class, and when you initialized that class you got an ID, and through that ID you could talk to that exact instance of that class whenever you wanted. That instance sticks around as long as you need it. It’s durable.
Cloudflare released a feature called Durable Objects:
… we settled on “Unique Durable Objects”, or “Durable Objects” for short. Let me explain what they are by breaking that down:
• Unique: Each object has a globally-unique identifier. That object exists in only one location in the whole world at a time. Any Worker running anywhere in the world that knows the object’s ID can send messages to it. All those messages end up delivered to the same place.
Pretty cool. The real-time aspects are extremely compelling.
Entities behave a bit like tiny services that communicate via messages. Each entity has a unique identity and an internal state (if it exists). Like services or objects, entities perform operations when prompted to do so. When an operation executes, it might update the internal state of the entity. It might also call external services and wait for a response. Entities communicate with other entities, orchestrations, and clients by using messages that are implicitly sent via reliable queues.
The documentation is a little tricker for me to understand (I think it’s aimed at people who live and breath this stuff more than I do), but the concept sounds very similar to Cloudflare’s thing. Entities have IDs that you access them through. They persist and can be used for the same real-time-y stuff, like displaying the state/score of a video game to anyone who is connected.