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    Streams Cookbook

    Introduction

    This is a collection of patterns to demonstrate various usage of the Akka Streams API by solving small targeted problems in the format of "recipes". The purpose of this page is to give inspiration and ideas how to approach various small tasks involving streams. The recipes in this page can be used directly as-is, but they are most powerful as starting points: customization of the code snippets is warmly encouraged.

    This part also serves as supplementary material for the main body of documentation. It is a good idea to have this page open while reading the manual and look for examples demonstrating various streaming concepts as they appear in the main body of documentation.

    If you need a quick reference of the available processing stages used in the recipes see Overview of built-in stages and their semantics

    Working with Flows

    In this collection we show simple recipes that involve linear flows. The recipes in this section are rather general, more targeted recipes are available as separate sections ( Buffers and working with rate, Working with streaming IO).

    Logging Elements of a Stream

    Situation: During development it is sometimes helpful to see what happens in a particular section of a stream.

    The simplest solution is to simply use a Select operation and use WriteLine to print the elements received to the console. While this recipe is rather simplistic, it is often suitable for a quick debug session.

    var mySource = Source.Empty<string>();
    
    var loggedSource = mySource.Select(element =>
    {
      Console.WriteLine(element);
      return element;
    });
    

    Another approach to logging is to use Log() operation which allows configuring logging for elements flowing through the stream as well as completion and erroring.

    // customize log levels
    mySource.Log("before-select")
        .WithAttributes(Attributes.CreateLogLevels(onElement: LogLevel.WarningLevel))
        .Select(Analyse);
    
    // or provide custom logging adapter
    mySource.Log("custom", null, Logging.GetLogger(sys, "customLogger"));
    

    Flattening a Stream of Sequences

    Situation: A stream is given as a stream of sequence of elements, but a stream of elements needed instead, streaming all the nested elements inside the sequences separately.

    The SelectMany operation can be used to implement a one-to-many transformation of elements using a mapper function in the form of In => IEnumerable<Out>. In this case we want to map a Enumerable of elements to the elements in the collection itself, so we can just call SelectMany(x => x).

    Source<List<Message>,NotUsed > myData = someDataSource;
    Source<Message, NotUsed> flattened = myData.SelectMany(x => x);
    

    Draining a Stream to a Strict Collection

    Situation: A possibly unbounded sequence of elements is given as a stream, which needs to be collected into a collection while ensuring boundedness

    A common situation when working with streams is one where we need to collect incoming elements into a collection. This operation is supported via Sink.Seq which materializes into a Task<IEnumerable<T>>.

    The function Limit or Take should always be used in conjunction in order to guarantee stream boundedness, thus preventing the program from running out of memory.

    For example, this is best avoided:

    // Dangerous: might produce a collection with 2 billion elements!
    var f = mySource.RunWith(Sink.Seq<string>(), materializer);
    

    Rather, use Limit or Take to ensure that the resulting Enumerable will contain only up to max elements:

    var MAX_ALLOWED_SIZE = 100;
    
    // OK. Task will fail with a `StreamLimitReachedException`
    // if the number of incoming elements is larger than max
    var limited = mySource.Limit(MAX_ALLOWED_SIZE).RunWith(Sink.Seq<string>(), materializer);
    
    // OK. Collect up until max-th elements only, then cancel upstream
    var ignoreOverflow = mySource.Take(MAX_ALLOWED_SIZE).RunWith(Sink.Seq<string>(), materializer);
    

    Calculating the Digest of a ByteString Stream

    Situation: A stream of bytes is given as a stream of ByteStrings and we want to calculate the cryptographic digest of the stream.

    This recipe uses a GraphStage to host a HashAlgorithm class (part of the .Net Cryptography API). When the stream starts, the onPull handler of the stage is called, which just bubbles up the pull event to its upstream. As a response to this pull, a ByteString chunk will arrive (onPush) which we store, then it will pull for the next chunk.

