Resonate Saga Pattern — Go
Version note. The Go SDK's first tagged release is
0.1.0. The tag is0.1.0, notv0.1.0, sogo get …@latestdoes not resolve to it — pin the tag explicitly:go get github.com/resonatehq/resonate-sdk-go@0.1.0. APIs may still change before a1.0. There is no Go saga example repo yet, so all snippets use only documented SDK surface verified against the0.1.0tag source.
Overview
A saga is a long-running transaction split into discrete steps, each with a compensating action. Forward steps execute top-to-bottom; on any failure, completed compensations run bottom-to-top. Because the whole workflow body re-runs on resume, the completed []Step slice is reconstructed deterministically on replay — each ctx.Run call short-circuits its settled durable promise in the same order, so the slice is rebuilt identically before reaching the point of failure.
For the language-agnostic mental model — including choreography vs orchestration, idempotency requirements, and when not to use sagas — see resonate-saga-pattern-typescript.
When to use
- Multi-step workflow where intermediate state is visible to other systems between steps
- Each step is individually compensable (inventory hold, payment charge, shipment create)
- You need "all or nothing" consistency without a distributed 2PC transaction
- Steps span services and may take seconds to minutes each
- Compensation logic exists and is idempotent for every committed step
Basic shape
package main
import (
"context"
"errors"
"fmt"
"log"
"time"
resonate "github.com/resonatehq/resonate-sdk-go"
)
// Step is a string enum for the forward steps that have been committed.
// Using type Step string + a switch gives idiomatic Go compensation dispatch.
type Step string
const (
StepInventory Step = "inventory"
StepPayment Step = "payment"
StepShipment Step = "shipment"
)
type OrderArgs struct {
OrderID string `json:"order_id"`
}
type SagaResult struct {
Status string `json:"status"`
OrderID string `json:"order_id"`
Compensated []string `json:"compensated,omitempty"`
}
type CompensateArgs struct {
Step Step `json:"step"`
OrderID string `json:"order_id"`
}
// placeOrder is the saga orchestrator. It runs forward steps in sequence,
// tracking each committed step. On the first failure it runs compensations in
// reverse, each as its own durable ctx.Run so they are retryable.
func placeOrder(ctx *resonate.Context, args OrderArgs) (SagaResult, error) {
var completed []Step
// --- forward path ---
fInv, err := ctx.Run(reserveInventory, args.OrderID)
if err != nil {
return SagaResult{}, err
}
if err := fInv.Await(nil); err != nil {
return compensateAll(ctx, args.OrderID, completed, err)
}
completed = append(completed, StepInventory)
fPay, err := ctx.Run(chargePayment, args.OrderID)
if err != nil {
return SagaResult{}, err
}
if err := fPay.Await(nil); err != nil {
return compensateAll(ctx, args.OrderID, completed, err)
}
completed = append(completed, StepPayment)
fShip, err := ctx.Run(createShipment, args.OrderID)
if err != nil {
return SagaResult{}, err
}
if err := fShip.Await(nil); err != nil {
return compensateAll(ctx, args.OrderID, completed, err)
}
completed = append(completed, StepShipment)
return SagaResult{Status: "success", OrderID: args.OrderID}, nil
}
// compensateAll iterates completed steps in reverse and runs each compensation
// as a durable ctx.Run. Returns a SagaResult with status "failed" on success,
// or propagates the compensation error if a compensation itself fails fatally.
func compensateAll(
ctx *resonate.Context,
orderID string,
completed []Step,
forwardErr error,
) (SagaResult, error) {
_ = forwardErr // log or inspect as needed
var names []string
for i := len(completed) - 1; i >= 0; i-- {
step := completed[i]
f, err := ctx.Run(compensate, CompensateArgs{Step: step, OrderID: orderID},
resonate.RunOpts{
Timeout: 10 * time.Minute,
RetryPolicy: resonate.ExponentialRetry{
MaxAttempts: 5,
Base: 200 * time.Millisecond,
Max: 30 * time.Second,
Jitter: true,
},
},
)
if err != nil {
return SagaResult{}, fmt.Errorf("dispatch compensation for %s: %w", step, err)
}
if err := f.Await(nil); err != nil {
// A compensation that exhausts retries is a real inconsistency — log and alert.
return SagaResult{}, fmt.Errorf("compensation for %s failed: %w", step, err)
}
names = append(names, string(step))
}
return SagaResult{
Status: "failed",
OrderID: orderID,
Compensated: names,
}, nil
}
// compensate dispatches to the correct undo action via a switch on Step.
