ActorES

An event sourcing and CQRS astraction that aims to be practical more than "go by the book". It's built on top of Riker a lightweight actor framework.
WARNING It's pretty much alpha quality at the moment, features are still missing and the API is still changing.

Overview draft

How to use

This library adds a few extra event-sourcing related concepts to Riker, most notably the entity which represents a domain where external commands and bussiness logic is handled. Created with the Entity actor using the usual Riker machinery(see creating actors). rust let entity = actor_system.actor_of_args::<Entity<MyEntity>, _>("my-entity", SomeArgs)`;

Defining your entity

Suppose MyEntity is a user supplied struct that implements the ES trait. ```rust struct MyEntity;

[async-trait]

impl ES for MyEntity { type Args = SomeArgs; // the arguments passed to the constructor type Model = MyData; // The "model" is the data that is to be persisted along with its changes. type Cmd = MyEntityCommands; // The external command or commands(often in the form of an enum) this entity can handle. // type Event = (); // TODO: Similar to commands but for handling events emitted by other entities. type Error = MyEntityError; // Error produced by the handler functions.

// Used to construct an entity, receives the Entity actor's context // to be able to create other actors and hold their references fn new(_cx: &Context>, _args: Self::Args) -> Self { MyEntity }

async fn handle_command(&mut self, cmd: Self::Cmd) -> Result { // do your command handling here and return a commit that will be persited // to the configured store(a simple memory store atm).

// when entities are created for the first time
Ok(Event::Create(MyData).into())
// or to update an existing entity
// Ok(Event::Change("some id".into(), MyDataUpdate).into())

} } ```

Models and rehidrating an entity's state

Define your aggregate(the data model), the updates it can handle and how to apply them.

```rust struct MyData { someid: String, somefield: String, other_field: Option }

enum MyDataUpdate { TheChange(String, String), LittleChange(String), }

impl Model for MyData { type Change = MyDataUpdate;

fn id(&self) -> EntityId { self.some_id.into() }

fn applychange(&mut self, change: Self::Change) { match change { MyDataUpdate::TheChange(field, other) => { self.somefield = field; self.otherfield = Some(other); }, MyDataUpdate::LittleChange(field) => { self.somefield = field; }, } } } ```

Dispatching commands and queries

RikerES provides an entity manager that will create and manage your entities when they are registered. It provides a simpler API to send commands and queries to the right entity. ```rust let mgr = Manager::new(actor_system).register::(SomeStore::new(), SomeArgs);

let id = mgr.command(MyEntityCommands::DoSomething).await; let data = mgr.query::(id).await.unwrap(); In the meantime(while I find a way to make it more automagical) you'll also have to implement `EntityName` for both the entity and the command to be able to dispatch commands to the right entity. rust impl EntityName for MyEntity { const NAME: &'static str = "my-entity"; } impl EntityName for MyEntityCommands { const NAME: &'static str = "my-entity"; } ```