    Eventually the stream of ByteStrings depletes and we get a notification about this event via onUpstreamFinish. At this point we want to emit the digest value, but we cannot do it with push in this handler directly since there may be no downstream demand. Instead we call emit which will temporarily replace the handlers, emit the provided value when demand comes in and then reset the stage state. It will then complete the stage.

    public class DigestCalculator : GraphStage<FlowShape<ByteString, ByteString>>
    {
        private readonly string _algorithm;
    
        private sealed class Logic : GraphStageLogic
        {
            private readonly HashAlgorithm _digest;
            private ByteString _bytes;
    
            public Logic(DigestCalculator calculator) : base(calculator.Shape)
            {
                _digest = HashAlgorithm.Create(calculator._algorithm);
                _bytes = ByteString.Empty;
    
                SetHandler(calculator.Out, onPull: () => { Pull(calculator.In); });
    
                SetHandler(calculator.In, onPush: () =>
                {
                    _bytes += Grab(calculator.In);
                    Pull(calculator.In);
                }, onUpstreamFinish: () =>
                {
                    Emit(calculator.Out, ByteString.Create(_digest.ComputeHash(_bytes.ToArray())));
                    CompleteStage();
                });
            }
        }
    
        public DigestCalculator(string algorithm)
        {
            _algorithm = algorithm;
            Shape = new FlowShape<ByteString, ByteString>(In, Out);
        }
    
        public Inlet<ByteString> In { get; } = new Inlet<ByteString>("DigestCalculator.in");
    
        public Outlet<ByteString> Out { get; } = new Outlet<ByteString>("DigestCalculator.out");
    
        public override FlowShape<ByteString, ByteString> Shape { get; }
    
        protected override GraphStageLogic CreateLogic(Attributes inheritedAttributes) => new Logic(this);
    }
      
    var data = Source.Empty<ByteString>();
    var digest = data.Via(new DigestCalculator("SHA-256"));
    

    Parsing Lines From a Stream of ByteStrings

    Situation: A stream of bytes is given as a stream of ByteStrings containing lines terminated by line ending characters (or, alternatively, containing binary frames delimited by a special delimiter byte sequence) which needs to be parsed.

    The Framing helper object contains a convenience method to parse messages from a stream of ByteStrings:

    var rawData = Source.Empty<ByteString>();
    var linesStream = rawData
        .Via(Framing.Delimiter(delimiter: ByteString.FromString("\r\n"), maximumFrameLength: 10, allowTruncation: true))
        .Select(b => b.DecodeString());
    

    Implementing Reduce-By-Key

    Situation: Given a stream of elements, we want to calculate some aggregated value on different subgroups of the elements.

    The "hello world" of reduce-by-key style operations is wordcount which we demonstrate below. Given a stream of words we first create a new stream that groups the words according to the identity function, i.e. now we have a stream of streams, where every substream will serve identical words.

    To count the words, we need to process the stream of streams (the actual groups containing identical words). GroupBy returns a SubFlow, which means that we transform the resulting substreams directly. In this case we use the Reduce combinator to aggregate the word itself and the number of its occurrences within a tuple (String, Integer). Each substream will then emit one final value—precisely such a pair—when the overall input completes. As a last step we merge back these values from the substreams into one single output stream.

    One noteworthy detail pertains to the MaximumDistinctWords parameter: this defines the breadth of the groupBy and merge operations. Akka Streams is focused on bounded resource consumption and the number of concurrently open inputs to the merge operator describes the amount of resources needed by the merge itself. Therefore only a finite number of substreams can be active at any given time. If the GroupBy operator encounters more keys than this number then the stream cannot continue without violating its resource bound, in this case GroupBy will terminate with a failure.

    var words = Source.Empty<string>();
    var counts = words
        // split the words into separate streams first
        .GroupBy(MaximumDistinctWords, x => x)
        //transform each element to pair with number of words in it
        .Select(x => Tuple.Create(x, 1))
        // add counting logic to the streams
        .Sum((l, r) => Tuple.Create(l.Item1, l.Item2 + r.Item2))
        // get a stream of word counts
        .MergeSubstreams();
    

