Packages

package projection

Ordering
  1. Alphabetic
Visibility
  1. Public
  2. All

Type Members

  1. sealed trait ProjectionConfig extends AnyRef
    Annotations
    @InternalApi()
  2. class ProjectionRegistryActor extends Actor with ActorLogging

    Build an in-memory, CRDT-backed representation of the status of each projection worker.

    Build an in-memory, CRDT-backed representation of the status of each projection worker. Each instance of this actor communicates with the

    WorkerCoordinator

    running locally to propagate requests and retrieve status of the actual worker actor. The retrieved data for requested and observed status is propagated to other peers.

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

    WorkerCoordinator }}} requests and retrieve status of the actual worker actor. The retrieved data for requested and observed status is propagated to other peers.

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

  3. sealed trait WorkerConfig extends AnyRef
    Annotations
    @InternalApi()
  4. class WorkerCoordinator extends Actor with ActorLogging

    The WorkerCoordinator actor spawns as soon as it receives

    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

Value Members

  1. object ProjectionConfig
    Annotations
    @InternalApi()
  2. object ProjectionRegistryActor
    Annotations
    @ApiMayChange()
  3. object WorkerConfig
  4. object WorkerCoordinator

Ungrouped