actor-es

Crates.ioactor-es
lib.rsactor-es
version0.15.0
sourcesrc
created_at2020-09-10 12:19:32.429164
updated_at2020-09-10 12:19:32.429164
descriptionAn event sourcing + CQRS abstraction on top of Riker
homepage
repositoryhttps://github.com/Valiuapp/riker-es
max_upload_size
id287005
size200,089
Daniel Olano (olanod)

documentation

README

ActorES

An event sourcing and CQRS astraction that aims to be practical more than "go by the book". It's built on top of Riker a lightweight actor framework.
WARNING It's pretty much alpha quality at the moment, features are still missing and the API is still changing.

Overview draft

How to use

This library adds a few extra event-sourcing related concepts to Riker, most notably the entity which represents a domain where external commands and bussiness logic is handled. Created with the Entity actor using the usual Riker machinery(see creating actors).

let entity = actor_system.actor_of_args::<Entity<MyEntity>, _>("my-entity", SomeArgs)`;

Defining your entity

Suppose MyEntity is a user supplied struct that implements the ES trait.

struct MyEntity;

#[async-trait]
impl ES for MyEntity {
  type Args = SomeArgs; // the arguments passed to the constructor
  type Model = MyData; // The "model" is the data that is to be persisted along with its changes.
  type Cmd = MyEntityCommands; // The external command or commands(often in the form of an enum) this entity can handle.
  // type Event = (); // TODO: Similar to commands but for handling events emitted by other entities.
  type Error = MyEntityError; // Error produced by the handler functions.
  
  // Used to construct an entity, receives the `Entity` actor's context 
  // to be able to create other actors and hold their references
  fn new(_cx: &Context<CQRS<Self::Cmd>>, _args: Self::Args) -> Self {
    MyEntity
  }
  
  async fn handle_command(&mut self, cmd: Self::Cmd) -> Result<Self> {
    // do your command handling here and return a commit that will be persited
    // to the configured store(a simple memory store atm).
    
    // when entities are created for the first time
    Ok(Event::Create(MyData).into())
    // or to update an existing entity
    // Ok(Event::Change("some id".into(), MyDataUpdate).into())
  }
}

Models and rehidrating an entity's state

Define your aggregate(the data model), the updates it can handle and how to apply them.

struct MyData {
  some_id: String,
  some_field: String,
  other_field: Option<String>
}

enum MyDataUpdate {
  TheChange(String, String),
  LittleChange(String),
}

impl Model for MyData {
  type Change = MyDataUpdate;
  
  fn id(&self) -> EntityId {
    self.some_id.into()
  }
  
  fn apply_change(&mut self, change: Self::Change) {
    match change {
      MyDataUpdate::TheChange(field, other) => {
        self.some_field = field;
        self.other_field = Some(other);
      },
      MyDataUpdate::LittleChange(field) => {
        self.some_field = field;
      },
    }
  }
}

Dispatching commands and queries

RikerES provides an entity manager that will create and manage your entities when they are registered. It provides a simpler API to send commands and queries to the right entity.

let mgr = Manager::new(actor_system).register::<MyEntity, _>(SomeStore::new(), SomeArgs);

let id = mgr.command(MyEntityCommands::DoSomething).await;
let data = mgr.query::<MyEntity>(id).await.unwrap();

In the meantime(while I find a way to make it more automagical) you'll also have to implement EntityName for both the entity and the command to be able to dispatch commands to the right entity.

impl EntityName for MyEntity {
  const NAME: &'static str = "my-entity";
}
impl EntityName for MyEntityCommands {
  const NAME: &'static str = "my-entity";
}
Commit count: 39

cargo fmt