = QueryParser::for_index(&index, vec![textunit]);
    let query = query_parser.parse_query("A")?;
    let top_docs = searcher.search(&query, &TopDocs::with_limit(10))?;
    for (_score, doc_address) in top_docs {
        let retrieved_doc = searcher.doc(doc_address)?;
        println!("{}", schema.to_json(&retrieved_doc));
    }
    Ok(())
}

อันนี้ผมก็คือทำ index ไว้ใน directory ชื่อ idx แล้ว แล้วอีกไฟล์ก็มา search แค่นี้เลย

 
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from eraofcelestials2

Era Of Celestials Hack Cheats – Free Gold, Diamonds And Ruby Generator We want to share with you our new product which is Era of Celestials Hack Cheats, great program which allows you to get all resources that are available in game. Program is compatible with iOS and Android mobile devices and allows you to get Gold, Diamonds and Ruby to become the best player in the whole world. Thanks to Era of Celestials Hack you can easily save a lot of time and money. Program is safe and has special anti-ban protection, so you don’t have be afraid that you might get banned. Click the link below to try Era Of Celestials Hack Cheats – Free Gold, Diamonds And Ruby Generator.

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from panjilonji

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from Adriano Maini

Vento di mare

Vento di mare, vento di terra, libeccio, grecale e via dicendo. Qui, nell'estremo ponente della provincia di Imperia, affacciati come siamo sul mare, siamo portati a considerare il vento un ospite abituale. Io, dal canto mio, non sono mai riuscito a imparare i nomi precisi dei vari fenomeni. Tant'è!

Di solito, insiste un vento di mare.

Che mi fa tornare in mente tante immagini e tante situazioni.

Pensando alla vicina Provenza, un dicembre di diversi anni fa con una Marsiglia veramente flagellata: dal sagrato di Notre Dame de la Garde sembrava che l'isolotto d'If venisse, insieme a tutte le memorie del Conte di Montecristo, da un momento all'altro inghiottito dalla furia del mare. E per associazione d'idee penso ad un vento (dei venti) che ha (hanno) altre provenienze e che quasi sempre si accompagna (accompagnano) allo scorrere tumultuoso di torrenti e di fiumi montani, il vento (i venti) che spira (spirano) nelle Alpi di Bassa Provenza nelle pagine di Pierre Magnan, dense di omicidi gotici, di personaggi comunque indimenticabili anche perché quasi tutti avulsi dallo scorrere della storia, dei variopinti colori di cime, foreste, prati, rocce, forre, giardini segreti; della natura e di pietre, pregne di storia, insomma.

Nel Ponente Ligure quasi in ogni stagione, invece, la furia del vento spinge il mare a devastare litorali di difficile, anche per l'incuria dell'uomo, ripascimento, spesso con conseguenze devastanti per gli stabilimenti balneari e per le stesse opere di fabbrica delle passeggiate a mare. Sul piano letterario pagine sublimi sugli effetti cangianti, di luce, di colore, di forma, del vento sul nostro mare ha scritto un insigne autore di questa terra, Francesco Biamonti.

 
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from Adriano Maini

Via Due Camini

Certe mie emozioni acquisiscono dimensioni particolari nel caso di racconti o romanzi, che delineano anche sommariamente, quasi per inciso, affidandosi alla cifra della memoria, certi angoli o certo vissuto di Ventimiglia (IM) e del Ponente Ligure. Soprattutto se scritti da un amico finalmente ritrovato o da chi non incontro più praticamente dai tempi della scuola. E, forse, il mio coinvolgimento è ancora più forte, perché sono libri da me scoperti e, quindi, letti, come mio solito, quasi trasognato, in ritardo. Chi scrive di Ventimiglia di solito non può prescindere dal mare. Dalle piccole baie, dalle calette, dalle rocce, sempre più numerose verso la frontiera. E c'è, tra gli autori cui ho qui solo accennato, chi sottolinea che, a esplorare e vivere questi paesaggi, e questo ambiente, una vera barriera con la Francia non vi sia mai stata. Ho anche rinvenuto una intrigante scansione, alla quale si affida un personaggio, di nomi di monti ben visibili dalla costa del Ponente Ligure. Per varie associazioni di idee è riemersa viva nella mia mente una giovanile serata di fine estate, un'escursione dalla Margunaira di Ventimiglia a Via Due Camini, una zona, questa, in discreta altura, che consente un'ampia panoramica, soprattutto sul mare. Non ricordo se entrammo nell'omonima trattoria, meta tradizionale per tanti anni di gite fuori porta, rimaste nel vissuto popolare, anche perché quell'esercizio da tempo è chiuso. Una serata fatta quasi di niente, se non del discorrere allegramente in compagnia salendo e ridiscendendo, dopo una breve sosta lassù, in città: ero ancora inconsapevole che l'età della spensieratezza stava finendo.

