クラスタシャーディング

クラスタシャーディング

クラスタシャーディングはクラスタのいくつかのノードにまたがってアクターを分散させ、時間とともに変化するであろうクラスタでの物理的な位置を気にすることなしに、それらを論理的な識別子を使って相互作用できるようにしたいときに便利です。

例として、アクターをドメイン駆動設計の用語で集約ルートとして表すこともできます。ここではアクターのことを"エンティティ"と呼びます。これらのアクターは一般的に永続性(耐久性)のある状態を持ちますが、この機能では状態が永続化されたアクターとは限りません。

Cluster sharding is typically used when you have many stateful actors that together consume more resources (e.g. memory) than fit on one machine. If you only have a few stateful actors it might be easier to run them on a Cluster Singleton node.

この文脈においてシャーディングは識別子を持ったアクターを意味するので、エンティティと呼び、クラスタの復数のノードにまたっがって自動的に分散させることができるようになります。それぞれのエンティティのアクターは一箇所でのみ稼働し、メッセージは送り元が宛先のアクターの居場所を必要とせず送れるようになります。これはこの拡張から提供される、エンティティ ID が含まれているメッセージをどうルートすれば最終的な宛先に届くのかを知っている ShardRegion アクターを通じてメッセージを送ることで成し遂げられます。

Cluster sharding will not be active on members with status WeaklyUp if that feature is enabled.

警告

クラスタシャーディングを自動ダウン機能と一緒に使わないでください。クラスタが2つの別のクラスタに分断するのを許してしまい、*復数のシャードとエンティティ*がそれぞれ別のクラスタで起動してしまう結果になるからです!Downing を参照してください。

これはエンティティのアクターがどのように見えるかの例です。

The above actor uses event sourcing and the support provided in UntypedPersistentActor to store its state. It does not have to be a persistent actor, but in case of failure or migration of entities between nodes it must be able to recover its state if it is valuable.

persistenceId がどう定義されているか注意してください。アクターの名前はエンティティの識別子 (URL エンコードされた utf-8) です。あなたは他の方法で定義するかもしれませんが、ユニークになる必要があります。

シャーディングの拡張を使うときはまず、一般的にはクラスタのそれぞれのノードのシステム起動時に、ClusterSharding.start メソッドでサポートされているエンティティの型を登録することになっています。ClusterSharding.start は参照を提供し、その参照を伝って渡すことができます。

The messageExtractor defines application specific methods to extract the entity identifier and the shard identifier from incoming messages.

この例はメッセージにあるエンティティの識別子を定義する 2 つの異なる方法を示しています。

  • Get メッセージはそれ自身の識別子を含んでいます。

  • EntityEnvelope は識別子を保持しており、エンティティのアクターに送られる本当のメッセージはそのエンベロープに包まれています。

Note how these two messages types are handled in the entityId and entityMessage methods shown above. The message sent to the entity actor is what entityMessage returns and that makes it possible to unwrap envelopes if needed.

A shard is a group of entities that will be managed together. The grouping is defined by the extractShardId function shown above. For a specific entity identifier the shard identifier must always be the same. Otherwise the entity actor might accidentally be started in several places at the same time.

良いシャーディングアルゴリズムを作ることは、それ自体が興味深い挑戦です。均一な分散、すなわちそれぞれのシャードに同じ量のエンティティになるように作ってみてください。経験則として、シャードの数はクラスタノードの計画された最大数の 10 倍より大きい数にすべきです。ノード数よりも少ないシャードだと、いくつかのノードにはシャードが一つもホストされなくなります。多すぎるシャードはシャードによる管理効率を損ない、例えば、リバランスのオーバーヘッドと、レイテンシの増加に繋がります。コーディネーターがそれぞれのシャードへの最初のメッセージルーティングに関わっているからです。シャーディングのアルゴリズムは稼働しているクラスタの全てのノードで同じである必要があります。クラスタの全てのノードを停止させた後、変更することができるようになります。

