DEV Community

Cover image for Snapshots and Projections
Charles Clinton Pustejovsky III
Charles Clinton Pustejovsky III

Posted on • Updated on

Snapshots and Projections

In Part 2, we built Append and Query functionality for our event store which left us with this list of events:

store.Event{Id:"58f02691-78ed-4ca5-8e59-8f4deb44e063", Version:0, CharacterName:"cpustejovsky", CharacterHitPoints:8, Note:"Init"}
store.Event{Id:"58f02691-78ed-4ca5-8e59-8f4deb44e063", Version:1, CharacterName:"cpustejovsky", CharacterHitPoints:-2, Note:"Slashing damage from goblin"}
store.Event{Id:"58f02691-78ed-4ca5-8e59-8f4deb44e063", Version:2, CharacterName:"cpustejovsky", CharacterHitPoints:-3, Note:"bludgeoning damage from bugbear"}
Enter fullscreen mode Exit fullscreen mode

To make use of the long list of events returned from a Query and to manage the increasingly long list of events, we'll be building functionality to Project and Snapshot our events.

Projection

We could manually take the CharacterHitPoints for each event in the list and add them together to get the current hit points for our character. (8 + -2 + -3 = 3).

To make this easier to use, we can create a projection. A projection takes the stream of events we have and projects it to be read. In this case, you can imagine the value being projected to a UI to show the current hit points of the player character. Project will take the Event id and return an Event with a reconstituted state. Let's first write our test:

t.Run("Project Events from Event Store", func(t *testing.T) {
    aggEvent, err := es.Project(ctx, id)
    require.Nil(t, err)
    assert.Equal(t, 8, aggEvent.CharacterHitPoints)
    assert.Equal(t, "cpustejovsky", aggEvent.CharacterName)
})
Enter fullscreen mode Exit fullscreen mode

With a failing test, we can start on making it pass. We'll need to query our event store and range through the events, reconstituting them into a single state.

// Project takes an id, queries events since the last snapshot, and returns a reconstituted Event
func (es *EventStore) Project(ctx context.Context, id string) (*Event, error) {
    var agg Event
    //Query events
    events, err := es.QueryAll(ctx, id)
    if err != nil {
        return nil, err
    }
    //Reconstitute the event
    for i, event := range events {
        if i == len(events)-1 {
            agg.Id = event.Id
            agg.CharacterName = event.CharacterName
            agg.Version = event.Version + 1
        }
        agg.CharacterHitPoints += event.CharacterHitPoints
    }
    return &agg, nil
}
Enter fullscreen mode Exit fullscreen mode

Now our tests should be passing. As a refactor, we can split up the reconstitution logic from the Project method:

// Project takes an id, queries events since the last snapshot, and returns an aggregated Event
func (es *EventStore) Project(ctx context.Context, id string) (*Event, error) {
    events, err := es.QueryAll(ctx, id)
    if err != nil {
        return nil, err
    }
    agg := reconstituteEvent(events)
    return &agg, nil
}

func reconstituteEvent(events []Event) Event {
    var agg Event
    for i, event := range events {
        if i == len(events)-1 {
            agg.Id = event.Id
            agg.CharacterName = event.CharacterName
            agg.Version = event.Version + 1
        }
        agg.CharacterHitPoints += event.CharacterHitPoints
    }
    return agg
}
Enter fullscreen mode Exit fullscreen mode

Snapshot

As we have more DnD sessions with more and more changes to the hit points of our player character, we will run into trouble handling the growing volume of events. To help with this, we can take snapshots of the state at points in our event log. This will mean the Event Store won't need to query every single event whenever we project it.

To begin with, let's write our test. Our Snapshot method will take a context and a reconstituted event e and return an error:

t.Run("Snapshot should return no error", func(t *testing.T) {  
   e, err := es.Project(ctx, id)  
   assert.Nil(t, err)  
   err = es.Snapshot(ctx, e)  
   assert.Nil(t, err)  
})
Enter fullscreen mode Exit fullscreen mode

There are a variety of ways we could implement this functionality, but for now I'm sticking with DynamoDB's single table design and using the same table for the snapshots as for the standard events. As a result, our Snapshot method is using the Append method to add the snapshot event to:

// using a constant instead of a hardcoded value for it to be easily used in multiple places 
const SnapshotValue string = "SNAPSHOT"
//...
func (es *EventStore) Snapshot(ctx context.Context, agg *Event) error {  
   e := &Event{  
      Id:                 agg.Id,  
      Version:            agg.Version,  
      CharacterName:      agg.CharacterName,  
      CharacterHitPoints: agg.CharacterHitPoints,  
      Note:               SnapshotValue,  
   }  
   return es.Append(ctx, e)  
}
Enter fullscreen mode Exit fullscreen mode

With the Snapshot test passing, our next step should be to see if our QueryAll still works. Let's write the test:

t.Run("QueryAll should not return the snapshot", func(t *testing.T) {  
   queriedEvents, err := es.QueryAll(ctx, id)  
   assert.Nil(t, err)  
   assert.Equal(t, len(events), len(queriedEvents))  
   for _, event := range events {  
      assert.NotEqual(t, store.SnapshotValue, event.Note)  
   }  
})
Enter fullscreen mode Exit fullscreen mode

This test is failing because we haven't modified our QueryAll to skip over snapshots. We can make that modification to the DynamoDB parameters to get the test working:

func (es *EventStore) QueryAll(ctx context.Context, id string) ([]Event, error) {
params := dynamodb.QueryInput{  
   TableName:              aws.String(es.Table),  
   KeyConditionExpression: aws.String("Id = :uuid"),  
   FilterExpression:       aws.String("Note <> :note"),  
   ExpressionAttributeValues: map[string]types.AttributeValue{  
      ":uuid": &types.AttributeValueMemberS{Value: id},  
      ":note": &types.AttributeValueMemberS{Value: SnapshotValue},
   },  
}
//...
Enter fullscreen mode Exit fullscreen mode

Assessing

You can take a look at our current code as of Part 3 here. There is plenty of functionality to add, but I want to address two key problems over the next two parts.

First, the event store can only keep track of a Player Character's hit points. We need to abstract the Event to be able to represent a myriad of different events.

Second, we've tied our Event Store to a DynamoDB client. This is fine for our integration tests but will burden any unit tests for code relying on our Event Store but not focusing on the Event Store's behavior. To fix that, we'll be using interfaces and mocks.

Have any questions or comments? Is there anything I missed or got wrong about event projections or snapshots? Let me know in the comments or reach out to me on Twitter or the Gopher's Slack.

Top comments (0)