【问题标题】:Inconsistent cascading persistence-by-reachability behavior with JDO, App Engine, Data Nucleus, JUnit与 JDO、App Engine、Data Nucleus、JUnit 的级联持久性行为不一致
【发布时间】:2011-01-31 01:59:38
【问题描述】:

我正在试验 App Engine,使用 JDO 和 DataNucleus 来实现持久性。我有一个包含几个单向关系的简单域。问题在于嵌套这些关系:

  • 文明-(1-1)->氏族
  • 文明-(1-1)->土地
  • 文明 -(1-1)-> 军事 -(1-N)-> 军队(这是不一致的)
  • 文明-(1-N)->定居

根据DataNucleus Documentation,persistence-by-reachability 语义应该通过级联文明的持久性来持久化所有内容。我有一个 JUnit 测试来检查这些对象的基本存储和检索,但它的行为是不一致的。在不更改代码的情况下,重复运行测试会给出不确定的结果。具体来说,军队只坚持大约 50% 的时间。它们是唯一失败的测试。

我可以更容易地理解军队从不坚持的场景,但不规则的行为让我不知所措。其他一切都正确且一致地持续存在。我尝试将工厂方法包装在事务中,并且尝试了双向关系,但都没有改变 JUnit 中 50/50 的通过/失败分割。

我正在为 DataNucleus 使用基于注释的配置,如 App Engine 文档中所述(由于反垃圾邮件措施,未包含链接)。对于附加的大量代码,我深表歉意;我只是不知道我要去哪里错了。

CivilizationCreateTest.java:

package com.moffett.grunzke.server;

import static org.junit.Assert.*;

import java.util.ArrayList;
import java.util.List;

import javax.jdo.PersistenceManager;
import javax.jdo.Query;

import org.junit.After;
import org.junit.Before;
import org.junit.Test;

import com.google.appengine.api.users.User;
import com.google.appengine.api.users.UserService;
import com.google.appengine.api.users.UserServiceFactory;
import com.google.appengine.tools.development.testing.LocalServiceTestHelper;
import com.moffett.grunzke.generic.GenericHelperFactory;
import com.moffett.grunzke.server.civilization.Army;
import com.moffett.grunzke.server.civilization.Civilization;
import com.moffett.grunzke.server.civilization.Clan;
import com.moffett.grunzke.server.civilization.Land;
import com.moffett.grunzke.server.civilization.Military;
import com.moffett.grunzke.server.civilization.Settlement;

@SuppressWarnings("unchecked")
public class CivilizationCreationTest
{
  private final LocalServiceTestHelper helper = new LocalServiceTestHelper(
                                                new LocalDatastoreServiceTestConfig(),
                                                new LocalUserServiceTestConfig())
                                                .setEnvIsLoggedIn(true)
                                                .setEnvEmail("generic.user@gmail.com")
                                                .setEnvAuthDomain("google.com");

  @Before
  public void setUp()
  {
    helper.setUp();
  }

  @After
  public void tearDown()
  {
    helper.tearDown();
  }

  @Test
  public void testCivilizationCreation()
  {
    String clanName = "Test Clan";
    String rulerName = "Test Ruler";

    UserService userService = UserServiceFactory.getUserService();
    User user = userService.getCurrentUser();

    if (user == null)
    {
      fail("No user");
    }

    PersistenceManager pm = PMF.get().getPersistenceManager();

    CivilizationFactory.newInstance(user, clanName, rulerName);

    // We check to make sure that 1, and only 1 Civilization has been made.
    Query q1 = pm.newQuery("SELECT FROM " + Civilization.class.getName());
    List<Civilization> allCivilizations = (List<Civilization>) q1.execute();

    assertTrue(allCivilizations.size() == 1);

    // Now we move on to checking the other aspects.
    Civilization persistentCiv = allCivilizations.get(0);

    Clan persistentClan = persistentCiv.getClan();
    Land persistentLand = persistentCiv.getLand();
    Military persistentMilitary = persistentCiv.getMilitary();
    ArrayList<Settlement> persistentSettlements = persistentCiv.getSettlements();

    // Make sure Civ has pointers to all the necessary elements.
    assertTrue(persistentClan != null);
    assertTrue(persistentLand != null);
    assertTrue(persistentMilitary != null);
    assertTrue(persistentMilitary.getArmies() != null);
    assertTrue(persistentSettlements != null);

