| ClusterSharding |
Initialize sharding for the given entity factory settings.
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| ClusterSharding.Passivate<M> |
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| ClusterSharding.Passivate$ |
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| ClusterSharding$ |
When an entity is created an ActorRef[ShardCommand] is passed to the
factory method.
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| Entity<M,E> |
Props of the entity actors, such as dispatcher settings.
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| Entity$ |
Defines how the entity should be created.
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| EntityContext<M> |
Parameter to Entity.of
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| EntityRef<M> |
Send a message to the entity referenced by this EntityRef using *at-most-once*
messaging semantics.
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| EntityTypeKey<T> |
Name of the entity type.
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| EntityTypeKey$ |
Creates an EntityTypeKey.
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| EventSourcedEntity<Command,Event,State> |
Any Behavior can be used as a sharded entity actor, but the combination of sharding and persistent
actors is very common and therefore this PersistentEntity class is provided as convenience.
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| StartEntity |
Returns ShardingEnvelope which can be sent via Cluster Sharding in order to wake up the
specified (by entityId) Sharded Entity, ''without'' delivering a real message to it.
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| StartEntity$ |
Returns ShardingEnvelope which can be sent via Cluster Sharding in order to wake up the
specified (by entityId) Sharded Entity, ''without'' delivering a real message to it.
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