    By extracting the parts specific to wordcount into

    • a GroupKey function that defines the groups
    • a Select map each element to value that is used by the reduce on the substream
    • a Reduce function that does the actual reduction

    we get a generalized version below:

    public Flow<TIn, Tuple<TKey, TOut>, NotUsed> ReduceByKey<TIn, TKey, TOut>(int maximumGroupSize, 
        Func<TIn, TKey> groupKey, 
        Func<TIn, TOut> map,
        Func<TOut, TOut, TOut> reduce)
    {
        return (Flow<TIn, Tuple<TKey, TOut>, NotUsed>)
            Flow.Create<TIn>()
                .GroupBy(maximumGroupSize, groupKey)
                .Select(e => Tuple.Create(groupKey(e), map(e)))
                .Sum((l, r) => Tuple.Create(l.Item1, reduce(l.Item2, r.Item2)))
                .MergeSubstreams();
    }
    
    var counts = words.Via(ReduceByKey(MaximumDistinctWords,
        groupKey: (string word) => word,
        map: word => 1,
        reduce: (l, r) => l + r));
    
    Note

    Please note that the reduce-by-key version we discussed above is sequential in reading the overall input stream, in other words it is NOT a parallelization pattern like MapReduce and similar frameworks.

    Sorting Elements to Multiple Groups with groupBy

    Situation: The GroupBy operation strictly partitions incoming elements, each element belongs to exactly one group. Sometimes we want to map elements into multiple groups simultaneously.

    To achieve the desired result, we attack the problem in two steps:

    • first, using a function TopicMapper that gives a list of topics (groups) a message belongs to, we transform our stream of Message to a stream of (Message, Topic) where for each topic the message belongs to a separate pair will be emitted. This is achieved by using SelectMany
    • Then we take this new stream of message topic pairs (containing a separate pair for each topic a given message belongs to) and feed it into GroupBy, using the topic as the group key.
    Func<Message, ImmutableHashSet<Topic>> topicMapper = ExtractTopics;
    var elements = Source.Empty<Message>();
    var messageAndTopic = elements.SelectMany(msg =>
    {
        var topicsForMessage = topicMapper(msg);
        // Create a (Msg, Topic) pair for each of the topics
        // the message belongs to
        return topicsForMessage.Select(t => Tuple.Create(msg, t));
    });
    
    var multiGroups = messageAndTopic.GroupBy(2, tuple => tuple.Item2).Select(tuple =>
    {
        var msg = tuple.Item1;
        var topic = tuple.Item2;
    
        // do what needs to be done
    });
    

    Working with Graphs

    In this collection we show recipes that use stream graph elements to achieve various goals.

    Triggering the Flow of Elements Programmatically

    Situation: Given a stream of elements we want to control the emission of those elements according to a trigger signal. In other words, even if the stream would be able to flow (not being backpressured) we want to hold back elements until a trigger signal arrives.

    This recipe solves the problem by simply zipping the stream of Message elements with the stream of Trigger signals. Since Zip produces pairs, we simply map the output stream selecting the first element of the pair.

    var elements = Source.Empty<Message>();
    var triggerSource = Source.Empty<Trigger>();
    var sink = Sink.Ignore<Message>().MapMaterializedValue(_ => NotUsed.Instance);
    
    var graph = RunnableGraph.FromGraph(GraphDsl.Create(b =>
    {
        var zip = b.Add(new Zip<Message, Trigger>());
    
        b.From(elements).To(zip.In0);
        b.From(triggerSource).To(zip.In1);
        b.From(zip.Out).Via(Flow.Create<Tuple<Message, Trigger>>().Select(t => t.Item1)).To(sink);
    
        return ClosedShape.Instance;
    }));
    

    Alternatively, instead of using a Zip, and then using Select to get the first element of the pairs, we can avoid creating the pairs in the first place by using ZipWith which takes a two argument function to produce the output element. If this function would return a pair of the two argument it would be exactly the behavior of Zip so ZipWith is a generalization of zipping.

