完全修订:
好的,我正在使用Ninject和MVC 2扩展作为我的DI容器,而AutoMapper作为我的实体< - >查看模型映射器。我的视图模型中出现'ObjectContext is dispos'错误 - >实体映射。我的代码如下。
Ninject绑定:
public class DIModule : NinjectModule
{
public override void Load()
{
this.Bind<HGEntities>().ToSelf().InRequestScope();
this.Bind<IArticleRepository>().To<HGArticleRepository>().InRequestScope();
this.Bind<IGameRepository>().To<HGGameRepository>().InRequestScope();
this.Bind<INewsRepository>().To<HGNewsRepository>().InRequestScope();
this.Bind<ErrorController>().ToSelf().InRequestScope();
this.Bind<HGController>().ToSelf().InRequestScope();
}
}
我的存储库:
public class HGGameRepository : IGameRepository, IDisposable
{
private HGEntities _context;
public HGGameRepository(HGEntities context)
{
this._context = context;
}
// methods
public void SaveGame(Game game)
{
if (game.GameID > 0)
{
_context.ObjectStateManager.ChangeObjectState(game, System.Data.EntityState.Modified);
}
else
{
_context.Games.AddObject(game);
}
_context.SaveChanges();
}
public void Dispose()
{
if (this._context != null)
{
this._context.Dispose();
}
}
}
我的控制器的构造函数,其中包含我的AutoMapper地图定义:
public AdminController(IArticleRepository articleRepository, IGameRepository gameRepository, INewsRepository newsRepository)
{
_articleRepository = articleRepository;
_gameRepository = gameRepository;
_newsRepository = newsRepository;
Mapper.CreateMap<Game, AdminGameViewModel>()
.BeforeMap((s, d) =>
{
int platCount = s.Platforms.Count;
var plats = s.Platforms.ToArray();
d.PlatformIDs = new int[platCount];
for (int i = 0; i < platCount; ++i)
{
d.PlatformIDs[i] = plats[i].PlatformID;
}
})
.ForMember(dest => dest.Pros, opt => opt.MapFrom(src => src.Pros.Split(new char[] {'|'})))
.ForMember(dest => dest.Cons, opt => opt.MapFrom(src => src.Cons.Split(new char[] {'|'})))
.ForMember(dest => dest.PlatformIDs, opt => opt.Ignore());
Mapper.CreateMap<AdminGameViewModel, Game>()
.BeforeMap((s, d) =>
{
if (d.Platforms != null && d.Platforms.Count > 0)
{
var oldPlats = d.Platforms.ToArray();
foreach (var oldPlat in oldPlats)
{
d.Platforms.Remove(oldPlat);
}
}
foreach (var platId in s.PlatformIDs)
{
var plat = _gameRepository.GetPlatform(platId);
d.Platforms.Add(plat);
}
})
.ForMember(dest => dest.Platforms, opt => opt.Ignore())
.ForMember(dest => dest.BoxArtPath, opt => opt.Ignore())
.ForMember(dest => dest.IndexImagePath, opt => opt.Ignore())
.ForMember(dest => dest.Cons, opt => opt.MapFrom(src => string.Join("|", src.Cons)))
.ForMember(dest => dest.Pros, opt => opt.MapFrom(src => string.Join("|", src.Pros)))
.ForMember(dest => dest.LastModified, opt => opt.UseValue(DateTime.Now));
}
这是第二个重要的映射。
接下来是我的编辑方法:
[HttpPost]
public ActionResult EditGame([Bind(Prefix="GameData")]AdminGameViewModel formData)
{
Game game = _gameRepository.GetGame(formData.GameID);
if (ModelState.IsValid)
{
game = AutoMapper.Mapper.Map<AdminGameViewModel, Game>(formData, game);
// it dies here, so the rest of the method is immaterial
}
最后,堆栈跟踪:
[ObjectDisposedException: The ObjectContext instance has been disposed and can no longer be used for operations that require a connection.]
