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?
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。
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();
}
}
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);
}
仅在游戏类导航属性中不是虚拟的。
感谢您在这种情况下的任何帮助。你真好,伙计们!