    var graph = RunnableGraph.FromGraph(GraphDsl.Create(b =>
    {
        var zip = b.Add(ZipWith.Apply((Message msg, Trigger trigger) => msg));
    
        b.From(elements).To(zip.In0);
        b.From(triggerSource).To(zip.In1);
        b.From(zip.Out).To(sink);
    
        return ClosedShape.Instance;
    }));
    

    Balancing Jobs to a Fixed Pool of Workers

    Situation: Given a stream of jobs and a worker process expressed as a Flow create a pool of workers that automatically balances incoming jobs to available workers, then merges the results.

    We will express our solution as a function that takes a worker flow and the number of workers to be allocated and gives a flow that internally contains a pool of these workers. To achieve the desired result we will create a Flow from a graph.

    The graph consists of a Balance node which is a special fan-out operation that tries to route elements to available downstream consumers. In a for loop we wire all of our desired workers as outputs of this balancer element, then we wire the outputs of these workers to a Merge element that will collect the results from the workers.

    To make the worker stages run in parallel we mark them as asynchronous with Async.

    public Flow<TIn, TOut, NotUsed> Balancer<TIn, TOut>(Flow<TIn, TOut, NotUsed> worker, int workerCount)
    {
        return Flow.FromGraph(GraphDsl.Create(b =>
        {
            var balancer = b.Add(new Balance<TIn>(workerCount, waitForAllDownstreams: true));
            var merge = b.Add(new Merge<TOut>(workerCount));
    
            for (var i = 0; i < workerCount; i++)
                b.From(balancer).Via(worker.Async()).To(merge);
    
            return new FlowShape<TIn, TOut>(balancer.In, merge.Out);
        }));
    }
    
    var myJobs = Source.Empty<Job>();
    var worker = Flow.Create<Job>().Select(j => new Done(j));
    var processedJobs = myJobs.Via(Balancer(worker, 3));
    

    Working with Rate

    This collection of recipes demonstrate various patterns where rate differences between upstream and downstream needs to be handled by other strategies than simple backpressure.

    Dropping Elements

    Situation: Given a fast producer and a slow consumer, we want to drop elements if necessary to not slow down the producer too much.

    This can be solved by using a versatile rate-transforming operation, Conflate. Conflate can be thought as a special Sum operation that collapses multiple upstream elements into one aggregate element if needed to keep the speed of the upstream unaffected by the downstream.

    When the upstream is faster, the sum process of the Conflate starts. Our reducer function simply takes the freshest element. This is shown as a simple dropping operation.

    var droppyStream = Flow.Create<Message>().Conflate((lastMessage, newMessage) => newMessage);
    

    There is a more general version of Conflate named ConflateWithSeed that allows to express more complex aggregations, more similar to a Aggregate.

    Dropping Broadcast

    Situation: The default Broadcast graph element is properly backpressured, but that means that a slow downstream consumer can hold back the other downstream consumers resulting in lowered throughput. In other words the rate of Broadcast is the rate of its slowest downstream consumer. In certain cases it is desirable to allow faster consumers to progress independently of their slower siblings by dropping elements if necessary.

    One solution to this problem is to append a Buffer element in front of all of the downstream consumers defining a dropping strategy instead of the default Backpressure. This allows small temporary rate differences between the different consumers (the buffer smooths out small rate variances), but also allows faster consumers to progress by dropping from the buffer of the slow consumers if necessary.

    var mysink1 = Sink.Ignore<int>();
    var mysink2 = Sink.Ignore<int>();
    var mysink3 = Sink.Ignore<int>();
    
    var graph = RunnableGraph.FromGraph(GraphDsl.Create(mysink1, mysink2, mysink3, Tuple.Create,
        (builder, sink1, sink2, sink3) =>
        {
            var broadcast = builder.Add(new Broadcast<int>(3));
    
            builder.From(broadcast).Via(Flow.Create<int>().Buffer(10, OverflowStrategy.DropHead)).To(sink1);
            builder.From(broadcast).Via(Flow.Create<int>().Buffer(10, OverflowStrategy.DropHead)).To(sink2);
            builder.From(broadcast).Via(Flow.Create<int>().Buffer(10, OverflowStrategy.DropHead)).To(sink3);
    
            return ClosedShape.Instance;
        }));
    

    Collecting Missed Ticks

    Situation: Given a regular (stream) source of ticks, instead of trying to backpressure the producer of the ticks we want to keep a counter of the missed ticks instead and pass it down when possible.

