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aether/cluster/shard.go
Hugo Nijhuis e9e50c021f
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Initial aether repository structure
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>
2026-01-08 19:30:02 +01:00

188 lines
5.2 KiB
Go

package cluster
import (
"crypto/sha256"
"encoding/binary"
"fmt"
"hash"
"hash/fnv"
)
// MigrationStatus tracks actor migration progress
type MigrationStatus string
const (
MigrationPending MigrationStatus = "pending"
MigrationInProgress MigrationStatus = "in_progress"
MigrationCompleted MigrationStatus = "completed"
MigrationFailed MigrationStatus = "failed"
)
// PlacementStrategy determines where to place new actors
type PlacementStrategy interface {
PlaceActor(actorID string, shardMap *ShardMap, nodes map[string]*NodeInfo) (string, error)
RebalanceShards(shardMap *ShardMap, nodes map[string]*NodeInfo) (*ShardMap, error)
}
// ShardManager handles actor placement and distribution
type ShardManager struct {
shardCount int
shardMap *ShardMap
hasher hash.Hash
placement PlacementStrategy
replication int
}
// NewShardManager creates a new shard manager
func NewShardManager(shardCount, replication int) *ShardManager {
return &ShardManager{
shardCount: shardCount,
shardMap: &ShardMap{Shards: make(map[int][]string), Nodes: make(map[string]NodeInfo)},
hasher: fnv.New64a(),
placement: &ConsistentHashPlacement{},
replication: replication,
}
}
// GetShard returns the shard number for a given actor ID
func (sm *ShardManager) GetShard(actorID string) int {
h := sha256.Sum256([]byte(actorID))
shardID := binary.BigEndian.Uint32(h[:4]) % uint32(sm.shardCount)
return int(shardID)
}
// GetShardNodes returns the nodes responsible for a shard
func (sm *ShardManager) GetShardNodes(shardID int) []string {
if nodes, exists := sm.shardMap.Shards[shardID]; exists {
return nodes
}
return []string{}
}
// AssignShard assigns a shard to specific nodes
func (sm *ShardManager) AssignShard(shardID int, nodes []string) {
if sm.shardMap.Shards == nil {
sm.shardMap.Shards = make(map[int][]string)
}
sm.shardMap.Shards[shardID] = nodes
}
// GetPrimaryNode returns the primary node for a shard
func (sm *ShardManager) GetPrimaryNode(shardID int) string {
nodes := sm.GetShardNodes(shardID)
if len(nodes) > 0 {
return nodes[0] // First node is primary
}
return ""
}
// GetReplicaNodes returns the replica nodes for a shard
func (sm *ShardManager) GetReplicaNodes(shardID int) []string {
nodes := sm.GetShardNodes(shardID)
if len(nodes) > 1 {
return nodes[1:] // All nodes except first are replicas
}
return []string{}
}
// UpdateShardMap updates the entire shard map
func (sm *ShardManager) UpdateShardMap(newShardMap *ShardMap) {
sm.shardMap = newShardMap
}
// GetShardMap returns a copy of the current shard map
func (sm *ShardManager) GetShardMap() *ShardMap {
// Return a deep copy to prevent external mutation
copy := &ShardMap{
Version: sm.shardMap.Version,
Shards: make(map[int][]string),
Nodes: make(map[string]NodeInfo),
UpdateTime: sm.shardMap.UpdateTime,
}
// Copy the shard assignments
for shardID, nodes := range sm.shardMap.Shards {
copy.Shards[shardID] = append([]string(nil), nodes...)
}
// Copy the node info
for nodeID, nodeInfo := range sm.shardMap.Nodes {
copy.Nodes[nodeID] = nodeInfo
}
return copy
}
// RebalanceShards redistributes shards across available nodes
func (sm *ShardManager) RebalanceShards(nodes map[string]*NodeInfo) (*ShardMap, error) {
if sm.placement == nil {
return nil, fmt.Errorf("no placement strategy configured")
}
return sm.placement.RebalanceShards(sm.shardMap, nodes)
}
// PlaceActor determines which node should handle a new actor
func (sm *ShardManager) PlaceActor(actorID string, nodes map[string]*NodeInfo) (string, error) {
if sm.placement == nil {
return "", fmt.Errorf("no placement strategy configured")
}
return sm.placement.PlaceActor(actorID, sm.shardMap, nodes)
}
// GetActorsInShard returns actors that belong to a specific shard on a specific node
func (sm *ShardManager) GetActorsInShard(shardID int, nodeID string, vmRegistry VMRegistry) []string {
if vmRegistry == nil {
return []string{}
}
activeVMs := vmRegistry.GetActiveVMs()
var actors []string
for actorID := range activeVMs {
if sm.GetShard(actorID) == shardID {
actors = append(actors, actorID)
}
}
return actors
}
// ConsistentHashPlacement implements PlacementStrategy using consistent hashing
type ConsistentHashPlacement struct{}
// PlaceActor places an actor using consistent hashing
func (chp *ConsistentHashPlacement) PlaceActor(actorID string, shardMap *ShardMap, nodes map[string]*NodeInfo) (string, error) {
if len(nodes) == 0 {
return "", fmt.Errorf("no nodes available for placement")
}
// Simple consistent hash placement - in a real implementation,
// this would use the consistent hash ring
h := sha256.Sum256([]byte(actorID))
nodeIndex := binary.BigEndian.Uint32(h[:4]) % uint32(len(nodes))
i := 0
for nodeID := range nodes {
if i == int(nodeIndex) {
return nodeID, nil
}
i++
}
// Fallback to first node
for nodeID := range nodes {
return nodeID, nil
}
return "", fmt.Errorf("failed to place actor")
}
// RebalanceShards rebalances shards across nodes
func (chp *ConsistentHashPlacement) RebalanceShards(currentMap *ShardMap, nodes map[string]*NodeInfo) (*ShardMap, error) {
// This is a simplified implementation
// In practice, this would implement sophisticated rebalancing logic
return currentMap, nil
}