24 releases
0.8.11 | Oct 16, 2023 |
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0.8.10 | May 27, 2023 |
0.8.8 | Apr 22, 2023 |
0.8.5 | Feb 8, 2023 |
0.0.0 |
|
#20 in #event-driven-architecture
3,234 downloads per month
Used in 11 crates
(4 directly)
1MB
20K
SLoC
Coerce-rs
Coerce-rs is an asynchronous (async/await) Actor runtime and distributed system framework for Rust. It allows for extremely simple yet powerful actor-based distributed system development. With minimal code, you can build a highly scalable, fault-tolerant modern actor-driven application.
Features
Actors
- Type-safe actors
- Supervision / child spawning
- Location-transparent
ActorRef<A>
types (ActorRef may comprise of aLocalActorRef<A>
or aRemoteActorRef<A>
) - Metrics available out of the box
Remoting
- Communicate with an actor from anywhere in the cluster
- Actors can be deployed locally or to other remote nodes
- Protobuf network protocol
- Actor-driven networking layer
Distributed Sharding
- Actor IDs can resolve to specific shards, which can be spread across a cluster of Coerce nodes
- Automatic load balancing, shards will be fairly allocated across the cluster
- Self-recovering when nodes are lost, actors can be automatically restarted on other healthy nodes
Persistence
- Journaling / event sourcing
- Snapshotting
- Pluggable storage providers (in-memory and redis readily available, MySQL is planned)
Distributed PubSub
- Actors can subscribe to programmable topics from anywhere in the cluster
- System-level topic provided to receive updated system state (e.g new nodes joining, nodes lost etc.)
HTTP API
- Easily accessible metrics and information useful for diagnosis
How to build
Building Coerce is easy. All you need is the latest Rust stable or nightly installed, along with Cargo.
# Clone the repository
git clone https://github.com/leonhartley/coerce-rs && cd coerce-rs
## run Cargo build to build the entire workspace, including the examples and the tests
cargo build
## Alternatively, if you'd like to build the library, dependencies and run the tests
cargo test
How to run the examples
Sharded Chat example
ActorSystem
Every actor belongs to an ActorSystem.
async/await Actors
An actor is just another word for a unit of computation. It can have mutable state, it can receive messages and perform
actions. One caveat though.. It can only do one thing at a time. This can be useful because it can alleviate the need
for thread synchronisation, usually achieved by locking (using Mutex
, RwLock
etc).
How is this achieved in Coerce?
Coerce uses Tokio's MPSC channels (tokio::sync::mpsc::channel), every actor created spawns a task listening
to messages from a
Receiver
, handling and awaiting the result of the message. Every reference (ActorRef<A: Actor>
) holds
a Sender<M> where A: Handler<M>
, which can be cloned.
Actors can be stopped and actor references can be retrieved by ID from anywhere in your application. IDs are String
but if an ID isn't provided upon creation, a new Uuid
will be generated. Anonymous actors are automatically dropped (
and Stopped
)
when all references are dropped. Tracked actors (using global fn new_actor
) must be stopped.
Basic ActorSystem + EchoActor example
Example
pub struct EchoActor {}
#[async_trait]
impl Actor for EchoActor {}
pub struct EchoMessage(String);
impl Message for EchoMessage {
type Result = String;
}
#[async_trait]
impl Handler<EchoMessage> for EchoActor {
async fn handle(
&mut self,
message: EchoMessage,
_ctx: &mut ActorContext,
) -> String {
message.0.clone()
}
}
pub async fn run() {
let mut actor = new_actor(EchoActor {}).await.unwrap();
let hello_world = "hello, world".to_string();
let result = actor.send(EchoMessage(hello_world.clone())).await;
assert_eq!(result, Ok(hello_world));
}
Timer Example
pub struct EchoActor {}
#[async_trait]
impl Actor for EchoActor {}
pub struct EchoMessage(String);
impl Message for EchoMessage {
type Result = String;
}
pub struct PrintTimer(String);
impl TimerTick for PrintTimer {}
#[async_trait]
impl Handler<PrintTimer> for EchoActor {
async fn handle(&mut self, msg: PrintTimer, _ctx: &mut ActorContext) {
println!("{}", msg.0);
}
}
pub async fn run() {
let mut actor = new_actor(EchoActor {}).await.unwrap();
let hello_world = "hello world!".to_string();
// print "hello world!" every 5 seconds
let timer = Timer::start(actor.clone(), Duration::from_secs(5), TimerTick(hello_world));
// timer is stopped when handle is out of scope or can be stopped manually by calling `.stop()`
sleep(Duration::from_secs(20)).await;
timer.stop();
}
RemoteActorSystem
Dependencies
~5–18MB
~239K SLoC