    We will use ConflateWithSeed to solve the problem. The seed version of conflate takes two functions:

    • A seed function that produces the zero element for the folding process that happens when the upstream is faster than the downstream. In our case the seed function is a constant function that returns 0 since there were no missed ticks at that point.
    • A fold function that is invoked when multiple upstream messages needs to be collapsed to an aggregate value due to the insufficient processing rate of the downstream. Our folding function simply increments the currently stored count of the missed ticks so far.

    As a result, we have a flow of Int where the number represents the missed ticks. A number 0 means that we were able to consume the tick fast enough (i.e. zero means: 1 non-missed tick + 0 missed ticks)

    var missed = Flow.Create<Tick>()
      .ConflateWithSeed(seed: _ => 0, aggregate: (missedTicks, tick) => missedTicks + 1);
    

    Create a Stream Processor that Repeats the Last Element Seen

    Situation: Given a producer and consumer, where the rate of neither is known in advance, we want to ensure that none of them is slowing down the other by dropping earlier unconsumed elements from the upstream if necessary, and repeating the last value for the downstream if necessary.

    We have two options to implement this feature. In both cases we will use GraphStage to build our custom element. In the first version we will use a provided initial value initial that will be used to feed the downstream if no upstream element is ready yet. In the onPush() handler we just overwrite the currentValue variable and immediately relieve the upstream by calling pull(). The downstream onPull handler is very similar, we immediately relieve the downstream by emitting currentValue.

    public sealed class HoldWithInitial<T> : GraphStage<FlowShape<T, T>>
    {
        private sealed class Logic : GraphStageLogic
        {
            private readonly HoldWithInitial<T> _holder;
            private T _currentValue;
      
            public Logic(HoldWithInitial<T> holder) : base(holder.Shape)
            {
                _holder = holder;
                _currentValue = holder._initial;
      
                SetHandler(holder.In, onPush: () =>
                {
                    _currentValue = Grab(holder.In);
                    Pull(holder.In);
                });
      
                SetHandler(holder.Out, onPull: () => Push(holder.Out, _currentValue));
            }
      
            public override void PreStart() => Pull(_holder.In);
        }
      
        private readonly T _initial;
      
        public HoldWithInitial(T initial)
        {
            _initial = initial;
            Shape = new FlowShape<T, T>(In, Out);
        }
      
        public Inlet<T> In { get; } = new Inlet<T>("HoldWithInitial.in");
      
        public Outlet<T> Out { get; } = new Outlet<T>("HoldWithInitial.out");
      
        public override FlowShape<T, T> Shape { get; }
      
        protected override GraphStageLogic CreateLogic(Attributes inheritedAttributes) => new Logic(this);
    }
    

    While it is relatively simple, the drawback of the first version is that it needs an arbitrary initial element which is not always possible to provide. Hence, we create a second version where the downstream might need to wait in one single case: if the very first element is not yet available.

