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Queues

Darklang's built-in queues allow programs to be run in the background. Developers call emit to add events into a named queue, which will be executed asynchronously by a handler of the same name.

Events are stored in a system-wide queue and run on separate worker machines, whose capacity is shared with other users. We automatically scale these workers up, and you should expect your events to be run promptly.

Cron jobs are also run using the same infrastructure.

Running an event

When a Worker handler runs, the event that was emited will be available as an event parameter available in the Worker.

When viewing a handler, you can see the number of items in the queue. When an event is completed, a trace will be stored where you can view the execution.

Success criteria

Events are considered successful if they run to completion, and will not be retried based on the result of the worker's expression, even if that value is a Type error, incomplete, false, or any other "negative value".

If you wish to retry when there is an error of some sort, you should handle this explicitly in your code, perhaps emiting a new event.

Concurrency

Events are run as quickly as we can, you cannot be assured that an event will wait for a previous event to complete before running - in fact, it probably will not.

Events are also not guaranteed to process in the order they are emited.

Pausing

Handlers can be paused. When handlers are paused, they will continue to allow events to be emited, but they will not run the event. When handlers are unpaused, all the events will start to run as soon as possible.

Blocking

Darklang admins may block handlers that are causing operational issues. Queues that are causing a operation issue (perhaps even just setting off an internal alarm) may be blocked while we investigate. When (and if) we rectify the issue, we may unblock the problematic queue, which acts just like unpausing.

Retries

Events in the queue will be retried if something goes wrong in the infrastructure. We will attempt to run an event until it succeeds, trying at most 5 times for each event. This only happens with infrastructure issues, which you do not have visibility into, so you cannot predict how many retries a event will get.

The most common situation is if an event runs longer than 25 seconds, and runs while the Darklang infrastructure is being redeployed. In this case, some of the code may be executed more than once - however much got completed on the first try, and then however much got completed in the retry. While unlikely, events like this could be retried more than once. The best way to avoid this is to have your events complete more quickly.

Events which have no handler or where the canvas has been deleted will not be retried.

Technical details

You can read the technical detail and implementation of our queues.