Packages

class WorkerCoordinator extends Actor with ActorLogging

The WorkerCoordinator actor spawns as soon as it receives

EnsureActive(tagName)

messages from the cluster and remains alive forever. Even when the requested status for given

WorkerCoordinates

dictate the status to be

Stopped

the

WorkerCoordinator

will exist. When getting the first EnsureActive message, the WorkerCoordinator pings back to the

ProjectionRegistryActor

to indicate “I’m here, I represent a worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

ProjectionRegistryActor }}} worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} message, the WorkerCoordinator pings back to the

ProjectionRegistryActor

to indicate “I’m here, I represent a worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

ProjectionRegistryActor }}} worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

Stopped }}} message, the WorkerCoordinator pings back to the

ProjectionRegistryActor

to indicate “I’m here, I represent a worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

ProjectionRegistryActor }}} worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinates }}} the status to be

Stopped

the

WorkerCoordinator

will exist. When getting the first EnsureActive message, the WorkerCoordinator pings back to the

ProjectionRegistryActor

to indicate “I’m here, I represent a worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

ProjectionRegistryActor }}} worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} message, the WorkerCoordinator pings back to the

ProjectionRegistryActor

to indicate “I’m here, I represent a worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

ProjectionRegistryActor }}} worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

Stopped }}} message, the WorkerCoordinator pings back to the

ProjectionRegistryActor

to indicate “I’m here, I represent a worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

ProjectionRegistryActor }}} worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

EnsureActive(tagName) }}} cluster and remains alive forever. Even when the requested status for given

WorkerCoordinates

dictate the status to be

Stopped

the

WorkerCoordinator

will exist. When getting the first EnsureActive message, the WorkerCoordinator pings back to the

ProjectionRegistryActor

to indicate “I’m here, I represent a worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

ProjectionRegistryActor }}} worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} message, the WorkerCoordinator pings back to the

ProjectionRegistryActor

to indicate “I’m here, I represent a worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

ProjectionRegistryActor }}} worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

Stopped }}} message, the WorkerCoordinator pings back to the

ProjectionRegistryActor

to indicate “I’m here, I represent a worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

ProjectionRegistryActor }}} worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinates }}} the status to be

Stopped

the

WorkerCoordinator

will exist. When getting the first EnsureActive message, the WorkerCoordinator pings back to the

ProjectionRegistryActor

to indicate “I’m here, I represent a worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

ProjectionRegistryActor }}} worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} message, the WorkerCoordinator pings back to the

ProjectionRegistryActor

to indicate “I’m here, I represent a worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

ProjectionRegistryActor }}} worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

Stopped }}} message, the WorkerCoordinator pings back to the

ProjectionRegistryActor

to indicate “I’m here, I represent a worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

ProjectionRegistryActor }}} worker for this WorkerCoordinates”. That is, when the cluster starts up there are as many instances of

WorkerCoordinator

as (numProjections x numTags). The same is not true for the actual worker actors running the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

WorkerCoordinator }}} the queryByTag streams. The actual worker actors are only started when requested and are stopped when requested.

An advantage of this pattern is that, because a WorkerCoordinator actor will know the projectionName and the tagName before the actual worker actor is created we can now make up a unique repeatable name for the worker actor. This unique String is called the workerKey. The workerKey is used in the worker actor name. This is useful in monitoring since the information regarding projection and tagName is easily accessible, but also because the ActorSystem can't run two actors with the same name. Trying to spawn the same worker in a single node will cause a failure.

See https://github.com/playframework/play-meta/blob/master/docs/design/projections-design.md#workercoordinator-actor

Source
WorkerCoordinator.scala
Linear Supertypes
Ordering
  1. Alphabetic
  2. By Inheritance
Inherited
  1. WorkerCoordinator
  2. ActorLogging
  3. Actor
  4. AnyRef
  5. Any
Implicitly
  1. by any2stringadd
  2. by StringFormat
  3. by Ensuring
  4. by ArrowAssoc
  1. Hide All
  2. Show All
Visibility
  1. Public
  2. All

Instance Constructors

  1. new WorkerCoordinator(projectionName: String, workerProps: (WorkerCoordinates) ⇒ Props, projectionRegistryActorRef: ActorRef)

