akka-typed的actor从创建、启用、状态转换、停用、监视等生命周期管理方式和akka-classic还是有一定的不同之处。这篇我们就介绍一下akka-typed的actor生命周期管理。
每一种actor都是通过定义它的行为属性behavior形成模版,然后由对上一层的父辈actor用spawn方法产生actor实例的。产生的actor实例加入一个系统的由上至下树形结构,直接在spawn产生自己的父辈之下。akka-typed的守护guardian-actor,即根部root-actor是通过在定义ActorSystem时指定并产生的。如下:
val config = ConfigFactory.load("application.conf")
val man: ActorSystem[GreetStarter.Command] = ActorSystem(GreetStarter(), "greetDemo",config)
man ! GreetStarter.RepeatedGreeting("Tiger",1.seconds)
在某种意义上,这个ActorSystem实例man就代表root-actor。我们可以向man发送消息然后由GreetStarter的behavior用自己的ActorContext进行spawn,stop,watch及分派计算任务等,其实就是一个程序的集线器:
object GreetStarter {
import Messages._
def apply(): Behavior[SayHi] = {
Behaviors.setup { ctx =>
val props = DispatcherSelector.fromConfig("akka.actor.default-blocking-io-dispatcher")
val helloActor = ctx.spawn(HelloActor(), "hello-actor",props)
val greeter = ctx.spawn(Greeter(helloActor), "greeter")
ctx.watch(greeter)
ctx.watchWith(helloActor,StopWorker("something happend"))
Behaviors.receiveMessage { who =>
if (who.name == "stop") {
ctx.stop(helloActor)
ctx.stop(greeter)
Behaviors.stopped
} else {
greeter ! who
Behaviors.same
}
}
}
}
}
但是,总有时候我们需要在root-actor的ActorContext之外来进行一些制造、使用actor的操作。下面这个官方文档上的例子是很好的示范:
import akka.actor.typed.Behavior
import akka.actor.typed.SpawnProtocol
import akka.actor.typed.scaladsl.Behaviors
import akka.actor.typed.scaladsl.LoggerOps
object HelloWorldMain {
def apply(): Behavior[SpawnProtocol.Command] =
Behaviors.setup { context =>
// Start initial tasks
// context.spawn(...)
SpawnProtocol()
}
}
object Main extends App {
implicit val system: ActorSystem[SpawnProtocol.Command] =
ActorSystem(HelloWorldMain(), "hello")
// needed in implicit scope for ask (?)
import akka.actor.typed.scaladsl.AskPattern._
implicit val ec: ExecutionContext = system.executionContext
implicit val timeout: Timeout = Timeout(3.seconds)
val greeter: Future[ActorRef[HelloWorld.Greet]] =
system.ask(SpawnProtocol.Spawn(behavior = HelloWorld(), name = "greeter", props = Props.empty, _))
val greetedBehavior = Behaviors.receive[HelloWorld.Greeted] { (context, message) =>
context.log.info2("Greeting for {} from {}", message.whom, message.from)
Behaviors.stopped
}
val greetedReplyTo: Future[ActorRef[HelloWorld.Greeted]] =
system.ask(SpawnProtocol.Spawn(greetedBehavior, name = "", props = Props.empty, _))
for (greeterRef <- greeter; replyToRef <- greetedReplyTo) {
greeterRef ! HelloWorld.Greet("Akka", replyToRef)
}
...
}
可以看到所有操作都在actor框架之外进行的。这个SpawnProtocol本身就是一个actor,如下:
object SpawnProtocol {
...
final case class Spawn[T](behavior: Behavior[T], name: String, props: Props, replyTo: ActorRef[ActorRef[T]])
extends Command
...