ほとんどのケースにおいて、エンティティの識別子の hashCode の絶対値をシャードの数で余剰を取るシンプルなシャードのアルゴリズムで上手くいきます。これは利便性のために ShardRegion.HashCodeMessageExtractor から提供されます。

エンティティへのメッセージはいつもローカルの ShardRegion を通じて送信されます。名付けられた、あるエンティティの型のための ShardRegion アクターの参照は ClusterSharding.start から返され、ClusterSharding.shardRegion でも取り出すことができます。エンティティのシャードの位置をまだ知らないとき、ShardRegion は、その位置を見つけ出します。それはメッセージを正しいノードに委譲し、オンデマンドで、すなわち特定のエンティティに最初のメッセージが送られたときにエンティティのアクターを作ります。

How it works

The ShardRegion actor is started on each node in the cluster, or group of nodes tagged with a specific role. The ShardRegion is created with two application specific functions to extract the entity identifier and the shard identifier from incoming messages. A shard is a group of entities that will be managed together. For the first message in a specific shard the ShardRegion request the location of the shard from a central coordinator, the ShardCoordinator.

The ShardCoordinator decides which ShardRegion shall own the Shard and informs that ShardRegion. The region will confirm this request and create the Shard supervisor as a child actor. The individual Entities will then be created when needed by the Shard actor. Incoming messages thus travel via the ShardRegion and the Shard to the target Entity.

If the shard home is another ShardRegion instance messages will be forwarded to that ShardRegion instance instead. While resolving the location of a shard incoming messages for that shard are buffered and later delivered when the shard home is known. Subsequent messages to the resolved shard can be delivered to the target destination immediately without involving the ShardCoordinator.

Scenario 1:

  1. Incoming message M1 to ShardRegion instance R1.
  2. M1 is mapped to shard S1. R1 doesn't know about S1, so it asks the coordinator C for the location of S1.
  3. C answers that the home of S1 is R1.
  4. R1 creates child actor for the entity E1 and sends buffered messages for S1 to E1 child
  5. All incoming messages for S1 which arrive at R1 can be handled by R1 without C. It creates entity children as needed, and forwards messages to them.

Scenario 2:

  1. Incoming message M2 to R1.
  2. M2 is mapped to S2. R1 doesn't know about S2, so it asks C for the location of S2.
  3. C answers that the home of S2 is R2.
  4. R1 sends buffered messages for S2 to R2
  5. All incoming messages for S2 which arrive at R1 can be handled by R1 without C. It forwards messages to R2.
  6. R2 receives message for S2, ask C, which answers that the home of S2 is R2, and we are in Scenario 1 (but for R2).

To make sure that at most one instance of a specific entity actor is running somewhere in the cluster it is important that all nodes have the same view of where the shards are located. Therefore the shard allocation decisions are taken by the central ShardCoordinator, which is running as a cluster singleton, i.e. one instance on the oldest member among all cluster nodes or a group of nodes tagged with a specific role.

The logic that decides where a shard is to be located is defined in a pluggable shard allocation strategy. The default implementation ShardCoordinator.LeastShardAllocationStrategy allocates new shards to the ShardRegion with least number of previously allocated shards. This strategy can be replaced by an application specific implementation.

To be able to use newly added members in the cluster the coordinator facilitates rebalancing of shards, i.e. migrate entities from one node to another. In the rebalance process the coordinator first notifies all ShardRegion actors that a handoff for a shard has started. That means they will start buffering incoming messages for that shard, in the same way as if the shard location is unknown. During the rebalance process the coordinator will not answer any requests for the location of shards that are being rebalanced, i.e. local buffering will continue until the handoff is completed. The ShardRegion responsible for the rebalanced shard will stop all entities in that shard by sending the specified handOffStopMessage (default PoisonPill) to them. When all entities have been terminated the ShardRegion owning the entities will acknowledge the handoff as completed to the coordinator. Thereafter the coordinator will reply to requests for the location of the shard and thereby allocate a new home for the shard and then buffered messages in the ShardRegion actors are delivered to the new location. This means that the state of the entities are not transferred or migrated. If the state of the entities are of importance it should be persistent (durable), e.g. with 永続化, so that it can be recovered at the new location.