Type Members

  1. type Receive = PartialFunction[Any, Unit]
    Definition Classes
    Actor

Value Members

  1. final def !=(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  2. final def ##(): Int
    Definition Classes
    AnyRef → Any
  3. def +(other: String): String
    Implicit
    This member is added by an implicit conversion from WorkerCoordinator to any2stringadd[WorkerCoordinator] performed by method any2stringadd in scala.Predef.
    Definition Classes
    any2stringadd
  4. def ->[B](y: B): (WorkerCoordinator, B)
    Implicit
    This member is added by an implicit conversion from WorkerCoordinator to ArrowAssoc[WorkerCoordinator] performed by method ArrowAssoc in scala.Predef.
    Definition Classes
    ArrowAssoc
    Annotations
    @inline()
  5. final def ==(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  6. def aroundPostRestart(reason: Throwable): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  7. def aroundPostStop(): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  8. def aroundPreRestart(reason: Throwable, message: Option[Any]): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  9. def aroundPreStart(): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  10. def aroundReceive(receive: akka.actor.Actor.Receive, msg: Any): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  11. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  12. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws( ... ) @native()
  13. implicit val context: ActorContext
    Definition Classes
    Actor
  14. def ensuring(cond: (WorkerCoordinator) ⇒ Boolean, msg: ⇒ Any): WorkerCoordinator
    Implicit
    This member is added by an implicit conversion from WorkerCoordinator to Ensuring[WorkerCoordinator] performed by method Ensuring in scala.Predef.
    Definition Classes
    Ensuring
  15. def ensuring(cond: (WorkerCoordinator) ⇒ Boolean): WorkerCoordinator
    Implicit
    This member is added by an implicit conversion from WorkerCoordinator to Ensuring[WorkerCoordinator] performed by method Ensuring in scala.Predef.
    Definition Classes
    Ensuring
  16. def ensuring(cond: Boolean, msg: ⇒ Any): WorkerCoordinator
    Implicit
    This member is added by an implicit conversion from WorkerCoordinator to Ensuring[WorkerCoordinator] performed by method Ensuring in scala.Predef.
    Definition Classes
    Ensuring
  17. def ensuring(cond: Boolean): WorkerCoordinator
    Implicit
    This member is added by an implicit conversion from WorkerCoordinator to Ensuring[WorkerCoordinator] performed by method Ensuring in scala.Predef.
    Definition Classes
    Ensuring
  18. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  19. def equals(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  20. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws( classOf[java.lang.Throwable] )
  21. def formatted(fmtstr: String): String
    Implicit
    This member is added by an implicit conversion from WorkerCoordinator to StringFormat[WorkerCoordinator] performed by method StringFormat in scala.Predef.
    Definition Classes
    StringFormat
    Annotations
    @inline()
  22. final def getClass(): Class[_]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  23. def hashCode(): Int
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  24. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  25. var lastStashed: Option[Status]
  26. def log: LoggingAdapter
    Definition Classes
    ActorLogging
  27. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  28. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  29. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  30. def postRestart(reason: Throwable): Unit
    Definition Classes
    Actor
    Annotations
    @throws( classOf[java.lang.Exception] )
  31. def postStop(): Unit
    Definition Classes
    Actor
    Annotations
    @throws( classOf[java.lang.Exception] )
  32. def preRestart(reason: Throwable, message: Option[Any]): Unit
    Definition Classes
    Actor
    Annotations
    @throws( classOf[java.lang.Exception] )
  33. def preStart(): Unit
    Definition Classes
    Actor
    Annotations
    @throws( classOf[java.lang.Exception] )
  34. def receive: Receive
    Definition Classes
    WorkerCoordinator → Actor
  35. implicit final val self: ActorRef
    Definition Classes
    Actor
  36. final def sender(): ActorRef
    Definition Classes
    Actor
  37. def supervisorStrategy: SupervisorStrategy
    Definition Classes
    Actor
  38. final def synchronized[T0](arg0: ⇒ T0): T0
    Definition Classes
    AnyRef
  39. def toString(): String
    Definition Classes
    AnyRef → Any
  40. def unhandled(message: Any): Unit
    Definition Classes
    Actor
  41. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  42. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  43. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws( ... ) @native()
  44. def [B](y: B): (WorkerCoordinator, B)
    Implicit
    This member is added by an implicit conversion from WorkerCoordinator to ArrowAssoc[WorkerCoordinator] performed by method ArrowAssoc in scala.Predef.
    Definition Classes
    ArrowAssoc

Inherited from ActorLogging

Inherited from Actor

Inherited from AnyRef

Inherited from Any

Inherited by implicit conversion any2stringadd from WorkerCoordinator to any2stringadd[WorkerCoordinator]

Inherited by implicit conversion StringFormat from WorkerCoordinator to StringFormat[WorkerCoordinator]

Inherited by implicit conversion Ensuring from WorkerCoordinator to Ensuring[WorkerCoordinator]

Inherited by implicit conversion ArrowAssoc from WorkerCoordinator to ArrowAssoc[WorkerCoordinator]

Ungrouped