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Distributed actor system with event sourcing for Go: - event.go - Event, ActorSnapshot, EventStore interface - eventbus.go - EventBus, EventBroadcaster for pub/sub - nats_eventbus.go - NATS-backed cross-node event broadcasting - store/ - InMemoryEventStore (testing), JetStreamEventStore (production) - cluster/ - Node discovery, leader election, shard distribution - model/ - EventStorming model types Extracted from arcadia as open-source infrastructure component. Co-Authored-By: Claude <noreply@anthropic.com>
188 lines
5.2 KiB
Go
188 lines
5.2 KiB
Go
package cluster
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import (
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"crypto/sha256"
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"encoding/binary"
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"fmt"
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"hash"
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"hash/fnv"
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)
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// MigrationStatus tracks actor migration progress
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type MigrationStatus string
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const (
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MigrationPending MigrationStatus = "pending"
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MigrationInProgress MigrationStatus = "in_progress"
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MigrationCompleted MigrationStatus = "completed"
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MigrationFailed MigrationStatus = "failed"
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)
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// PlacementStrategy determines where to place new actors
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type PlacementStrategy interface {
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PlaceActor(actorID string, shardMap *ShardMap, nodes map[string]*NodeInfo) (string, error)
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RebalanceShards(shardMap *ShardMap, nodes map[string]*NodeInfo) (*ShardMap, error)
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}
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// ShardManager handles actor placement and distribution
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type ShardManager struct {
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shardCount int
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shardMap *ShardMap
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hasher hash.Hash
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placement PlacementStrategy
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replication int
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}
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// NewShardManager creates a new shard manager
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func NewShardManager(shardCount, replication int) *ShardManager {
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return &ShardManager{
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shardCount: shardCount,
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shardMap: &ShardMap{Shards: make(map[int][]string), Nodes: make(map[string]NodeInfo)},
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hasher: fnv.New64a(),
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placement: &ConsistentHashPlacement{},
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replication: replication,
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}
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}
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// GetShard returns the shard number for a given actor ID
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func (sm *ShardManager) GetShard(actorID string) int {
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h := sha256.Sum256([]byte(actorID))
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shardID := binary.BigEndian.Uint32(h[:4]) % uint32(sm.shardCount)
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return int(shardID)
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}
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// GetShardNodes returns the nodes responsible for a shard
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func (sm *ShardManager) GetShardNodes(shardID int) []string {
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if nodes, exists := sm.shardMap.Shards[shardID]; exists {
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return nodes
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}
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return []string{}
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}
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// AssignShard assigns a shard to specific nodes
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func (sm *ShardManager) AssignShard(shardID int, nodes []string) {
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if sm.shardMap.Shards == nil {
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sm.shardMap.Shards = make(map[int][]string)
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}
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sm.shardMap.Shards[shardID] = nodes
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}
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// GetPrimaryNode returns the primary node for a shard
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func (sm *ShardManager) GetPrimaryNode(shardID int) string {
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nodes := sm.GetShardNodes(shardID)
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if len(nodes) > 0 {
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return nodes[0] // First node is primary
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}
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return ""
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}
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// GetReplicaNodes returns the replica nodes for a shard
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func (sm *ShardManager) GetReplicaNodes(shardID int) []string {
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nodes := sm.GetShardNodes(shardID)
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if len(nodes) > 1 {
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return nodes[1:] // All nodes except first are replicas
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}
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return []string{}
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}
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// UpdateShardMap updates the entire shard map
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func (sm *ShardManager) UpdateShardMap(newShardMap *ShardMap) {
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sm.shardMap = newShardMap
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}
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// GetShardMap returns a copy of the current shard map
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func (sm *ShardManager) GetShardMap() *ShardMap {
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// Return a deep copy to prevent external mutation
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copy := &ShardMap{
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Version: sm.shardMap.Version,
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Shards: make(map[int][]string),
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Nodes: make(map[string]NodeInfo),
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UpdateTime: sm.shardMap.UpdateTime,
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}
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// Copy the shard assignments
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for shardID, nodes := range sm.shardMap.Shards {
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copy.Shards[shardID] = append([]string(nil), nodes...)
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}
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// Copy the node info
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for nodeID, nodeInfo := range sm.shardMap.Nodes {
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copy.Nodes[nodeID] = nodeInfo
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}
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return copy
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}
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// RebalanceShards redistributes shards across available nodes
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func (sm *ShardManager) RebalanceShards(nodes map[string]*NodeInfo) (*ShardMap, error) {
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if sm.placement == nil {
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return nil, fmt.Errorf("no placement strategy configured")
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}
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return sm.placement.RebalanceShards(sm.shardMap, nodes)
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}
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// PlaceActor determines which node should handle a new actor
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func (sm *ShardManager) PlaceActor(actorID string, nodes map[string]*NodeInfo) (string, error) {
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if sm.placement == nil {
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return "", fmt.Errorf("no placement strategy configured")
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}
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return sm.placement.PlaceActor(actorID, sm.shardMap, nodes)
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}
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// GetActorsInShard returns actors that belong to a specific shard on a specific node
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func (sm *ShardManager) GetActorsInShard(shardID int, nodeID string, vmRegistry VMRegistry) []string {
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if vmRegistry == nil {
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return []string{}
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}
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activeVMs := vmRegistry.GetActiveVMs()
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var actors []string
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for actorID := range activeVMs {
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if sm.GetShard(actorID) == shardID {
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actors = append(actors, actorID)
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}
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}
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return actors
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}
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// ConsistentHashPlacement implements PlacementStrategy using consistent hashing
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type ConsistentHashPlacement struct{}
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// PlaceActor places an actor using consistent hashing
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func (chp *ConsistentHashPlacement) PlaceActor(actorID string, shardMap *ShardMap, nodes map[string]*NodeInfo) (string, error) {
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if len(nodes) == 0 {
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return "", fmt.Errorf("no nodes available for placement")
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}
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// Simple consistent hash placement - in a real implementation,
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// this would use the consistent hash ring
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h := sha256.Sum256([]byte(actorID))
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nodeIndex := binary.BigEndian.Uint32(h[:4]) % uint32(len(nodes))
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i := 0
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for nodeID := range nodes {
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if i == int(nodeIndex) {
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return nodeID, nil
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}
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i++
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}
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// Fallback to first node
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for nodeID := range nodes {
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return nodeID, nil
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}
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return "", fmt.Errorf("failed to place actor")
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}
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// RebalanceShards rebalances shards across nodes
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func (chp *ConsistentHashPlacement) RebalanceShards(currentMap *ShardMap, nodes map[string]*NodeInfo) (*ShardMap, error) {
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// This is a simplified implementation
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// In practice, this would implement sophisticated rebalancing logic
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return currentMap, nil
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} |