The logic that decides which shards to rebalance is defined in a pluggable shard allocation strategy. The default implementation ShardCoordinator.LeastShardAllocationStrategy picks shards for handoff from the ShardRegion with most number of previously allocated shards. They will then be allocated to the ShardRegion with least number of previously allocated shards, i.e. new members in the cluster. There is a configurable threshold of how large the difference must be to begin the rebalancing. This strategy can be replaced by an application specific implementation.

The state of shard locations in the ShardCoordinator is persistent (durable) with 永続化 to survive failures. Since it is running in a cluster 永続化 must be configured with a distributed journal. When a crashed or unreachable coordinator node has been removed (via down) from the cluster a new ShardCoordinator singleton actor will take over and the state is recovered. During such a failure period shards with known location are still available, while messages for new (unknown) shards are buffered until the new ShardCoordinator becomes available.

As long as a sender uses the same ShardRegion actor to deliver messages to an entity actor the order of the messages is preserved. As long as the buffer limit is not reached messages are delivered on a best effort basis, with at-most once delivery semantics, in the same way as ordinary message sending. Reliable end-to-end messaging, with at-least-once semantics can be added by using AtLeastOnceDelivery in 永続化.

Some additional latency is introduced for messages targeted to new or previously unused shards due to the round-trip to the coordinator. Rebalancing of shards may also add latency. This should be considered when designing the application specific shard resolution, e.g. to avoid too fine grained shards.

Distributed Data Mode

Instead of using 永続化 it is possible to use the Distributed Data module as storage for the state of the sharding coordinator. In such case the state of the ShardCoordinator will be replicated inside a cluster by the Distributed Data module with WriteMajority/ReadMajority consistency.

This mode can be enabled by setting configuration property:

akka.cluster.sharding.state-store-mode = ddata

It is using the Distributed Data extension that must be running on all nodes in the cluster. Therefore you should add that extension to the configuration to make sure that it is started on all nodes:

akka.extensions += "akka.cluster.ddata.DistributedData"

You must explicitly add the akka-distributed-data-experimental dependency to your build if you use this mode. It is possible to remove akka-persistence dependency from a project if it is not used in user code and remember-entities is off. Using it together with Remember Entities shards will be recreated after rebalancing, however will not be recreated after a clean cluster start as the Sharding Coordinator state is empty after a clean cluster start when using ddata mode. When Remember Entities is on Sharding Region always keeps data usig persistence, no matter how State Store Mode is set.

警告

The ddata mode is considered as “experimental” as of its introduction in Akka 2.4.0, since it depends on the experimental Distributed Data module.

Proxy Only Mode

The ShardRegion actor can also be started in proxy only mode, i.e. it will not host any entities itself, but knows how to delegate messages to the right location. A ShardRegion is started in proxy only mode with the method ClusterSharding.startProxy method.

Passivation

If the state of the entities are persistent you may stop entities that are not used to reduce memory consumption. This is done by the application specific implementation of the entity actors for example by defining receive timeout (context.setReceiveTimeout). If a message is already enqueued to the entity when it stops itself the enqueued message in the mailbox will be dropped. To support graceful passivation without losing such messages the entity actor can send ShardRegion.Passivate to its parent Shard. The specified wrapped message in Passivate will be sent back to the entity, which is then supposed to stop itself. Incoming messages will be buffered by the Shard between reception of Passivate and termination of the entity. Such buffered messages are thereafter delivered to a new incarnation of the entity.

Remembering Entities

The list of entities in each Shard can be made persistent (durable) by setting the rememberEntities flag to true in ClusterShardingSettings when calling ClusterSharding.start. When configured to remember entities, whenever a Shard is rebalanced onto another node or recovers after a crash it will recreate all the entities which were previously running in that Shard. To permanently stop entities, a Passivate message must be sent to the parent of the entity actor, otherwise the entity will be automatically restarted after the entity restart backoff specified in the configuration.

