State & Actions

Holochain uses a hybrid global/local state model.

In our bio mimicry terms the global state is for "short term memory" and local state wraps references to "long term memory".

The global state is implemented as Redux style reducers. Any module can dispatch an action to the global state. The action will be "reduced" to a new state tree value by the modules responsible for each branch of the state tree. The response values from a reduction must be polled directly from the state tree in a thread using a "sensor" closure in an observer.

Actions are stateless/immutable data structures that are dispatched by modules to communicate a request to do something potentially state changing. Everything in the system should be either stateless or change state only in response to an incoming action.

The global state is called "short term memory" because it is highly dynamic, readily inspectable, and volatile. It does not survive indefinitely and is best thought of as a cache of recent history.

Local state is implemented using actors to co-ordinate memory and threads in Rust for external, persistent state. The classic example is a database connection to the database that stores entries and headers. The db actor receives read/write messages, and a reference to the sender is stored in the global state.


The action module defines actions and action wrappers:

  • ActionWrapper: struct contains a unique ID for the action and the Action
  • Action: enum of specific data to a given action, e.g. Action::Commit

Processing an incoming action is a 3 step process:

  1. Implement reduce to resolve and dispatch to a handler
  2. Resolve the action to an appropriate handler
  3. Implement handler logic


The reduce implementation is essentially copypasta. It handles resolving and dispatching to a handler with a new state clone. The handler resolution and dispatch logic should be split to facilitate clean unit testing.

# #![allow(unused_variables)]
#fn main() {
pub fn reduce(
    old_state: Arc<FooState>,
    action_wrapper: &ActionWrapper,
    action_channel: &Sender<ActionWrapper>,
    observer_channel: &Sender<Observer>,
) -> Arc<AgentState> {
  let handler = resolve_action_handler(action_wrapper);
  match handler {
      Some(f) => {
          let mut new_state: FooState = (*old_state).clone();
          f(&mut new_state, &action_wrapper, action_channel, observer_channel);
      None => old_state,

Resolve an appropriate handler

The action handler should map signals to action handlers.

# #![allow(unused_variables)]
#fn main() {
fn resolve_action_handler(
    action_wrapper: &ActionWrapper,
) -> Option<fn(&mut AgentState, &ActionWrapper, &Sender<ActionWrapper>, &Sender<Observer>)> {
    match action_wrapper.action() {
        Action::Commit(_, _) => Some(handle_commit),
        Action::Get(_) => Some(handle_get),
        _ => None,

Implement the handlers

Each handler should respond to one action signal and mutate the relevant state.

The standard pattern is to maintain a HashMap of incoming action wrappers against the result of their action from the perspective of the current module. Each action wrapper has a unique id internally so there will be no key collisions.

# #![allow(unused_variables)]
#fn main() {
fn handle_foo(
    state: &mut FooState,
    action_wrapper: &ActionWrapper,
    _action_channel: &Sender<ActionWrapper>,
    _observer_channel: &Sender<Observer>,
) {
    let action = action_wrapper.action();
    let bar = unwrap_to!(action => Action::Bar);

    // do something with bar...
    let result = bar.do_something();

        .insert(action_wrapper.clone(), ActionResponse::Bar(result.clone()));

WARNING: Actions are reduced in a simple loop. Holochain will hang if you dispatch and block on a new action while an outer action reduction is also blocking, waiting for a response.

Global state

instance::Instance has a state::State which is the one global state. Each stateful module has a module containing sub-state slices.

See src/agent/ and src/nucleus/ and how they are put together in src/

State is read from the instance through relevant getter methods:

# #![allow(unused_variables)]
#fn main() {

and mutated by dispatching an action:

# #![allow(unused_variables)]
#fn main() {
let entry = Entry::App( ... );
let action_wrapper = ActionWrapper::new(&Action::Commit(entry));

Instance calls reduce on the state with the next action to consume:

# #![allow(unused_variables)]
#fn main() {
pub fn consume_next_action(&mut self) {
    if self.pending_actions.len() > 0 {
        let action = self.pending_actions.pop_front().unwrap();
        self.state = self.state.clone().reduce(&action);

The main reducer creates a new State object and calls the sub-reducers:

# #![allow(unused_variables)]
#fn main() {
pub fn reduce(&mut self, action_wrapper: &ActionWrapper) -> Self {
    let mut new_state = State {
        nucleus: ::nucleus::reduce( ... ),
        agent: ::agent::reduce( ... )


Each incoming action wrapper is logged in the main state history to facilitate testing and "time travel" debugging.

Sub-module state slices are included in state::State as counted references.

The sub-module reducer must choose to either:

  • If mutations happen, return a cloned, mutated state slice with a new reference
  • If no mutations happen, return the reference to the original state slice

The reduce copypasta above demonstrates this as the possible return values.

Redux in Rust code was used as a reference from this repository.

Local state

Coming Soon.

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