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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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Aether

CI

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.

Description
Distributed actor system with event sourcing for Go
Readme 800 KiB
Languages
Go 100%