Improving actor write performance by skipping runtime "exists" checks on state writes - #1914
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… upsert) in the actor state. This means that when a delete happens, the delete is always sent to the runtime even if the key has never existed there (e.g. added to state and then removed before the actor turn completes). In all other respects, caching operates the same but without the check to see if the key already exists in the runtime when setting the value. Signed-off-by: Whit Waldo <whit.waldo@innovian.net>
Codecov Report✅ All modified and coverable lines are covered by tests. Additional details and impacted files@@ Coverage Diff @@
## master #1914 +/- ##
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+ Coverage 64.19% 64.25% +0.05%
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Files 358 358
Lines 10508 10506 -2
Branches 1258 1256 -2
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+ Hits 6746 6751 +5
+ Misses 3426 3422 -4
+ Partials 336 333 -3
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Signed-off-by: Whit Waldo <whit.waldo@innovian.net>
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set_state and set_state_ttl read the state store for a key that was not in the tracker only to choose between add and update, but the state provider saves both as the same upsert. The key is now recorded as an update without that read. Update rather than add is deliberate: the key may already exist in the store, so a remove later in the same turn has to send a delete instead of dropping the pending entry. Deleting a key that turns out not to exist is harmless; skipping the delete of one that does is not. Keys the manager knows are absent keep the add kind, so add-then-remove still sends nothing: try_add_state still reads the store and fails when the key exists, and a cached "not found" entry still turns into an add. try_remove_state still reads the store to report whether anything was removed. A reentrant save refreshes the default tracker the same way whatever kind the saved change had. Ports dapr/dotnet-sdk#1914. Signed-off-by: Casper Nielsen <casper@diagrid.io> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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This was referenced Oct 4, 2026
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Description
Setting a value for a key always sets it as an update (effectively an upsert) in the actor state. This means that when a delete happens, the delete is always sent to the runtime even if the key has never existed there (e.g. added to state and then removed before the actor turn completes). In all other respects, caching operates the same but without the check to see if the key already exists in the runtime when setting the value.
I added ample tests to validate that this does not negatively impact the current implementation and expectations.
Great find @olitomlinson !
Issue reference
We strive to have all PR being opened based on an issue, where the problem or feature have been discussed prior to implementation.
Please reference the issue this PR will close: #1910
Checklist
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