Building DPHP: Event Sourcing

This entry is part 2 of 4 in the series Creating Durable PHP

From the beginning, I knew Event Sourcing would be a big part of Durable PHP, and I learned from several Event Sourced projects I’ve built or worked on over the years. Specifically, I knew what issues any project would have to deal with, and I wanted to create a framework where none of those issues existed.

I’ll go into the gist of Event Sourcing now, but feel free to skip to the next section if you think you know how it works.

Event Sourcing is a paradigm of writing software where the state is computed by replaying events. For example, an inventory item isn’t created out of thin air, like in CRUD; rather, it is “received” into inventory from somewhere else. This “received event” allows us to calculate how many items were added to the inventory by counting those events. To remove items from inventory, we might “sell” them or “trash” them, allowing us to get the current inventory state by simply keeping track with a +1/-1 of items.

Further, we might “project” the current state into a traditional database for faster querying or use in other parts of the software.

There’s far more to this than meets the eye, so I highly suggest reading up on it if you are interested … but this is where we’re going to deviate from “application level” Event Sourcing.

Layers

In Durable PHP, Event Sourcing is done below the application level. You only interact with it tangentially in Entities and a bit more directly in Orchestrations. In other words, Durable PHP is a framework for Event Sourcing in PHP without even having to know that is what you are working with and how it works.

One of the key aspects of Event Sourcing in Durable PHP is the layers. If you’ve worked with traditional software, you’ve probably heard of “application layers,” “persistence layers,” and so forth, responsible for various application lifecycles. In Durable PHP, there are different layers:

  1. Infrastructure: routing and authorization
  2. History: aggregation and locking
  3. Context: linearization and API
  4. Application: business logic

The two layers that are very often kept as “secret” in any implementation of Event Sourcing are the middle layers: History and Context. In Durable PHP, the History layer keeps track of whether or not we’re replaying events, which events we’re waiting for, and which we’ve already processed. We’re also keeping events queued up for after a lock is released and helpful state for managing distributed locks.

The Context layer provides a projected state to the Application layer so that the application code doesn’t need to know how it works or is stored. As far as the application code is concerned, it works just like any other PHP code.

This alleviates the need for a (no)SQL database entirely since the application state appears to itself as though it is continuously running, even though it is only running when triggered to do so.

Storage

You’ll note that I mentioned that a database isn’t technically needed. The state is stored as blobs that can be loaded on demand and projected to TypeSense (or anything, really) if searching is required.

Since the state is simply a collection of blobs, we can operate optimistically in certain contexts, using “Etags” to catch concurrency issues. We simply throw away the results and restart if another operation beats us to storage. In performance tests, this is much faster (>10x faster) than trying to take a distributed lock and only run one operation at a time. This technique also embraces out-of-order events and leaves figuring out what is going on to the Context layer. A distributed lock is the only way to proceed in some contexts where we expect an external side effect since we need exactly-once semantics.

Even then, we can prevent side-effects for certain types of side-effects until we are sure the state has been committed. The gist of a state-commit looks something like this:

  1. Try to commit state
  2. If success: perform side-effects
  3. If failure: trash and rerun from the stored state

From the outside, this looks like exactly-once semantics, but from the perspective of the code, it may many, many times.

Composable Events

One early optimization I did was to create composable events. There are only a few core events and many composable events. For example, any event may be delayed by wrapping it in a Delay event, providing addresses to send responses to, sharing ownership, including a lock request, and more. This greatly increases the expressibility of events while working on the system and allows for greater control when dealing with events in different layers. For example, the Infrastructure layer is concerned with delays and ownership, the History layer is concerned with locks, and the Context layer is concerned with who to send replies to.

This, hands down, was one of the best early-game decisions made. I’ve seen plenty of Event Sourced code in my time, and the Event object always eventually ends up being this opaque blob of flags, and dealing with them is a spaghetti monster of if-statements. By using composable events, I ended up with very few if-statements, unwrapping the event one layer at a time.

Challenges

One of the biggest challenges when working on this was the interactions between the Context and History layers, such as waiting for multiple events and dealing with out-of-order events. I ended up with what I felt was a pretty elegant solution.

We need to keep track of what we are waiting on and only care about those. Everything else can be ignored until we are waiting on those events. This also means that the event order isn’t related to the order it was received, but instead, the order is the order we expect them and the order we received them (if we expect multiple events). This can probably be optimized at some point, but it is unlikely to be optimized any time soon.

This is super important for replaying code, as we want to be sure that code isn’t considered “replaying” simply because we received an out-of-order event.

Another huge challenge was testing. The hardest part of any application to test is the interface between parts. You can test the contracts, but only end-to-end tests will test whether the contract is fulfilled correctly. Naturally, I didn’t want end-to-end tests with actual events, so I needed to build a custom system to inject events in whatever order I want. Then, verify things as it plays out. It was very tedious but worth it in the end. None of this is required for end users. However, to validate that things work correctly, it is very much required.

Event Sourcing Done Right?

I’m working on a rather fun application using Durable PHP; to find all the edge cases, polish up some of the rough edges, and make it a pleasure to use. Of all the Event Sourcing libraries and shenanigans I’ve ever used, I’m actually really happy with this. There’s still much more tooling to build, but I’m getting there, one weekend at a time.

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