The initial value your state should start with - before anything has happened
dmSelf is used as the address where the DM-confirmation-messages should be sent. In a sharding environment, this has to be our dispatcher which knows how to reach the sharding mechanism. If null, we'll fallback to self - useful when testing
(Since version 1.0.6) Use onGenerateDMBefore instead
If doUnconfirmedWarningProcessing is turned on, then override this method to try to do something useful before we give up
If doUnconfirmedWarningProcessing is turned on, then override this method to try to do something useful before we give up
Override this to decide if the failed outbound durableMessage should result in a persisted event.
Override this to decide if the failed outbound durableMessage should result in a persisted event. If so, return these events. When these have been persisted, generateDMs() will be called as usual enabling you to perform some outbound action.
Called when actor has been idle for too long..
Called when actor has been idle for too long..
If running in sharding, you should stop like this:
getContext().parent().tell(new ShardRegion.Passivate(PoisonPill.getInstance()), self());
Used when processing events live - not recovering
Used when recovering events
Used when processing commands
(Since version 2.4) use persistAll instead
(Since version 2.4) use persistAllAsync instead
The type representing your state