Events
May 19, 6 PM - May 23, 12 AM
Calling all developers, creators, and AI innovators to join us in Seattle @Microsoft Build May 19-22.
Register todayThis browser is no longer supported.
Upgrade to Microsoft Edge to take advantage of the latest features, security updates, and technical support.
Entity functions define operations for reading and updating small pieces of state, known as durable entities. Like orchestrator functions, entity functions are functions with a special trigger type, the entity trigger. Unlike orchestrator functions, entity functions manage the state of an entity explicitly, rather than implicitly representing state via control flow. Entities provide a means for scaling out applications by distributing the work across many entities, each with a modestly sized state.
Note
Entity functions and related functionality are only available in Durable Functions 2.0 and above. They are currently supported in .NET in-proc, .NET isolated worker, JavaScript, and Python, but not in PowerShell or Java. Furthermore, entity functions for .NET Isolated are supported when using the Azure Storage or Netherite state providers, but not when using the MSSQL state provider.
Important
Entity functions aren't currently supported in PowerShell and Java.
Entities behave a bit like tiny services that communicate via messages. Each entity has a unique identity and an internal state (if it exists). Like services or objects, entities perform operations when prompted to do so. When an operation executes, it might update the internal state of the entity. It might also call external services and wait for a response. Entities communicate with other entities, orchestrations, and clients by using messages that are implicitly sent via reliable queues.
To prevent conflicts, all operations on a single entity are guaranteed to execute serially, that is, one after another.
Note
When an entity is invoked, it processes its payload to completion and then schedules a new execution to activate once future inputs arrive. As a result, your entity execution logs might show an extra execution after each entity invocation; this is expected.
Entities are accessed via a unique identifier, the entity ID. An entity ID is simply a pair of strings that uniquely identifies an entity instance. It consists of an:
For example, a Counter
entity function might be used for keeping score in an online game. Each instance of the game has a unique entity ID, such as @Counter@Game1
and @Counter@Game2
. All operations that target a particular entity require specifying an entity ID as a parameter.
To invoke an operation on an entity, specify the:
Counter
entity could support add
, get
, or reset
operations.Operations can return a result value or an error result, such as a JavaScript error or a .NET exception. This result or error occurs in orchestrations that called the operation.
An entity operation can also create, read, update, and delete the state of the entity. The state of the entity is always durably persisted in storage.
You define entities using a function-based syntax, where entities are represented as functions and operations are explicitly dispatched by the application.
Currently, there are two distinct APIs for defining entities in .NET:
When you use a function-based syntax, entities are represented as functions and operations are explicitly dispatched by the application. This syntax works well for entities with simple state, few operations, or a dynamic set of operations like in application frameworks. This syntax can be tedious to maintain because it doesn't catch type errors at compile time.
The specific APIs depend on whether your C# functions run in an isolated worker process (recommended) or in the same process as the host.
The following code is an example of a simple Counter
entity implemented as a durable function. This function defines three operations, add
, reset
, and get
, each of which operates on an integer state.
[FunctionName("Counter")]
public static void Counter([EntityTrigger] IDurableEntityContext ctx)
{
switch (ctx.OperationName.ToLowerInvariant())
{
case "add":
ctx.SetState(ctx.GetState<int>() + ctx.GetInput<int>());
break;
case "reset":
ctx.SetState(0);
break;
case "get":
ctx.Return(ctx.GetState<int>());
break;
}
}
For more information on the function-based syntax and how to use it, see Function-based syntax.
Durable entities are available in JavaScript starting with version 1.3.0 of the durable-functions
npm package. The following code is the Counter
entity implemented as a durable function written in JavaScript.
Counter/function.json
{
"bindings": [
{
"name": "context",
"type": "entityTrigger",
"direction": "in"
}
],
"disabled": false
}
Counter/index.js
const df = require("durable-functions");
module.exports = df.entity(function(context) {
const currentValue = context.df.getState(() => 0);
switch (context.df.operationName) {
case "add":
const amount = context.df.getInput();
context.df.setState(currentValue + amount);
break;
case "reset":
context.df.setState(0);
break;
case "get":
context.df.return(currentValue);
break;
}
});
Note
Refer to the Azure Functions Python developer guide for more details about how the V2 model works.
The following code is the Counter
entity implemented as a durable function written in Python.
import azure.functions as func
import azure.durable_functions as df
# Entity function called counter
@myApp.entity_trigger(context_name="context")
def Counter(context):
current_value = context.get_state(lambda: 0)
operation = context.operation_name
if operation == "add":
amount = context.get_input()
current_value += amount
elif operation == "reset":
current_value = 0
elif operation == "get":
context.set_result(current_value)
context.set_state(current_value)
Entities can be accessed using one-way or two-way communication. The following terminology distinguishes the two forms of communication:
Entities can be accessed from within client functions, from within orchestrator functions, or from within entity functions. Not all forms of communication are supported by all contexts:
The following examples illustrate these various ways of accessing entities.