def apply(): Behavior[Command] =
Behaviors.receive { (ctx, msg) =>
msg match {
case Spawn(bhvr, name, props, replyTo) =>
val ref =
if (name == null || name.equals(""))
ctx.spawnAnonymous(bhvr, props)
else {
@tailrec def spawnWithUniqueName(c: Int): ActorRef[Any] = {
val nameSuggestion = if (c == 0) name else s"$name-$c"
ctx.child(nameSuggestion) match {
case Some(_) => spawnWithUniqueName(c + 1) // already taken, try next
case None => ctx.spawn(bhvr, nameSuggestion, props)
}
}
spawnWithUniqueName(0)
}
replyTo ! ref
Behaviors.same
}
}
}
外界通过发送Spawn消息来指定产生新的actor。
actor的状态切换就是从一种behavior转到另一种behavior。我们可以自定义behavior或者用现成的Behaviors.???。如果只是涉及内部变量变化,那么可以直接生成带着变量的当前behavior,如下:
object HelloWorldBot {
def apply(max: Int): Behavior[HelloWorld.Greeted] = {
bot(0, max)
}
private def bot(greetingCounter: Int, max: Int): Behavior[HelloWorld.Greeted] =
Behaviors.receive { (context, message) =>
val n = greetingCounter + 1
context.log.info2("Greeting {} for {}", n, message.whom)
if (n == max) {
Behaviors.stopped
} else {
message.from ! HelloWorld.Greet(message.whom, context.self)
bot(n, max)
}
}
}
actor停用可以由直属父辈actor的ActorContext.stop或者自身的Behaviors.stopped来实现。Behaviors.stopped可以带入一个清理函数。在actor完全停止之前进行一些清理操作:
object MasterControlProgram {
sealed trait Command
final case class SpawnJob(name: String) extends Command
case object GracefulShutdown extends Command
// Predefined cleanup operation
def cleanup(log: Logger): Unit = log.info("Cleaning up!")
def apply(): Behavior[Command] = {
Behaviors
.receive[Command] { (context, message) =>
message match {
case SpawnJob(jobName) =>
context.log.info("Spawning job {}!", jobName)
context.spawn(Job(jobName), name = jobName)
Behaviors.same
case GracefulShutdown =>
context.log.info("Initiating graceful shutdown...")
// perform graceful stop, executing cleanup before final system termination
// behavior executing cleanup is passed as a parameter to Actor.stopped
Behaviors.stopped { () =>
cleanup(context.system.log)
}
}
}
.receiveSignal {
case (context, PostStop) =>
context.log.info("Master Control Program stopped")
Behaviors.same
}
}
}
实际上一个actor转入停用stop状态可以在另一个作为监视actor的receiveSignal获取,如下:
object GreetStarter {
import Messages._
def apply(): Behavior[SayHi] = {
Behaviors.setup { ctx =>
val props = DispatcherSelector.fromConfig("akka.actor.default-blocking-io-dispatcher")
val helloActor = ctx.spawn(HelloActor(), "hello-actor",props)
val greeter = ctx.spawn(Greeter(helloActor), "greeter")
ctx.watch(greeter)
ctx.watchWith(helloActor,StopWorker("something happend"))
Behaviors.receiveMessage { who =>
if (who.name == "stop") {
ctx.stop(helloActor)
ctx.stop(greeter)
Behaviors.stopped
} else {
greeter ! who
Behaviors.same
}
}.receiveSignal {
case (context, Terminated(ref)) =>
context.log.info("{} stopped!", ref.path.name)
Behaviors.same
}
}
}
}
下面是.receiveSignal函数及其捕获的Signal消息:
trait Receive[T] extends Behavior[T] {
def receiveSignal(onSignal: PartialFunction[(ActorContext[T], Signal), Behavior[T]]): Behavior[T]
}
trait Signal
/**
* Lifecycle signal that is fired upon restart of the Actor before replacing
* the behavior with the fresh one (i.e. this signal is received within the
* behavior that failed).
*/
sealed abstract class PreRestart extends Signal
case object PreRestart extends PreRestart {
def instance: PreRestart = this
}
/**
* Lifecycle signal that is fired after this actor and all its child actors
* (transitively) have terminated. The [[Terminated]] signal is only sent to
* registered watchers after this signal has been processed.
*/
sealed abstract class PostStop extends Signal
// comment copied onto object for better hints in IDEs
/**
* Lifecycle signal that is fired after this actor and all its child actors
* (transitively) have terminated. The [[Terminated]] signal is only sent to
* registered watchers after this signal has been processed.
*/
case object PostStop extends PostStop {
def instance: PostStop = this
}
object Terminated {
def apply(ref: ActorRef[Nothing]): Terminated = new Terminated(ref)
def unapply(t: Terminated): Option[ActorRef[Nothing]] = Some(t.ref)
}