Add EventStored internal event published to the EventBus when events are successfully persisted. This allows observability components (metrics, projections, audit systems) to react to persisted events without coupling to application code. Implementation: - Add EventTypeEventStored constant to define the event type - Update InMemoryEventStore with optional EventBroadcaster support - Add NewInMemoryEventStoreWithBroadcaster constructor - Update JetStreamEventStore with EventBroadcaster support - Add NewJetStreamEventStoreWithBroadcaster constructor - Implement publishEventStored() helper method - Publish EventStored containing EventID, ActorID, Version, Timestamp - Only publish on successful SaveEvent (not on version conflicts) - Automatically recorded in metrics through normal Publish flow Test coverage: - EventStored published after successful SaveEvent - No EventStored published on version conflict - Multiple EventStored events published in order - SaveEvent works correctly without broadcaster (nil-safe) Closes #61 Co-Authored-By: Claude Code <noreply@anthropic.com>
Aether
Event sourcing primitives for Go, powered by NATS.
Aether provides composable building blocks for distributed, event-sourced systems without imposing framework opinions on your domain.
Why Aether?
Building distributed, event-sourced systems in Go requires assembling many pieces: event storage, pub/sub, clustering, leader election. Existing solutions are either too heavy (full frameworks with opinions about your domain), too light (just pub/sub), or not NATS-native.
Aether provides clear primitives that compose well:
- Event sourcing primitives - Event, EventStore interface, snapshots
- Event stores - In-memory (testing) and JetStream (production)
- Event bus - Local and NATS-backed pub/sub with namespace isolation
- Cluster management - Node discovery, leader election, shard distribution
Built for JetStream from the ground up, not bolted on.
Installation
go get git.flowmade.one/flowmade-one/aether
Requires Go 1.23 or later.
Quick Start
Here is a minimal example showing event sourcing fundamentals: creating events, saving them to a store, and replaying to rebuild state.
package main
import (
"fmt"
"time"
"github.com/google/uuid"
"git.flowmade.one/flowmade-one/aether"
"git.flowmade.one/flowmade-one/aether/store"
)
func main() {
// Create an in-memory event store (use JetStream for production)
eventStore := store.NewInMemoryEventStore()
// Create and save events
// Error handling omitted for brevity
orderID := "order-123"
orderPlaced := &aether.Event{
ID: uuid.New().String(),
EventType: "OrderPlaced",
ActorID: orderID,
Version: 1,
Data: map[string]interface{}{"total": 99.99, "items": 3},
Timestamp: time.Now(),
}
eventStore.SaveEvent(orderPlaced)
orderShipped := &aether.Event{
ID: uuid.New().String(),
EventType: "OrderShipped",
ActorID: orderID,
Version: 2,
Data: map[string]interface{}{"carrier": "FastShip", "tracking": "FS123456"},
Timestamp: time.Now(),
}
eventStore.SaveEvent(orderShipped)
// Replay events to rebuild state
events, _ := eventStore.GetEvents(orderID, 0)
state := make(map[string]interface{})
for _, event := range events {
switch event.EventType {
case "OrderPlaced":
state["total"] = event.Data["total"]
state["items"] = event.Data["items"]
state["status"] = "placed"
case "OrderShipped":
state["status"] = "shipped"
state["carrier"] = event.Data["carrier"]
state["tracking"] = event.Data["tracking"]
}
}
fmt.Printf("Order state after replaying %d events:\n", len(events))
fmt.Printf(" Status: %s\n", state["status"])
fmt.Printf(" Total: $%.2f\n", state["total"])
fmt.Printf(" Tracking: %s\n", state["tracking"])
}
Output:
Order state after replaying 2 events:
Status: shipped
Total: $99.99
Tracking: FS123456
Key Concepts
Events are immutable
Events represent facts about what happened. Once saved, they are never modified - you only append new events.
State is derived
Current state is always derived by replaying events. This gives you a complete audit trail and the ability to rebuild state at any point in time.
Versions ensure consistency
Each event for an actor must have a strictly increasing version number. This enables optimistic concurrency control:
currentVersion, _ := eventStore.GetLatestVersion(actorID)
event := &aether.Event{
ActorID: actorID,
Version: currentVersion + 1,
// ...
}
err := eventStore.SaveEvent(event)
if errors.Is(err, aether.ErrVersionConflict) {
// Another writer saved first - reload and retry
}
Documentation
- Vision - Product vision and design principles
- CLAUDE.md - Development guide and architecture details
License
See LICENSE for details.