 
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from Rolistologie

Le 15 avril 2019 au soir, la plupart de mes amis m'ont envoyé un message dont le propos était “Tu as vu, le QG des anges brûle ! Tu vas en faire un scenar ?” ce à quoi j'ai répondu narquoisement “Bande de naïfs, le QG est au sous-sol de Notre-Dame, pas dans la charpente...” avant de promettre qu'effectivement il y aurait un scénario. Et la conception de ce scénario est un bon exemple pour expliquer comment écrire un scénario d'#INSMVadlib en s'inspirant de l'actualité.

Le premier point important est de prendre du recul. Par exemple attendre que les différentes enquêtes aboutissent. Car si l'on souhaite coller aux événements (ce qui est un des objectifs d'INSMValib), il sera peut-être délicat d'accorder ce que vous aviez écrit aux dernières révélations. En attendant, formulez des hypothèses, notamment en impliquant plusieurs acteurs du Grand Jeu. Ici, on parle d'incendie, donc on pense à Belial, mais aussi à Gabriel. Daniel est évident, mais pourquoi pas Morax ou Dispater puisqu'on touche à un monument ? Didier et Nybbas pour la couverture et l'impact médiatique, Novalis et Jordi pour les conséquences sur les stocks de bois pour la reconstruction, mais aussi Mammon et Marc pour les retombées financières... Sans parler de la 3ème Force que vous ne devez surtout pas oublier, mais que je n'évoquerai pas ici pour des raisons de simplifications (et de culte du secret). Ces potentielles implications vous serviront plus tard.

Ensuite, pensez aux éventuelles conséquences côté spécifiquement Grand Jeu. Par exemple : non, le QG angélique n'a pas été affecté, à moins que ce ne soit une diversion ? Mais surtout, et c'est le plus intéressant, étudiez les conséquences sur la société mortelle. En reprenant l'exemple de Notre-Dame, pour l'instant on voit en résumant 3 axes :

  • l'excuse pratique et la récupération politique du gouvernement
  • les dons massifs pour une reconstruction
  • la pollution (notamment au plomb, qui a été d'ailleurs passée sous silence dans les premiers jours)

Pour chacune de ces conséquences, associez un acteur qui y trouverait son intérêt. Par exemple Malphas, Mammon et beaucoup d'anges, pour la première, Mammon et l'administration angélique qui va en profiter pour moderniser le bâtiment pour la deuxième, Uphir pour la troisième...

À partir de là, vous devrez avoir des acteurs pour les motivations, et d'autres (ou les mêmes) pour le modus operandi. C'est le moment d'imaginer le déroulé. Par exemple, Mathias, mandaté par le Conseil Angélique, manipule des Belial pour organiser l'incendie dans le but de se payer à moindre coup une nouvelle toiture bourrée d'appareils de surveillance. Mais les Belial en profitent pour contacter des Uphirs qui vont orienter l'opération vers une génération de pollution. Mais gardez bien en tête que la chaîne d'acteurs peut être complètement inversée. Par exemple : sur une demande d'Uphir des Belial manipulent un Daniel en faisant passer l'incendie pour une opération angélique (rénovation), dans le but de viser la pollution, mais les anges récupèrent la catastrophe tant politiquement que économiquement.