To access entities from an ordinary Azure Function, which is also known as a client function, use the entity client binding. The following example shows a queue-triggered function signaling an entity using this binding.
Note
For simplicity, the following examples show the loosely typed syntax for accessing entities. In general, we recommend that you access entities through interfaces because it provides more type checking.
[FunctionName("AddFromQueue")]
public static Task Run(
[QueueTrigger("durable-function-trigger")] string input,
[DurableClient] IDurableEntityClient client)
{
// Entity operation input comes from the queue message content.
var entityId = new EntityId(nameof(Counter), "myCounter");
int amount = int.Parse(input);
return client.SignalEntityAsync(entityId, "Add", amount);
}
const df = require("durable-functions");
module.exports = async function (context) {
const client = df.getClient(context);
const entityId = new df.EntityId("Counter", "myCounter");
await client.signalEntity(entityId, "add", 1);
};
import azure.functions as func
import azure.durable_functions as df
# An HTTP-Triggered Function with a Durable Functions Client to set a value on a durable entity
@myApp.route(route="entitysetvalue")
@myApp.durable_client_input(client_name="client")
async def http_set(req: func.HttpRequest, client):
logging.info('Python HTTP trigger function processing a request.')
entityId = df.EntityId("Counter", "myCounter")
await client.signal_entity(entityId, "add", 1)
return func.HttpResponse("Done", status_code=200)
The term signal means that the entity API invocation is one-way and asynchronous. It's not possible for a client function to know when the entity has processed the operation. Also, the client function can't observe any result values or exceptions.
Client functions can also query the state of an entity, as shown in the following example:
[FunctionName("QueryCounter")]
public static async Task<HttpResponseMessage> Run(
[HttpTrigger(AuthorizationLevel.Function)] HttpRequestMessage req,
[DurableClient] IDurableEntityClient client)
{
var entityId = new EntityId(nameof(Counter), "myCounter");
EntityStateResponse<JObject> stateResponse = await client.ReadEntityStateAsync<JObject>(entityId);
return req.CreateResponse(HttpStatusCode.OK, stateResponse.EntityState);
}
const df = require("durable-functions");
module.exports = async function (context) {
const client = df.getClient(context);
const entityId = new df.EntityId("Counter", "myCounter");
const stateResponse = await client.readEntityState(entityId);
return stateResponse.entityState;
};
# An HTTP-Triggered Function with a Durable Functions Client to retrieve the state of a durable entity
@myApp.route(route="entityreadvalue")
@myApp.durable_client_input(client_name="client")
async def http_read(req: func.HttpRequest, client):
entityId = df.EntityId("Counter", "myCounter")
entity_state_result = await client.read_entity_state(entityId)
entity_state = "No state found"
if entity_state_result.entity_exists:
entity_state = str(entity_state_result.entity_state)
return func.HttpResponse(entity_state)
Entity state queries are sent to the Durable tracking store and return the entity's most recently persisted state. This state is always a "committed" state, that is, it's never a temporary intermediate state assumed in the middle of executing an operation. However, it's possible that this state is stale compared to the entity's in-memory state. Only orchestrations can read an entity's in-memory state, as described in the following section.
Orchestrator functions can access entities by using APIs on the orchestration trigger binding. The following example code shows an orchestrator function calling and signaling a Counter
entity.
[FunctionName("CounterOrchestration")]
public static async Task Run(
[OrchestrationTrigger] IDurableOrchestrationContext context)
{
var entityId = new EntityId(nameof(Counter), "myCounter");
// Two-way call to the entity which returns a value - awaits the response
int currentValue = await context.CallEntityAsync<int>(entityId, "Get");
if (currentValue < 10)
{
// One-way signal to the entity which updates the value - does not await a response
context.SignalEntity(entityId, "Add", 1);
}
}
const df = require("durable-functions");
module.exports = df.orchestrator(function*(context){
const entityId = new df.EntityId("Counter", "myCounter");
// Two-way call to the entity which returns a value - awaits the response
currentValue = yield context.df.callEntity(entityId, "get");
});
Note
JavaScript does not currently support signaling an entity from an orchestrator. Use callEntity
instead.
@myApp.orchestration_trigger(context_name="context")
def orchestrator(context: df.DurableOrchestrationContext):
entityId = df.EntityId("Counter", "myCounter")
context.signal_entity(entityId, "add", 3)
logging.info("signaled entity")
state = yield context.call_entity(entityId, "get")
return state
Only orchestrations are capable of calling entities and getting a response, which could be either a return value or an exception. Client functions that use the client binding can only signal entities.
Note
Calling an entity from an orchestrator function is similar to calling an activity function from an orchestrator function. The main difference is that entity functions are durable objects with an address, which is the entity ID. Entity functions support specifying an operation name. Activity functions, on the other hand, are stateless and don't have the concept of operations.
An entity function can send signals to other entities, or even itself, while it executes an operation.
