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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 | 1x 1x 1x 1x 2x 1x 5x 1x 1x 7x 3x 7x 1x 6x 1x 1x 2x 1x 3x 1x 2x 1x 9x | /**
* Definitiile de saga stau in cod, versionate, ca la notification-rules si
* projection-registry. Motivul e acelasi: un proces cu mai multi pasi e logica
* de business care merita review si teste, nu configuratie editabila la runtime.
*
* Contractul unui pas:
* - run() trebuie sa fie IDEMPOTENT. Poate fi apelat de mai multe ori pentru
* acelasi pas (retry dupa timeout de retea, restart de proces). Daca a scris
* deja ceva, a doua rulare trebuie sa observe asta si sa nu dubleze.
* - compensate() anuleaza efectul lui run(). Trebuie sa fie idempotent SI
* tolerant la faptul ca run() poate sa fi esuat la jumatate -- compenseaza
* ce gaseste, nu presupune ca totul a fost creat.
*/
export interface SagaEvent {
id: string;
tenantId: string;
workspaceId: string | null;
eventType: string;
actorId: string | null;
subjectId: string | null;
correlationId: string | null;
payload: Record<string, unknown>;
}
export type SagaContext = Record<string, unknown>;
export interface SagaStepResult {
/** Se uneste in contextul sagai si e vizibil pasilor urmatori. */
context?: SagaContext;
output?: Record<string, unknown>;
}
export interface SagaStepDefinition {
name: string;
run(ctx: SagaContext, event: SagaEvent): Promise<SagaStepResult | void>;
/**
* Lipsa lui compensate inseamna ca pasul nu are efecte de anulat (o citire,
* de exemplu). Nu inseamna "nu stim cum sa compensam".
*/
compensate?(ctx: SagaContext, event: SagaEvent): Promise<void>;
/** Cate incercari inainte de a declara pasul esuat. */
maxAttempts?: number;
}
export interface SagaDefinition {
name: string;
version: number;
/** Ce eveniment porneste saga. */
triggerEvent: string;
/** Termen absolut pentru toata saga; depasirea duce la compensare. */
timeoutMinutes: number;
steps: SagaStepDefinition[];
/**
* Filtru optional: chiar daca evenimentul se potriveste, saga poate decide
* ca nu o priveste (ex. lipseste un camp din payload).
*/
shouldStart?(event: SagaEvent): boolean;
}
const DEFAULT_MAX_ATTEMPTS = 3;
const BASE_BACKOFF_MS = 30_000;
const MAX_BACKOFF_MS = 30 * 60_000;
export function maxAttemptsFor(step: SagaStepDefinition): number {
return step.maxAttempts ?? DEFAULT_MAX_ATTEMPTS;
}
/**
* Backoff exponential plafonat. Fara plafon, a 10-a incercare ar fi programata
* peste zile, ceea ce in practica inseamna "niciodata".
*/
export function backoffDelayMs(attempt: number): number {
return Math.min(BASE_BACKOFF_MS * 2 ** Math.max(0, attempt - 1), MAX_BACKOFF_MS);
}
const REGISTRY: SagaDefinition[] = [];
export function registerSaga(definition: SagaDefinition): void {
const duplicate = REGISTRY.find(
(s) => s.name === definition.name && s.version === definition.version,
);
if (duplicate) {
throw new Error(`Saga ${definition.name}@v${definition.version} este deja inregistrata`);
}
REGISTRY.push(definition);
}
export function allSagas(): SagaDefinition[] {
return [...REGISTRY];
}
export function sagasForEvent(eventType: string): SagaDefinition[] {
return REGISTRY.filter((s) => s.triggerEvent === eventType);
}
export function findSaga(name: string, version: number): SagaDefinition | undefined {
return REGISTRY.find((s) => s.name === name && s.version === version);
}
export function triggerEventTypes(): string[] {
return [...new Set(REGISTRY.map((s) => s.triggerEvent))];
}
/** Doar pentru teste: goleste registrul intre cazuri. */
export function resetRegistry(): void {
REGISTRY.length = 0;
}
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