L'étape suivante est de se décider sur le propos et l'intention du scénario (ce sont les deux points les plus importants). Et en fonction, vous pourrez privilégier un petit nombre d'interprétations parmi toutes celles qui vous étaient venues en tête. Par exemple si vous voulez mettre en scène une modification des rapports de forces entre des acteurs du Grand Jeu, en y impliquant les joueurs, ou leur donner l'occasion de tisser des liens et de se positionner face aux autres protagonistes, une explication qui mets en scène des intérêts contraires au sein du même camp, et des magouilles est bien adaptée. Mais vous pouvez plutôt insister sur des aspects sociétaux. Par exemple pour dénoncer la dérive tout-surveillance, une intrigue où les omniprésentes caméras de sécurité révèlent une autre affaire très gênante pour le camp des PJs et qui n'aurait jamais due être remontée au public, alors que de l'autre côté, la facilité de piratage les rend inutiles pour l'enquête sur l'incendie. Pour critiquer l'évasion fiscale, un scenar centré sur les grosses fortunes qui se sont empressées de faire des dons, et dont les marionnettistes (genre des grades 3) pourraient être les commanditaires de l'incendie. Cet angle d'attaque est également propice à des problèmes type lutte des classes. Ou encore pour insister sur la stupidité de Trump, inventer des coulisses à sa déclaration sur les canadairs, et imaginer des conséquences à combattre si certains alignés prenaient son idée au pied de la lettre...

Dernier point, mais un des plus importants : si vous jouez en campagne / table ouverte, et que vous connaissez les persos de vos joueurs, impliquez leurs relations et leurs leviers de motivations. Cas hyper simple : le responsable caché est le supérieur d'un des persos, et le commendataire de l'enquête celui d'un autre.

Et bien sûr cette étude peut être effectuée pour tout type d’actualité, de l’événement majeur au fait divers. Les sources d’inspiration sont donc infinies !

#JdR #INSMV #INSMVadlib

 
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from Adriano Maini

Jean Giono

La stima di Francesco Biamonti per questo grande scrittore della Provenza. Certe luci, certi colori, certe montagne di Manosque (dove dimorava stabilmente Giono, che però ambientava le sue opere di autentico grande livello in altre parti della Provenza e non solo) che ricordano il nostro entroterra in provincia di Imperia: e quella posizione geografica (solo per citare, la montagna della Lure, la Durance, la Bleone) trova a mio avviso in Pierre Magnan (forse per i più non eccelso autore, ma pur sempre amico di Giono) un sincero e convincente cantore. Di Giono dirò, infine, che con L'affare Dominici seppe condurre una coraggiosa inchiesta giornalistica dai toni elegiaci – purtroppo non coronata da successo – contro storture poliziesche e giudiziarie che si esercitavano proprio dalle sue parti. E mi preme ricordare ancora per contrappasso l'umanità di certi suoi gendarmi di metà Ottocento, che si muovevano a cavallo in notti di tregenda a ponente del Rodano...

 
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from sondahonda

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from Byte for your thoughts

Any software system will eventually experience a degradation, outage or a similar incident. Depending on the type of business you're in this can lead to a loss of revenue and clients or even have legal repercussions. That is why it's important to have a good incident management process for resolving incidents, reporting on their impact and preventing them from happening again.

In this blog post I'll describe my personal experience with some challenges of establishing the incident management process and why I built a tabletop role-playing game Deployments and Disasters to deal with them.

My perspective

I work at Infobip. We are a tech company with over 300 developers and additional 200 customer support engineers. Our developers are divided into teams of around 5 to 10 people. Teams own their services and are responsible for both building and maintaining them in production. Support engineers monitor key business metrics and maintain contact with clients. In total that's over 500 people and each one of them can be called upon to participate in resolving an ongoing incident.

One benefit of this approach is that people most familiar with a given code-base will directly work on resolving the incident. Additionally, trained support personnel are in contact with clients thus allowing developers to focus on fixing the issue.

On the other hand, there are drawbacks to this approach. Not everyone will work equally well under pressure, different people have different levels of experience, each team might develop their own procedures, use different tools, etc. Most of these can be addressed with a fine-tuned incident management procedure and a set of common tools to back it up. Some good ideas include chatops, centralized logging and metrics, premade dashboards and alerting. I will not go into details on these things here.

Challenges to tackle

What I'd like to focus on instead are the following three challenges that emerge after management procedure and all of the tools are in place:

  1. All involved with incident management should familiarize themselves with the procedure and available tools. The more people the bigger this issue is. At one point even awareness of the process can become a problem.
  2. Incident management process involves different roles: customer support, programmers, sysadmins, database administrators, devops engineers, etc. They all need to work together, despite having different objectives at any given time during the incident.
  3. Many roles involved in incident management are technical. They view resolving the incident as their objective and are focused on detecting and removing the immediate cause of the issue. As a result they may not think of affected customers and thus miss out on opportunities to notify them of the impact, or even alleviate parts of it sooner.