    We introduce a boolean variable waitingFirstValue to denote whether the first element has been provided or not (alternatively an Option can be used for currentValue or if the element type is a value type a null can be used with the same purpose). In the downstream onPull() handler the difference from the previous version is that we check if we have received the first value and only emit if we have. This leads to that when the first element comes in we must check if there possibly already was demand from downstream so that we in that case can push the element directly.

    public sealed class HoldWithWait<T> : GraphStage<FlowShape<T, T>>
    {
        private sealed class Logic : GraphStageLogic
        {
            private readonly HoldWithWait<T> _holder;
            private T _currentValue;
            private bool _waitingFirstValue = true;
    
            public Logic(HoldWithWait<T> holder) : base(holder.Shape)
            {
                _holder = holder;
    
                SetHandler(holder.In, onPush: () =>
                {
                    _currentValue = Grab(holder.In);
                    if (_waitingFirstValue)
                    {
                        _waitingFirstValue = false;
                        if(IsAvailable(holder.Out))
                            Push(holder.Out, _currentValue);
                    }
                    Pull(holder.In);
                });
    
                SetHandler(holder.Out, onPull: () =>
                {
                    if(!_waitingFirstValue)
                        Push(holder.Out, _currentValue);
                });
            }
    
            public override void PreStart() => Pull(_holder.In);
        }
        
        public HoldWithWait()
        {
            Shape = new FlowShape<T, T>(In, Out);
        }
    
        public Inlet<T> In { get; } = new Inlet<T>("HoldWithWait.in");
    
        public Outlet<T> Out { get; } = new Outlet<T>("HoldWithWait.out");
    
        public override FlowShape<T, T> Shape { get; }
    
        protected override GraphStageLogic CreateLogic(Attributes inheritedAttributes) => new Logic(this);
    }
    

    Globally Limiting the Rate of a Set of Streams

    Situation: Given a set of independent streams that we cannot merge, we want to globally limit the aggregate throughput of the set of streams.

    One possible solution uses a shared actor as the global limiter combined with SelectAsync to create a reusable Flow that can be plugged into a stream to limit its rate.

    As the first step we define an actor that will do the accounting for the global rate limit. The actor maintains a timer, a counter for pending permit tokens and a queue for possibly waiting participants. The actor has an open and closed state. The actor is in the open state while it has still pending permits. Whenever a request for permit arrives as a WantToPass message to the actor the number of available permits is decremented and we notify the sender that it can pass by answering with a MayPass message. If the amount of permits reaches zero, the actor transitions to the closed state. In this state requests are not immediately answered, instead the reference of the sender is added to a queue. Once the timer for replenishing the pending permits fires by sending a ReplenishTokens message, we increment the pending permits counter and send a reply to each of the waiting senders. If there are more waiting senders than permits available we will stay in the closed state.

    public sealed class WantToPass
    {
        public static readonly WantToPass Instance = new WantToPass();
    
        private WantToPass() { }
    }
    
    public sealed class MayPass
    {
        public static readonly MayPass Instance = new MayPass();
    
        private MayPass() { }
    }
    
    public sealed class ReplenishTokens
    {
        public static readonly ReplenishTokens Instance = new ReplenishTokens();
    
        private ReplenishTokens() { }
    }
    
    
    public class Limiter : ReceiveActor
    {
        public static Props Props(int maxAvailableTokens, TimeSpan tokenRefreshPeriod, int tokenRefreshAmount)
            => Akka.Actor.Props.Create(() => new Limiter(maxAvailableTokens, tokenRefreshPeriod, tokenRefreshAmount));
    
    
        private readonly int _maxAvailableTokens;
        private readonly int _tokenRefreshAmount;
        private ImmutableList<IActorRef> _waitQueue;
        private int _permitTokens;
        private readonly ICancelable _replenishTimer;
    
        public Limiter(int maxAvailableTokens, TimeSpan tokenRefreshPeriod, int tokenRefreshAmount)
        {
            _maxAvailableTokens = maxAvailableTokens;
            _tokenRefreshAmount = tokenRefreshAmount;
    
            _waitQueue = ImmutableList.Create<IActorRef>();
            _permitTokens = maxAvailableTokens;
            _replenishTimer = Context.System.Scheduler.ScheduleTellRepeatedlyCancelable(initialDelay: tokenRefreshPeriod,
                interval: tokenRefreshPeriod, receiver: Self, message: ReplenishTokens.Instance, sender: Nobody.Instance);
    
