实体框架 - 未加载项目列表

时间:2016-10-21 09:57:03

标签: c# entity-framework ef-code-first

我尝试使用EntityFramework Code-First在数据库中保存游戏。

我的班级有片段:

/// <summary>
/// Game class
/// </summary>
public class Game : ObservableObject
{
    [Key]
    [DatabaseGeneratedAttribute(DatabaseGeneratedOption.Identity)]
    public int GameId { get; set; }

    /// <summary>
    /// List of teams
    /// <see cref="Models.Teams"/>
    /// </summary>
    public Teams Teams
    {
        get
        {
            return teams;
        }
        set
        {
            teams = value;
            OnPropertyChanged("Teams");
        }
    }
}


/// <summary>
/// Teams class
/// </summary>
public class Teams : ObservableObject, IEnumerable<Team>
{
    public int GameId { get; set; }

    public Game Game { get; set;}

    List<Team> teamsList = new List<Team>();

    /// <summary>
    /// List of teams
    /// </summary>
    public List<Team> TeamsList
    {
        get
        {
            return teamsList;
        }
        set
        {
            teamsList = value;
            OnPropertyChanged("TeamsList");
        }
    }
}

/// <summary>
/// Team (group of players)
/// </summary>
public class Team : ObservableObject
{


    #region Properties & fields

    List<Player> players = null;
    static int NumberOfTeams = 0;

    /// <summary>
    /// List of players in team
    /// </summary>
    public List<Player> Players
    {
        get
        {
            return players;
        }
        set
        {
            players = value;

            OnPropertyChanged("NumberOfPlayers");
            OnPropertyChanged("IsEmpty");
            OnPropertyChanged("IsNotDefault");
            OnPropertyChanged("Players");
        }
    }
}

/// <summary>
///Defines player
/// </summary>
public class Player : Models.Person
{

    /// <summary>
    /// Identifies player in game. Also lets to recover player's statistics from last month
    /// </summary>
    public int PlayerId { get; set; }
}

实体框架部分:

 public class GameContext : DbContext
{
    public GameContext() : base("Db")
    {
        this.Configuration.LazyLoadingEnabled = false;
        this.Configuration.ProxyCreationEnabled = true;
    }

    public DbSet<Models.Game> Games { get; set; }

    protected override void OnModelCreating(DbModelBuilder modelBuilder)
    {
        //Configure domain classes using modelBuilder here

        base.OnModelCreating(modelBuilder);

        modelBuilder.Entity<Models.Devices>().HasKey(d => d.GameId);
        modelBuilder.Entity<Models.Players>().HasKey(p => p.TeamId);
        modelBuilder.Entity<Models.Teams>().HasKey(t => t.GameId);
        modelBuilder.Entity<Models.Scenario>().HasKey(s => s.GameId);

        modelBuilder.Entity<Models.Game>().HasOptional<Models.Teams>(g => g.Teams).WithRequired(t => t.Game);
        modelBuilder.Entity<Models.Game>().HasOptional<Models.Scenario>(g => g.Scenario).WithRequired(s => s.Game);
        modelBuilder.Entity<Models.Game>().HasOptional<Models.Devices>(g => g.Devices).WithRequired(d => d.Game);

    }
}
 public static class GameService
{
    public static List<Models.Game> GetGames()
    {
        using (var gctx = new Contexts.GameContext())
        {
            return gctx.Games.ToList();
        }
    }

    public static void InsertGame(Models.Game game)
    {
        using (var gctx = new Contexts.GameContext())
        {
            gctx.Games.Add(game);
            gctx.SaveChanges();
        }
    }
}

我试图像这样使用它:

List<Models.Game> games = Services.GameService.GetGames().ToList();

        foreach(var game in games)
        {
            Console.WriteLine("Game " + game.GameId);

            foreach (var team in game.Teams)
            {
                Console.Write("\t");
                Console.WriteLine("Team" + team.Number);
                foreach(var player in team.Players)
                {
                    Console.Write("\t\t");
                    Console.WriteLine("Player" + player.PlayerId);
                }
            }
        }

当我运行此代码时,我会看到我的游戏,该游戏的团队,但我无法联系到每个团队的玩家。所以我的问题是:我在这里做错了什么?

3 个答案:

答案 0 :(得分:1)

您应该将virtual关键字添加到导航属性中,即EF将自动填充的属性。特别是如果你使用延迟加载。如果属性未声明为虚拟,则EF将无法通过代理替换它,因此延迟加载将不起作用。您不会获得异常,但不会加载数据。尝试使用Players list属性:

public virtual List<Player> Players 

另外,你的模型有点奇怪。实体中的键应该是实体本身的标识符,如下所示:

modelBuilder.Entity<Game>().HasKey(g => g.GameId);
modelBuilder.Entity<Team>().HasKey(t => t.TeamId);
modelBuilder.Entity<Player>().HasKey(p => p.PlayerId);

这是因为它们将成为这些实体的主要关键。您正在使用它们而不是外键。

答案 1 :(得分:0)

实体框架延迟加载对象。

也就是说,它实际上并没有在Game对象中的Team对象中加载每个Player对象。而是它返回一个代理。

尝试在IQueryable方法中返回GetGames()

public static class GameService
{
    public static IQueryable<Models.Game> GetGames()
    {
        using (var gctx = new Contexts.GameContext())
        {
            return gctx.Games.Select(....);
        }
    }
}

答案 2 :(得分:0)

好的,我解决了我的问题。造成这个问题的原因很少。

  1. 需要使用包含进行预先加载。方法如下:

    public static List<Models.Game> GetGames()
    {
        using (var gctx = new Contexts.DatabaseContext())
        {
    
            return gctx.Games.Include(g => g.Teams).Include(g => g.Teams.TeamsList.Select(t => t.Players)).ToList();
        }
    }
    
  2. 我使用 Fluent API 来确定关系(覆盖DatabaseContext.OnModelCreating):

    protected override void OnModelCreating(DbModelBuilder modelBuilder)
    {
    
        modelBuilder.Entity<Models.Game>().HasOptional(g => g.Teams).WithOptionalPrincipal(t => t.Game); // 1 -> 0..1
        modelBuilder.Entity<Models.Game>().HasOptional(g => g.Devices).WithOptionalPrincipal(d => d.Game); // 1 -> 0..1
        modelBuilder.Entity<Models.Game>().HasOptional(g => g.Scenario).WithOptionalPrincipal(s => s.Game); // 1-> 0..1
    
        modelBuilder.Entity<Models.Teams>().HasMany(ts => ts.TeamsList).WithRequired(t => t.Teams); // 1 -> many
        modelBuilder.Entity<Models.Team>().HasMany(t => t.Players).WithRequired(p => p.Team); // 1 -> many
    
        base.OnModelCreating(modelBuilder);
    
    
    }
    
  3. 仅在游戏类导航属性中不是虚拟的。

  4. 感谢您在这种情况下的任何帮助。你真好,伙计们!