    // Lastly we want to make sure that there is only one entry in each of Clan,
    // Land, Military, Army, Settlement.
    Query q2 = pm.newQuery("SELECT FROM " + Clan.class.getName());
    List<Clan> allClans = (List<Clan>) q2.execute();

    assertTrue(allClans.size() == 1);

    Query q3 = pm.newQuery("SELECT FROM " + Land.class.getName());
    List<Land> allLand = (List<Land>) q3.execute();

    assertTrue(allLand.size() == 1);

    Query q4 = pm.newQuery("SELECT FROM " + Military.class.getName());
    List<Military> allMilitary = (List<Military>) q4.execute();

    assertTrue(allMilitary.size() == 1);

    Query q5 = pm.newQuery("SELECT FROM " + Army.class.getName());
    List<Army> allArmy = (List<Army>) q5.execute();

    // *** THIS FAILS 50% OF THE TIME ***
    assertTrue(allArmy.size() == 1);

    Query q6 = pm.newQuery("SELECT FROM " + Settlement.class.getName());
    List<Settlement> allSettlement = (List<Settlement>) q6.execute();

    assertTrue(allSettlement.size() == 1);

  }

}

CivilizationFactory.java:

package com.moffett.grunzke.server;

import java.util.ArrayList;

import com.google.appengine.api.users.User;
import com.moffett.grunzke.server.civilization.Army;
import com.moffett.grunzke.server.civilization.Civilization;
import com.moffett.grunzke.server.civilization.Clan;
import com.moffett.grunzke.server.civilization.Land;
import com.moffett.grunzke.server.civilization.Military;
import com.moffett.grunzke.server.civilization.Settlement;

public class CivilizationFactory
{
  public static Civilization newInstance(User user, String clanName, String rulerName)
  {
    // First we make a new clan.
    Clan clan = new Clan();
    clan.setUser(user);
    clan.setClanName(clanName);
    clan.setRulerName(rulerName);
    // Don't need land.save() because of persistence-by-reachability

    // Now we need to make a new Land.
    Land land = new Land();
    land.setArableLand(100);
    land.setPasturableLand(0);
    land.setLandUsedBySettlements(0);
    // Don't need land.save() because of persistence-by-reachability

    // Now we need to make a new Military
    Military military = new Military();

    Army army = new Army();
    army.setMeleeUnits(10);
    army.setRangedUnits(10);
    army.setMountedUnits(10);

    military.addArmy(army);
    // Don't need military.save() because of persistence-by-reachability

    // Now we need to make a new Settlement
    Settlement settlement = new Settlement();
    // Don't need settlement.save() because of persistence-by-reachability
    ArrayList<Settlement> settlements = new ArrayList<Settlement>();
    settlements.add(settlement);

    // Lastly join everything together in the civ
    Civilization civ = new Civilization();
    civ.setClan(clan);
    civ.setLand(land);
    civ.setMilitary(military);
    civ.setSettlements(settlements);
    civ.save();
    // civ.save should casacde to cover all of the elements above

    return civ;
  }

}

文明.java:

package com.moffett.grunzke.server.civilization;

import java.util.ArrayList;

import javax.jdo.PersistenceManager;
import javax.jdo.annotations.IdGeneratorStrategy;
import javax.jdo.annotations.PersistenceCapable;
import javax.jdo.annotations.Persistent;
import javax.jdo.annotations.PrimaryKey;

import com.google.appengine.api.datastore.Key;
import com.moffett.grunzke.server.PMF;

@PersistenceCapable
public class Civilization
{
  @PrimaryKey
  @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY)
  private Key key;

  @Persistent
  private Clan clan;

  @Persistent
  private Land land;

  @Persistent
  private Military military;

  @Persistent
  private ArrayList<Settlement> settlements = new ArrayList<Settlement>();

  public void save()
  {
    PersistenceManager pm = PMF.get().getPersistenceManager();
    try
    {
      pm.makePersistent(this);
    }
    finally
    {
      pm.close();
    }
  }

  public ArrayList<Settlement> getSettlements()
  {
    return settlements;
  }

  public void setSettlements(ArrayList<Settlement> settlements)
  {
    this.settlements = settlements;
  }

  public Key getKey()
  {
    return key;
  }

  public void setKey(Key key)
  {
    this.key = key;
  }

  public Clan getClan()
  {
    return clan;
  }

  public void setClan(Clan clan)
  {
    this.clan = clan;
  }

  public Land getLand()
  {
    return land;
  }

  public void setLand(Land land)
  {
    this.land = land;
  }

  public void setMilitary(Military military)
  {
    this.military = military;
  }

  public Military getMilitary()
  {
    return military;
  }
}

军事.java

package com.moffett.grunzke.server.civilization;

import java.util.ArrayList;

import javax.jdo.annotations.IdGeneratorStrategy;
import javax.jdo.annotations.PersistenceCapable;
import javax.jdo.annotations.Persistent;
import javax.jdo.annotations.PrimaryKey;

import com.google.appengine.api.datastore.Key;