// Each branch must be idempotent — compensations may be retried.
func compensate(_ *resonate.Context, args CompensateArgs) (struct{}, error) {
switch args.Step {
case StepShipment:
// cancelShipment(args.OrderID)
return struct{}{}, nil
case StepPayment:
// refundPayment(args.OrderID)
return struct{}{}, nil
case StepInventory:
// releaseInventory(args.OrderID)
return struct{}{}, nil
default:
return struct{}{}, resonate.NewNonRetryable(
fmt.Errorf("unknown saga step %q — programming error", args.Step),
)
}
}
// Forward leaf stubs — replace with real service calls.
func reserveInventory(_ *resonate.Context, orderID string) (struct{}, error) {
_ = orderID
return struct{}{}, nil
}
func chargePayment(_ *resonate.Context, orderID string) (struct{}, error) {
_ = orderID
return struct{}{}, nil
}
func createShipment(_ *resonate.Context, orderID string) (struct{}, error) {
_ = orderID
// Simulate a transient failure to trigger compensation.
return struct{}{}, errors.New("shipment service unavailable")
}
func main() {
r, err := resonate.New(resonate.Config{URL: "http://localhost:8001"})
if err != nil {
log.Fatalf("resonate.New: %v", err)
}
defer func() { _ = r.Stop() }()
// Only the workflow needs registration; leaves reached via ctx.Run do not.
placeOrderFn, err := resonate.Register(r, "placeOrder", placeOrder)
if err != nil {
log.Fatalf("Register: %v", err)
}
h, err := placeOrderFn.Run(context.Background(), "order-1", OrderArgs{OrderID: "order-1"})
if err != nil {
log.Fatalf("Run: %v", err)
}
res, err := h.Result(context.Background())
if err != nil {
log.Fatalf("Result: %v", err)
}
fmt.Printf("saga: %+v\n", res)
}
Each ctx.Run + Await pair is a durable checkpoint. If the worker crashes mid-saga, Resonate resumes from the last settled step — completed forward steps do not re-execute.
Compensation must be retryable
A compensation that exhausts retries leaves the system in a real inconsistency. Always give compensations a generous timeout and an explicit retry policy:
f, err := ctx.Run(compensate, CompensateArgs{Step: step, OrderID: orderID},
resonate.RunOpts{
Timeout: 10 * time.Minute,
RetryPolicy: resonate.ExponentialRetry{
MaxAttempts: 5,
Base: 200 * time.Millisecond,
Max: 30 * time.Second,
Jitter: true,
},
},
)
If f.Await(nil) returns an error after retries are exhausted, you have a manual-intervention situation — log the step name, the order ID, and alert before returning the error.
To fail a forward step immediately without retrying (useful for non-idempotent external APIs):
return struct{}{}, resonate.NewNonRetryable(errors.New("card declined — do not retry"))
Step dispatch via type Step string + switch
Go has no enum keyword. A type Step string with named constants gives the closed-step-set semantics of Rust's enum while staying serializable without extra infrastructure:
type Step string
const (
StepInventory Step = "inventory"
StepPayment Step = "payment"
StepShipment Step = "shipment"
)
// In the compensation leaf:
switch args.Step {
case StepShipment:
// ...
case StepPayment:
// ...
case StepInventory:
// ...
default:
return struct{}{}, resonate.NewNonRetryable(
fmt.Errorf("unknown saga step %q", args.Step),
)
}
The default branch with NewNonRetryable turns a programming error (a new step added without a compensation) into a fast, observable failure rather than a silent infinite retry loop.
Distinct Go idioms
- Explicit
(T, error)returns handle forward-path propagation — there is no exception unwinding. You must check eachif err != nilexplicitly and callcompensateAllyourself rather than relying on atry/exceptunwind. if err := f.Await(nil); err != nilimmediately after dispatch keeps each step sequential and is idiomatic for the saga forward path. Fan-out (dispatch all, then await all) is used for parallel work — sagas are sequential by nature.completed []Stepslice rebuilt on replay — on crash-resume the workflow body re-runs from the top; eachctx.Runcall short-circuits its settled promise in order, so the slice is reconstructed identically before reaching the failed step.for i := len(completed) - 1; i >= 0; i--is the idiomatic Go reverse loop — noreversed()builtin orslices.Reverseneeded.type CompensateArgs structwith exported fields andjsontags bundles step + order ID into a single serializable arg, matching the SDK's encoding contract.struct{}as the result type for void leaf functions — idiomatic Go; avoids a named unit type.
Avoid
- Panicking inside a durable function —
panicin actx.Runleaf will crash the worker, not run compensations. Always returnerrorexplicitly. - Non-idempotent compensations — each compensation
ctx.Runmay execute more than once on retry. A compensation that double-refunds or double-releases is worse than the original failure. - Reading the system-of-record without a fresh
ctx.Run— a raw DB/API call in the workflow body (outside a leaf) re-executes on every replay. Wrap any observable side effect in its ownctx.Runso the result is checkpointed. - Swallowing compensation errors — if
f.Await(nil)returns an error during the compensation loop, surface it. Silently continuing produces a partially compensated saga with no audit trail.
Related skills
resonate-basic-durable-world-usage-go—ctx.Run,RunOpts, function signature variantsresonate-recursive-fan-out-pattern-go— parallel dispatch, can be composed with saga steps that fan out internallyresonate-external-system-of-record-pattern-go— idempotency keys and SoR reads inside durable leavesdurable-execution— foundational replay semantics that make thecompletedslice saferesonate-saga-pattern-typescript— language-agnostic mental model, choreography vs orchestration, idempotency patternsresonate-saga-pattern-rust— Rust sibling usingResult<T>+?and enum match