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The code blocks had backslash-escaped backticks which broke markdown preview. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
143 lines
3.9 KiB
Markdown
143 lines
3.9 KiB
Markdown
# Aether
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[](https://git.flowmade.one/flowmade-one/aether/actions/workflows/ci.yml)
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Event sourcing primitives for Go, powered by NATS.
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Aether provides composable building blocks for distributed, event-sourced systems without imposing framework opinions on your domain.
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## Why Aether?
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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.
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Aether provides clear primitives that compose well:
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- **Event sourcing primitives** - Event, EventStore interface, snapshots
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- **Event stores** - In-memory (testing) and JetStream (production)
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- **Event bus** - Local and NATS-backed pub/sub with namespace isolation
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- **Cluster management** - Node discovery, leader election, shard distribution
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Built for JetStream from the ground up, not bolted on.
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## Installation
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```bash
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go get git.flowmade.one/flowmade-one/aether
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```
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Requires Go 1.23 or later.
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## Quick Start
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Here is a minimal example showing event sourcing fundamentals: creating events, saving them to a store, and replaying to rebuild state.
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```go
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package main
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import (
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"fmt"
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"time"
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"github.com/google/uuid"
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"git.flowmade.one/flowmade-one/aether"
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"git.flowmade.one/flowmade-one/aether/store"
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)
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func main() {
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// Create an in-memory event store (use JetStream for production)
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eventStore := store.NewInMemoryEventStore()
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// Create and save events
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// Error handling omitted for brevity
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orderID := "order-123"
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orderPlaced := &aether.Event{
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ID: uuid.New().String(),
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EventType: "OrderPlaced",
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ActorID: orderID,
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Version: 1,
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Data: map[string]interface{}{"total": 99.99, "items": 3},
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Timestamp: time.Now(),
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}
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eventStore.SaveEvent(orderPlaced)
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orderShipped := &aether.Event{
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ID: uuid.New().String(),
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EventType: "OrderShipped",
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ActorID: orderID,
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Version: 2,
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Data: map[string]interface{}{"carrier": "FastShip", "tracking": "FS123456"},
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Timestamp: time.Now(),
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}
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eventStore.SaveEvent(orderShipped)
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// Replay events to rebuild state
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events, _ := eventStore.GetEvents(orderID, 0)
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state := make(map[string]interface{})
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for _, event := range events {
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switch event.EventType {
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case "OrderPlaced":
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state["total"] = event.Data["total"]
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state["items"] = event.Data["items"]
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state["status"] = "placed"
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case "OrderShipped":
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state["status"] = "shipped"
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state["carrier"] = event.Data["carrier"]
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state["tracking"] = event.Data["tracking"]
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}
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}
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fmt.Printf("Order state after replaying %d events:\n", len(events))
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fmt.Printf(" Status: %s\n", state["status"])
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fmt.Printf(" Total: $%.2f\n", state["total"])
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fmt.Printf(" Tracking: %s\n", state["tracking"])
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}
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```
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Output:
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```
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Order state after replaying 2 events:
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Status: shipped
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Total: $99.99
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Tracking: FS123456
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```
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## Key Concepts
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### Events are immutable
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Events represent facts about what happened. Once saved, they are never modified - you only append new events.
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### State is derived
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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.
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### Versions ensure consistency
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Each event for an actor must have a strictly increasing version number. This enables optimistic concurrency control:
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```go
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currentVersion, _ := eventStore.GetLatestVersion(actorID)
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event := &aether.Event{
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ActorID: actorID,
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Version: currentVersion + 1,
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// ...
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}
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err := eventStore.SaveEvent(event)
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if errors.Is(err, aether.ErrVersionConflict) {
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// Another writer saved first - reload and retry
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}
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```
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## Documentation
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- [Vision](./vision.md) - Product vision and design principles
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- [CLAUDE.md](./CLAUDE.md) - Development guide and architecture details
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## License
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See [LICENSE](./LICENSE) for details.
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