System.Data.Objects.ObjectContext.EnsureConnection() +87
System.Data.Objects.ObjectQuery`1.GetResults(Nullable`1 forMergeOption) +90
System.Data.Objects.ObjectQuery`1.System.Collections.Generic.IEnumerable<T>.GetEnumerator() +96
System.Linq.Enumerable.FirstOrDefault(IEnumerable`1 source) +182
System.Data.Objects.ELinq.ObjectQueryProvider.<GetElementFunction>b__1(IEnumerable`1 sequence) +74
System.Data.Objects.ELinq.ObjectQueryProvider.ExecuteSingle(IEnumerable`1 query, Expression queryRoot) +95
System.Data.Objects.ELinq.ObjectQueryProvider.System.Linq.IQueryProvider.Execute(Expression expression) +163
System.Linq.Queryable.FirstOrDefault(IQueryable`1 source, Expression`1 predicate) +300
HandiGamer.Domain.Concrete.HGGameRepository.GetPlatform(Int32 id) in C:\Users\Kevin\documents\visual studio 2010\Projects\HandiGamer\HandiGamer.Domain\Concrete\HGGameRepository.cs:68
HandiGamer.WebUI.Controllers.AdminController.<.ctor>b__a(AdminGameViewModel s, Game d) in C:\Users\Kevin\documents\visual studio 2010\Projects\HandiGamer\HandiGamer\Controllers\AdminController.cs:56
AutoMapper.<>c__DisplayClass1b.<BeforeMap>b__1a(Object src, Object dest) +139
AutoMapper.TypeMap.<get_BeforeMap>b__0(Object src, Object dest) +118
AutoMapper.Mappers.PropertyMapMappingStrategy.Map(ResolutionContext context, IMappingEngineRunner mapper) +196
AutoMapper.Mappers.TypeMapMapper.Map(ResolutionContext context, IMappingEngineRunner mapper) +256
AutoMapper.MappingEngine.AutoMapper.IMappingEngineRunner.Map(ResolutionContext context) +459
[AutoMapperMappingException:
Mapping types:
AdminGameViewModel -> Game
HandiGamer.WebUI.ViewModels.AdminGameViewModel -> HandiGamer.Domain.Entities.Game
Destination path:
Game
Source value:
HandiGamer.WebUI.ViewModels.AdminGameViewModel]
AutoMapper.MappingEngine.AutoMapper.IMappingEngineRunner.Map(ResolutionContext context) +537
AutoMapper.MappingEngine.Map(Object source, Object destination, Type sourceType, Type destinationType, Action`1 opts) +179
AutoMapper.MappingEngine.Map(TSource source, TDestination destination, Action`1 opts) +190
AutoMapper.MappingEngine.Map(TSource source, TDestination destination) +146
AutoMapper.Mapper.Map(TSource source, TDestination destination) +105
HandiGamer.WebUI.Controllers.AdminController.EditGame(AdminGameViewModel formData) in C:\Users\Kevin\documents\visual studio 2010\Projects\HandiGamer\HandiGamer\Controllers\AdminController.cs:323
lambda_method(Closure , ControllerBase , Object[] ) +162
System.Web.Mvc.ActionMethodDispatcher.Execute(ControllerBase controller, Object[] parameters) +51
System.Web.Mvc.ReflectedActionDescriptor.Execute(ControllerContext controllerContext, IDictionary`2 parameters) +409
System.Web.Mvc.ControllerActionInvoker.InvokeActionMethod(ControllerContext controllerContext, ActionDescriptor actionDescriptor, IDictionary`2 parameters) +52
System.Web.Mvc.<>c__DisplayClassd.<InvokeActionMethodWithFilters>b__a() +127
System.Web.Mvc.ControllerActionInvoker.InvokeActionMethodFilter(IActionFilter filter, ActionExecutingContext preContext, Func`1 continuation) +436
System.Web.Mvc.<>c__DisplayClassf.<InvokeActionMethodWithFilters>b__c() +61
System.Web.Mvc.ControllerActionInvoker.InvokeActionMethodWithFilters(ControllerContext controllerContext, IList`1 filters, ActionDescriptor actionDescriptor, IDictionary`2 parameters) +305
System.Web.Mvc.ControllerActionInvoker.InvokeAction(ControllerContext controllerContext, String actionName) +830
System.Web.Mvc.Controller.ExecuteCore() +136
System.Web.Mvc.ControllerBase.Execute(RequestContext requestContext) +111
System.Web.Mvc.ControllerBase.System.Web.Mvc.IController.Execute(RequestContext requestContext) +39
System.Web.Mvc.<>c__DisplayClass8.<BeginProcessRequest>b__4() +65
System.Web.Mvc.Async.<>c__DisplayClass1.<MakeVoidDelegate>b__0() +44
System.Web.Mvc.Async.<>c__DisplayClass8`1.<BeginSynchronous>b__7(IAsyncResult _) +42
System.Web.Mvc.Async.WrappedAsyncResult`1.End() +141
System.Web.Mvc.Async.AsyncResultWrapper.End(IAsyncResult asyncResult, Object tag) +54
System.Web.Mvc.Async.AsyncResultWrapper.End(IAsyncResult asyncResult, Object tag) +40
System.Web.Mvc.MvcHandler.EndProcessRequest(IAsyncResult asyncResult) +52
System.Web.Mvc.MvcHandler.System.Web.IHttpAsyncHandler.EndProcessRequest(IAsyncResult result) +38
System.Web.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +690
System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +194
在调试器中执行该过程之后,我的ObjectContext(HGEntities)连接保持不变,直到我的视图模型 - &gt;调用游戏地图。由于某种原因,连接处于该点。关于为什么会发生这种情况的任何想法?