When rememberEntities is set to false, a Shard will not automatically restart any entities after a rebalance or recovering from a crash. Entities will only be started once the first message for that entity has been received in the Shard. Entities will not be restarted if they stop without using a Passivate.

Note that the state of the entities themselves will not be restored unless they have been made persistent, e.g. with 永続化.

Supervision

If you need to use another supervisorStrategy for the entity actors than the default (restarting) strategy you need to create an intermediate parent actor that defines the supervisorStrategy to the child entity actor.

You start such a supervisor in the same way as if it was the entity actor.

Note that stopped entities will be started again when a new message is targeted to the entity.

Graceful Shutdown

You can send the ShardRegion.gracefulShutdownInstance message to the ShardRegion actor to handoff all shards that are hosted by that ShardRegion and then the ShardRegion actor will be stopped. You can watch the ShardRegion actor to know when it is completed. During this period other regions will buffer messages for those shards in the same way as when a rebalance is triggered by the coordinator. When the shards have been stopped the coordinator will allocate these shards elsewhere.

When the ShardRegion has terminated you probably want to leave the cluster, and shut down the ActorSystem.

This is how to do that:

Removal of Internal Cluster Sharding Data

The Cluster Sharding coordinator stores the locations of the shards using Akka Persistence. This data can safely be removed when restarting the whole Akka Cluster. Note that this is not application data.

There is a utility program akka.cluster.sharding.RemoveInternalClusterShardingData that removes this data.

警告

Never use this program while there are running Akka Cluster nodes that are using Cluster Sharding. Stop all Cluster nodes before using this program.

It can be needed to remove the data if the Cluster Sharding coordinator cannot startup because of corrupt data, which may happen if accidentally two clusters were running at the same time, e.g. caused by using auto-down and there was a network partition.

警告

クラスタシャーディングを自動ダウン機能と一緒に使わないでください。クラスタが2つの別のクラスタに分断するのを許してしまい、*復数のシャードとエンティティ*がそれぞれ別のクラスタで起動してしまう結果になるからです!Downing を参照してください。

Use this program as a standalone Java main program:

java -classpath <jar files, including akka-cluster-sharding>
  akka.cluster.sharding.RemoveInternalClusterShardingData
    -2.3 entityType1 entityType2 entityType3

The program is included in the akka-cluster-sharding jar file. It is easiest to run it with same classpath and configuration as your ordinary application. It can be run from sbt or maven in similar way.

Specify the entity type names (same as you use in the start method of ClusterSharding) as program arguments.

If you specify -2.3 as the first program argument it will also try to remove data that was stored by Cluster Sharding in Akka 2.3.x using different persistenceId.

Dependencies

To use the Cluster Sharding you must add the following dependency in your project.

sbt:

"com.typesafe.akka" %% "akka-cluster-sharding" % "@version@" @crossString@

maven:

<dependency>
  <groupId>com.typesafe.akka</groupId>
  <artifactId>akka-cluster-sharding_@binVersion@</artifactId>
  <version>@version@</version>
</dependency>

Configuration

The ClusterSharding extension can be configured with the following properties. These configuration properties are read by the ClusterShardingSettings when created with a ActorSystem parameter. It is also possible to amend the ClusterShardingSettings or create it from another config section with the same layout as below. ClusterShardingSettings is a parameter to the start method of the ClusterSharding extension, i.e. each each entity type can be configured with different settings if needed.

Custom shard allocation strategy can be defined in an optional parameter to ClusterSharding.start. See the API documentation of AbstractShardAllocationStrategy for details of how to implement a custom shard allocation strategy.

Inspecting cluster sharding state

Two requests to inspect the cluster state are available:

ShardRegion.getShardRegionStateInstance which will return a ShardRegion.ShardRegionState that contains the identifiers of the shards running in a Region and what entities are alive for each of them.

ShardRegion.GetClusterShardingStats which will query all the regions in the cluster and return a ShardRegion.ClusterShardingStats containing the identifiers of the shards running in each region and a count of entities that are alive in each shard.

The purpose of these messages is testing and monitoring, they are not provided to give access to directly sending messages to the individual entities.

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