Awareness of the procedure

Educating people about procedures and tools can generally be achieved with incident management training. Roughly speaking, there are 2 approaches to it:

  1. Simulating the incident realistically, with participants using actual tools, interacting with high fidelity data and directly applying their real life skills.
  2. Keeping the training abstract and basing it on gaming techniques. I've found success with adopting the mechanics of tabletop role-playing games.

Picking a game based approach has several advantages. For one, it reduces the prohibitive cost of recreating the data required to realistically simulate the incident. It allows for addressing the other two challenges, namely the empathy towards other roles and customer centric mentality.

However, the killer feature of game based training is that it's fun. Especially when compared to reading procedure documentation and how-to guides, or attending seminars. The benefits of this are twofold. First it makes the exercise more memorable for the attendants. Secondly, it helps with organizing future sessions, as people are more interested in attending.

There's one additional benefit of role-playing based approach. It turns entire exercise into a structured storytelling experience. This structure provides a safe environment for all attendants to share their insights and knowledge with each other. The benefits are most noticeable with introverted players.

Empathy for other roles

At any one time during the incident, each different role might have a different objective. For example, support engineer needs to inform the clients of exact impact of the incident. On the other hand programmers need to identify the cause of the issue. In this situation support needs information on client facing API from the development team that is focused on debugging the backend. This can create tension between those two roles.

One thing that games excel at is placing players into other people's shoes. In Deployments and Disasters I facilitate this by defining specific roles with unique mechanical characteristics. When starting the game session I make sure that players shuffle the roles so that they don't play the same one they have in real world. For example, I encourage developers to play the role of customer support.

This has two benefits:

  1. Players get to experience what incident looks like from the perspective of other roles. This builds empathy by making players go through the tough choices and strive for hard to reach objectives that their colleagues usually experience.
  2. It also encourages players to share their knowledge and practices. It reverses the real world dependencies between the roles. For example, if developers usually depend on database administrators for optimizing their databases then inverting the roles will make admins more sympathetic towards the other role's needs.

Customer centric mindset

I'd like my developers to approach incident management with more of a customer centric mindset. Other teams, companies or situations may require some other adjustments. Fortunately, game mechanics are well suited for this.

In games, players regularly receive and accomplish arbitrary objectives. By carefully picking stated objectives and mechanical incentives game designers can impact player mindset.

In Deployments and Disasters I achieve this with a few rules:

  1. The main objective of the game session is to resolve the incident within a set number of turns, represented by an incident clock. At the beginning of the game players have 6 turns to resolve the issue. However, If they devote time to communicate the issues to the clients their time doubles to a total of 12 turns.
  2. Clients are active actors in the game (controlled by the DM) and they can impact the state of the system. For example, they can escalate the problem by attempting to fix it themselves. Alternatively they can be used to reveal valuable information and hints.
  3. During the course of the game some important (gold / platinum) clients can contact the players and ask for status updates or request special attention. This can be used to illustrate different types of clients.
  4. Incident scenario starts with only some clients impacted. Players can still escalate the situation and spread the impact to other clients. Or, they can proceed with caution and reduce the impact as they go along.

Work so far

So far I've set up basic set of rules and game mechanics for Deployments and Disasters which you can find on GitHub. The game presented there is early sample of a work in progress. One significant ommition is the lack of incident scenarios. I've created one of them for test runs I've played at work, however it is tightly coupled with our internal procedures and custom tools we use. My plan is to create an example scenario with open-source tooling that anyone can use as a base for their exercise.

I've held two test training sessions at work and feedback was generally good. Players found the game entertaining, but also reported learning about new tools and procedures. I'm yet to create additional scenarios, but there's interest in replaying the existing one with teams that haven't seen it yet. I'm also exploring ways of connecting the exercise with employee evaluation and professional development programs that we have.

Feel free to use the Deployments and Disasters to build your own incident scenarios on top of. Or stay tuned for future developments, as I will strive to publish example scenarios myself. You can watch the GitHub repo for updates, or follow this blog by:

If you have any feedback, comments or improvement ideas you can send me a pull request, or just contact me at:

 
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