For example, we can modify the previous Counter
entity example so that it sends a "milestone-reached" signal to some monitor entity when the counter reaches the value 100.
case "add":
var currentValue = ctx.GetState<int>();
var amount = ctx.GetInput<int>();
if (currentValue < 100 && currentValue + amount >= 100)
{
ctx.SignalEntity(new EntityId("MonitorEntity", ""), "milestone-reached", ctx.EntityKey);
}
ctx.SetState(currentValue + amount);
break;
case "add":
const amount = context.df.getInput();
if (currentValue < 100 && currentValue + amount >= 100) {
const entityId = new df.EntityId("MonitorEntity", "");
context.df.signalEntity(entityId, "milestone-reached", context.df.instanceId);
}
context.df.setState(currentValue + amount);
break;
Note
Python doesn't support entity-to-entity signals yet. Please use an orchestrator for signaling entities instead.
There might be times when you need to coordinate operations across multiple entities. For example, in a banking application, you might have entities that represent individual bank accounts. When you transfer funds from one account to another, you must ensure that the source account has sufficient funds. You also must ensure that updates to both the source and destination accounts are done in a transactionally consistent way.
The following example code transfers funds between two account entities by using an orchestrator function. Coordinating entity updates requires using the LockAsync
method to create a critical section in the orchestration.
Note
For simplicity, this example reuses the Counter
entity defined previously. In a real application, it would be better to define a more detailed BankAccount
entity.
// This is a method called by an orchestrator function
public static async Task<bool> TransferFundsAsync(
string sourceId,
string destinationId,
int transferAmount,
IDurableOrchestrationContext context)
{
var sourceEntity = new EntityId(nameof(Counter), sourceId);
var destinationEntity = new EntityId(nameof(Counter), destinationId);
// Create a critical section to avoid race conditions.
// No operations can be performed on either the source or
// destination accounts until the locks are released.
using (await context.LockAsync(sourceEntity, destinationEntity))
{
ICounter sourceProxy =
context.CreateEntityProxy<ICounter>(sourceEntity);
ICounter destinationProxy =
context.CreateEntityProxy<ICounter>(destinationEntity);
int sourceBalance = await sourceProxy.Get();
if (sourceBalance >= transferAmount)
{
await sourceProxy.Add(-transferAmount);
await destinationProxy.Add(transferAmount);
// the transfer succeeded
return true;
}
else
{
// the transfer failed due to insufficient funds
return false;
}
}
}
In .NET, LockAsync
returns IDisposable
, which ends the critical section when disposed. This IDisposable
result can be used together with a using
block to get a syntactic representation of the critical section.
In the preceding example, an orchestrator function transfers funds from a source entity to a destination entity. The LockAsync
method locked both the source and destination account entities. This locking ensured that no other client could query or modify the state of either account until the orchestration logic exited the critical section at the end of the using
statement. This behavior prevents the possibility of overdrafting from the source account.
Note
When an orchestration terminates, either normally or with an error, any critical sections in progress are implicitly ended and all locks are released.
The LockAsync
method creates a critical section in an orchestration. These critical sections prevent other orchestrations from making overlapping changes to a specified set of entities. Internally, the LockAsync
API sends "lock" operations to the entities and returns when it receives a "lock acquired" response message from each of these same entities. Both lock and unlock are built-in operations supported by all entities.
No operations from other clients are allowed on an entity while it's in a locked state. This behavior ensures that only one orchestration instance can lock an entity at a time. If a caller tries to invoke an operation on an entity while it's locked by an orchestration, that operation is placed in a pending operation queue. No pending operations are processed until after the holding orchestration releases its lock.
Note
This behavior is slightly different from synchronization primitives used in most programming languages, such as the lock
statement in C#. For example, in C#, the lock
statement must be used by all threads to ensure proper synchronization across multiple threads. Entities, however, don't require all callers to explicitly lock an entity. If any caller locks an entity, all other operations on that entity are blocked and queued behind that lock.
Locks on entities are durable, so they persist even if the executing process is recycled. Locks are internally persisted as part of an entity's durable state.
Unlike transactions, critical sections don't automatically roll back changes when errors occur. Instead, any error handling, such as roll-back or retry, must be explicitly coded, for example by catching errors or exceptions. This design choice is intentional. Automatically rolling back all the effects of an orchestration is difficult or impossible in general, because orchestrations might run activities and make calls to external services that can't be rolled back. Also, attempts to roll back might themselves fail and require further error handling.
Unlike low-level locking primitives in most programming languages, critical sections are guaranteed not to deadlock. To prevent deadlocks, we enforce the following restrictions:
Any violations of these rules cause a runtime error, such as LockingRulesViolationException
in .NET, which includes a message that explains what rule was broken.
Many of the durable entities features are inspired by the actor model. If you're already familiar with actors, you might recognize many of the concepts described in this article. Durable entities are similar to virtual actors, or grains, as popularized by the Orleans project. For example:
There are some important differences that are worth noting:
Events
May 19, 6 PM - May 23, 12 AM
Calling all developers, creators, and AI innovators to join us in Seattle @Microsoft Build May 19-22.
Register today