            Become(Open);
        }
    
        private void Open(object message)
        {
            message.Match()
                .With<ReplenishTokens>(() =>
                {
                    _permitTokens = Math.Min(_permitTokens + _tokenRefreshAmount, _maxAvailableTokens);
                })
                .With<WantToPass>(() =>
                {
                    _permitTokens--;
                    Sender.Tell(MayPass.Instance);
                    if(_permitTokens == 0)
                        Become(Closed);
                });
        }
    
        private void Closed(object message)
        {
            message.Match()
                .With<ReplenishTokens>(() =>
                {
                    _permitTokens = Math.Min(_permitTokens + _tokenRefreshAmount, _maxAvailableTokens);
                    ReleaseWaiting();
                })
                .With<WantToPass>(() =>
                {
                    _waitQueue = _waitQueue.Add(Sender);
                });
        }
    
        private void ReleaseWaiting()
        {
            var toBeReleased = _waitQueue.GetRange(0, _permitTokens);
            _waitQueue = _waitQueue.RemoveRange(0, _permitTokens);
            _permitTokens -= toBeReleased.Count;
            toBeReleased.ForEach(s => s.Tell(MayPass.Instance));
            if(_permitTokens > 0)
                Become(Open);
        }
    
        protected override void PostStop()
        {
            _replenishTimer.Cancel();
            _waitQueue.ForEach(s => s.Tell(new Status.Failure(new IllegalStateException("Limiter stopped"))));
        }
    }
    

    To create a Flow that uses this global limiter actor we use the SelectAsync function with the combination of the Ask pattern. We also define a timeout, so if a reply is not received during the configured maximum wait period the returned task from Ask will fail, which will fail the corresponding stream as well.

    public Flow<T, T, NotUsed> LimitGlobal<T>(IActorRef limiter, TimeSpan maxAllowedWait)
      => Flow.Create<T>().SelectAsync(4, element =>
      {
          var limiterTriggerTask = limiter.Ask<T>(WantToPass.Instance, maxAllowedWait);
          return limiterTriggerTask.ContinueWith(t => element);
      });
    
    Note

    The global actor used for limiting introduces a global bottleneck. You might want to assign a dedicated dispatcher for this actor.

    Working with IO

    Chunking up a Stream of ByteStrings Into Limited Size ByteStrings

    Situation: Given a stream of ByteStrings we want to produce a stream of ByteStrings containing the same bytes in the same sequence, but capping the size of ByteStrings. In other words we want to slice up ByteStrings into smaller chunks if they exceed a size threshold.

    This can be achieved with a single GraphStage. The main logic of our stage is in EmitChunk() which implements the following logic:

    • if the buffer is empty, and upstream is not closed we pull for more bytes, if it is closed we complete
    • if the buffer is nonEmpty, we split it according to the ChunkSize. This will give a next chunk that we will emit, and an empty or non-empty remaining buffer.

    Both OnPush() and OnPull() calls EmitChunk() the only difference is that the push handler also stores the incoming chunk by appending to the end of the buffer.

    public class Chunker : GraphStage<FlowShape<ByteString, ByteString>>
    {
        private sealed class Logic : GraphStageLogic
        {
            private readonly Chunker _chunker;
            private ByteString _buffer = ByteString.Empty;
    
            public Logic(Chunker chunker) : base(chunker.Shape)
            {
                _chunker = chunker;
    
                SetHandler(chunker.Out, onPull: () =>
                {
                    if (IsClosed(chunker.In))
                        EmitChunk();
                    else
                        Pull(chunker.In);
                });
    
                SetHandler(chunker.In, onPush: () =>
                {
                    var element = Grab(chunker.In);
                    _buffer += element;
                    EmitChunk();
                }, onUpstreamFinish: () =>
                {
                    if(_buffer.IsEmpty)
                        CompleteStage();
                    // elements left in buffer, keep accepting downstream pulls
                    // and push from buffer until buffer is emitted
                });
            }
    
            private void EmitChunk()
            {
                if (_buffer.IsEmpty)
                {
                    if (IsClosed(_chunker.In))
                        CompleteStage();
                    else
                        Pull(_chunker.In);
                }
                else
                {
                    var t = _buffer.SplitAt(_chunker._chunkSize);
                    var chunk = t.Item1;
                    var nextBuffer = t.Item2;
    