@PersistenceCapable
public class Military
{
  @PrimaryKey
  @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY)
  private Key key;

  @Persistent
  private ArrayList<Army> armies = new ArrayList<Army>();

  public Key getKey()
  {
    return key;
  }

  public void setKey(Key key)
  {
    this.key = key;
  }

  public ArrayList<Army> getArmies()
  {
    return armies;
  }

  public void setArmies(ArrayList<Army> armies)
  {
    this.armies = armies;
  }

  public void addArmy(Army army)
  {
    this.armies.add(army);
  }

}

Army.java

package com.moffett.grunzke.server.civilization;

import javax.jdo.annotations.IdGeneratorStrategy;
import javax.jdo.annotations.PersistenceCapable;
import javax.jdo.annotations.Persistent;
import javax.jdo.annotations.PrimaryKey;

import com.google.appengine.api.datastore.Key;

@PersistenceCapable
public class Army
{
  @PrimaryKey
  @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY)
  private Key key;

  @Persistent
  private int meleeUnits;

  @Persistent
  private int rangedUnits;

  @Persistent
  private int mountedUnits;

  public Key getKey()
  {
    return key;
  }

  public void setKey(Key key)
  {
    this.key = key;
  }

  public int getMeleeUnits()
  {
    return meleeUnits;
  }

  public void setMeleeUnits(int meleeUnits)
  {
    this.meleeUnits = meleeUnits;
  }

  public int getRangedUnits()
  {
    return rangedUnits;
  }

  public void setRangedUnits(int rangeUnits)
  {
    this.rangedUnits = rangeUnits;
  }

  public int getMountedUnits()
  {
    return mountedUnits;
  }

  public void setMountedUnits(int mountedUnits)
  {
    this.mountedUnits = mountedUnits;
  }
}

【问题讨论】:

    标签: google-app-engine junit persistence jdo datanucleus


    【解决方案1】:

    我的猜测是问题在于您设置采用List 的setter 方法的方式已实现。请记住,JDO 将用持久感知版本替换 ArrayList 字段,因此您不想更改这些字段。试试这个:

    @PersistenceCapable
    public class Military {
      @PrimaryKey
      @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY)
      private Key key;
    
      @Persistent
      private final List <Army> armies = new ArrayList<Army>();
    
      public void setArmies(List<Army> armies) {
        this.armies.clear();
        this.armies.addAll(armies);
      }
    

    出于其他原因,这也是一个好主意。你不希望有人这样做:

    military.setArmies(armies);
    armies.clear();
    

    ...或者这个:

    military.getArmies().clear();
    

    就个人而言,我希望更改实体的方法只公开您想要的操作:

    public void addArmy(Army army) {
      armies.add(army);
    }
    
    public List<Army> getArmies() {
      return Collections.unmodifiableList(armies);
    }
    

    【讨论】:

    • 您的安全点非常有用。在我的沙盒中,我并没有真正考虑到这一点。但是,在切换到 clear() -> addAll() 策略后,我的测试开始持续失败,我实际上将其视为进度。然后我将 Army.save() 添加到工厂方法中,现在它一直在通过。我最好的猜测是间接意味着军队不再可达,所以我必须自己坚持下去。我仍然对不确定的行为感到困惑,但这很有效并且是一种更好的做法。
    • 这令人费解。您是否更改了所有采用 List 的方法以将列表的内容复制到实体的 List 中?我想知道如果您的测试在调用 CivilizationFactory.newInstance() 之后创建了一个持久性管理器,您是否会得到不同的行为。另见stackoverflow.com/questions/4185382/…
    • 基于此页面,如果实体有孩子,您想在事务中调用 makePersistentcode.google.com/appengine/docs/java/datastore/jdo/…(我知道您尝试过,但也许当您这样做时,您仍在修改集合实体中的字段)
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