答案 0 :(得分:1)
我发现IDisposable没有正确实现。也许这可能是你处理相关例外的原因?
答案 1 :(得分:0)
基于documentation,他们实际上不鼓励你使用工厂。我使用它们但它现在可能解决你的问题。我在ninject之旅的DI中得到了这个错误,但是很难说你为什么要得到你的错误。对我来说,这是由关系和延迟加载引起的。启用延迟加载后,对象将保持对ObjectContext的引用,以便它们可以填充相关对象和相关对象的集合。
最重要的是,我认为如果你发布错误的堆栈跟踪会有所帮助,所以我们可以帮助你确切知道它何时发生。
希望这有帮助。
编辑:我认为问题出在你的保存方法中。如果在游戏编辑时丢弃了对象上下文。我不认为它会在ObjectStateManager中看到你的行:
_context.ObjectStateManager.ChangeObjectState(game, System.Data.EntityState.Modified);
您从AutoMapper获取的当前游戏对象未附加到任何ObjectContext。这是我用于更新的方法:
public void Update(TEntity entity)
{
object originalItem;
EntityKey key = Context.CreateEntityKey(Context.GetEntitySet<TEntity>().Name, entity);
if (Context.TryGetObjectByKey(key, out originalItem))
{
Context.ApplyCurrentValues(key.EntitySetName, entity);
}
}
不要忘记致电Context.SaveChanges();
我没想出来,我自己发现它在网上的某个地方。它对我有用。我会调整你的保存方法来合并它。如果您需要帮助,请告诉我。我建议的另一件事(小)是在您的dispose方法中将您的Object上下文设置为null。
祝你好运!编辑:好的,另一次尝试......基于管理控制器的构造函数,您的存储库是否有私有变量?
private IGameRepository _gameRepository;
public AdminController(IArticleRepository articleRepository, IGameRepository gameRepository, INewsRepository newsRepository)
{
_articleRepository = articleRepository;
_gameRepository = gameRepository;
_newsRepository = newsRepository;
控制器是否由ninject创建?我没有在绑定列表中看到AdminController。我没有在任何构造函数上看到[Inject]
属性。当你发布到堆栈或者他们不在那里时你是否省略了它?
我的另一个想法是,如果您没有任何内存问题(泄漏)应用程序InSingletonScope()为您的上下文可能是适当的答案。
很抱歉所有的问题,但我只是想更好地了解这个问题。
答案 2 :(得分:0)
我自己的静态映射器完美运行:
public static class GameMapper
{
public static Game MapFromEditModelToGame(IGameRepository repo, AdminGameViewModel formData, Game newGame)
{
newGame.GameID = formData.GameID;
newGame.GameTitle = formData.GameTitle;
newGame.GenreID = formData.GenreID;
newGame.LastModified = DateTime.Now;
newGame.ReviewScore = (short)formData.ReviewScore;
newGame.ReviewText = formData.ReviewText;
newGame.Cons = String.Join("|", formData.Cons);
newGame.Pros = String.Join("|", formData.Pros);
newGame.Slug = formData.Slug;
if (newGame.Platforms != null && newGame.Platforms.Count > 0)
{
var oldPlats = newGame.Platforms.ToArray();
foreach (var oldPlat in oldPlats)
{
newGame.Platforms.Remove(oldPlat);
}
}
foreach (var platId in formData.PlatformIDs)
{
var plat = repo.GetPlatform(platId);
newGame.Platforms.Add(plat);
}
return newGame;
}
}
调用为:
game = GameMapper.MapFromEditModelToGame(_gameRepository, formData, game);
将上述内容与我的AutoMapper地图定义进行比较:
Mapper.CreateMap<AdminGameViewModel, Game>()
.BeforeMap((s, d) =>
{
if (d.Platforms != null && d.Platforms.Count > 0)
{
var oldPlats = d.Platforms.ToArray();
foreach (var oldPlat in oldPlats)
{
d.Platforms.Remove(oldPlat);
}
}
foreach (var platId in s.PlatformIDs)
{
var plat = _gameRepository.GetPlatform(platId);
d.Platforms.Add(plat);
}
})
.ForMember(dest => dest.Platforms, opt => opt.Ignore())
.ForMember(dest => dest.BoxArtPath, opt => opt.Ignore())
.ForMember(dest => dest.IndexImagePath, opt => opt.Ignore())
.ForMember(dest => dest.Cons, opt => opt.MapFrom(src => string.Join("|", src.Cons)))
.ForMember(dest => dest.Pros, opt => opt.MapFrom(src => string.Join("|", src.Pros)))
.ForMember(dest => dest.LastModified, opt => opt.UseValue(DateTime.Now));
唯一真正的区别在于我将回购作为一个论据传递。
所有其他代码 - 我的控制器,我的DI内容等 - 完全相同。 唯一的区别在于我使用自己的cludgy mapper。不是理想的情况,而是一些东西。