                    _buffer = nextBuffer;
                    Push(_chunker.Out, chunk);
                }
            }
        }
    
        private readonly int _chunkSize;
    
        public Chunker(int chunkSize)
        {
            _chunkSize = chunkSize;
            Shape = new FlowShape<ByteString, ByteString>(In, Out);
        }
    
        public Inlet<ByteString> In { get; }= new Inlet<ByteString>("Chunker.in");
    
        public Outlet<ByteString> Out { get; } = new Outlet<ByteString>("Chunker.out");
    
        public override FlowShape<ByteString, ByteString> Shape { get; }
    
        protected override GraphStageLogic CreateLogic(Attributes inheritedAttributes) => new Logic(this);
    }
    
    var rawBytes = Source.Empty<ByteString>();
    var chunkStream = rawBytes.Via(new Chunker(ChunkLimit));
    

    Limit the Number of Bytes Passing Through a Stream of ByteStrings

    Situation: Given a stream of ByteStrings we want to fail the stream if more than a given maximum of bytes has been consumed.

    This recipe uses a GraphStage to implement the desired feature. In the only handler we override, onPush() we just update a counter and see if it gets larger than maximumBytes. If a violation happens we signal failure, otherwise we forward the chunk we have received.

    public class ByteLimiter : GraphStage<FlowShape<ByteString, ByteString>>
    {
        private sealed class Logic : GraphStageLogic
        {
            private long _count;
    
            public Logic(ByteLimiter limiter) : base(limiter.Shape)
            {
                SetHandler(limiter.In, onPush: () =>
                {
                    var chunk = Grab(limiter.In);
                    _count += chunk.Count;
                    if (_count > limiter._maximumBytes)
                        FailStage(new IllegalStateException("Too much bytes"));
                    else
                        Push(limiter.Out, chunk);
                });
    
                SetHandler(limiter.Out, onPull: () => Pull(limiter.In));
            }
        }
    
        private readonly long _maximumBytes;
    
        public ByteLimiter(long maximumBytes)
        {
            _maximumBytes = maximumBytes;
            Shape = new FlowShape<ByteString, ByteString>(In, Out);
        }
    
        public Inlet<ByteString> In { get; } = new Inlet<ByteString>("ByteLimiter.in");
    
        public Outlet<ByteString> Out { get; } = new Outlet<ByteString>("ByteLimiter.out");
    
        public override FlowShape<ByteString, ByteString> Shape { get; }
    
        protected override GraphStageLogic CreateLogic(Attributes inheritedAttributes) => new Logic(this);
    }
    
    var limiter = Flow.Create<ByteString>().Via(new ByteLimiter(SizeLimit));
    

    Compact ByteStrings in a Stream of ByteStrings

    Situation: After a long stream of transformations, due to their immutable, structural sharing nature ByteStrings may refer to multiple original ByteString instances unnecessarily retaining memory. As the final step of a transformation chain we want to have clean copies that are no longer referencing the original ByteStrings.

    The recipe is a simple use of Select, calling the Compact() method of the ByteString elements. This does copying of the underlying arrays, so this should be the last element of a long chain if used.

    var data = Source.Empty<ByteString>();
    var compacted = data.Select(b => b.Compact());
    

    Injecting Keep-Alive Messages Into a Stream of ByteStrings

    Situation: Given a communication channel expressed as a stream of ByteStrings we want to inject keep-alive messages but only if this does not interfere with normal traffic.

    There is a built-in operation that allows to do this directly:

    var injectKeepAlive = Flow.Create<ByteString>().KeepAlive(TimeSpan.FromSeconds(1), () => keepAliveMessage);
    
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