High Level Database Access: Difference between revisions

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{{Navigation for Marauroa Top}}
{{Navigation for Marauroa Top|Using}}
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{{Navigation for Marauroa Users}}


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This article describes how you can use Marauroa in your games to accesses the database on a high level. The internal works are explained in [[Low Level Database Access]]. The table structure of the Marauroa database is explained in [[Marauroa Database Structure]].
This article describes how you can use Marauroa in your games to access the database on a high level. The internal works are explained in [[Low Level Database Access]]. The table structure of the Marauroa database is explained in [[Marauroa Database Structure]].


Most of the database access is transparent. For example if client requests the creation of an account and the game server logic accepts that request, Marauroa will automatically add the necessary rows to the database.
Most of the database access is transparent. For example if client requests the creation of an account and the game server logic accepts that request, Marauroa will automatically add the necessary rows to the database.
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== Data Access Objects ==
== Data Access Objects ==


In compliance to the Marauroa architecture, database access related code is not spread all over the code base but concentrated in a set of data access objects (DAO). There is JavaDoc available for the complete [http://stendhal.game-host.org/hudson/job/marauroa_HEAD/javadoc/marauroa/server/game/db/package-summary.html DAO package]. Note that games can add their own DAOs.
In compliance to the Marauroa architecture, database access related code is not spread all over the code base but concentrated in a set of data access objects (DAO). There is JavaDoc available for the complete [http://stendhalgame.org/hudson/job/marauroa_HEAD/javadoc/marauroa/server/game/db/package-summary.html DAO package]. Note that games can add their own DAOs.


So lets assume you want to log a gameEvent about a player logging out:
So lets assume you want to log a gameEvent about a player logging out:
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DBTransaction transaction = TransactionPool.get().beginWork();
DBTransaction transaction = TransactionPool.get().beginWork();
try {
try {
DAORegister.get().get(GameEventDAO.class).addGameEvent(playerName, "saved");
DAORegister.get().get(GameEventDAO.class).addGameEvent(transaction, playerName, "saved");
DAORegister.get().get(GameEventDAO.class).addGameEvent(playerName, "logout");
DAORegister.get().get(GameEventDAO.class).addGameEvent(transaction, playerName, "logout");
} finally {
} finally {
TransactionPool.get().commit(transaction);
TransactionPool.get().commit(transaction);
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</source>
</source>


Please note that commit() will automatically perform a rollback and throw an SQLException if there are any errors.
Please note that commit() will automatically perform a rollback and throw an SQLException if there have been any errors.
{{#breadcrumbs: [[Marauroa]] | [[Navigation for Marauroa Users|Using]] | [[High Level Database Access]] }}

Latest revision as of 23:25, 18 September 2010



Database
Marauroa
Stendhal


This article describes how you can use Marauroa in your games to access the database on a high level. The internal works are explained in Low Level Database Access. The table structure of the Marauroa database is explained in Marauroa Database Structure.

Most of the database access is transparent. For example if client requests the creation of an account and the game server logic accepts that request, Marauroa will automatically add the necessary rows to the database.

But in some situations it may be necessary for you do database operations. For example you may want to log gameEvents or you might have a website allowing account creation.

Data Access Objects

In compliance to the Marauroa architecture, database access related code is not spread all over the code base but concentrated in a set of data access objects (DAO). There is JavaDoc available for the complete DAO package. Note that games can add their own DAOs.

So lets assume you want to log a gameEvent about a player logging out: <source lang="java"> gameEventDAO.addGameEvent(playerName, "logout"); </source>

Games are able to subclass DAO objects in order to add or replace their own functionality. This, however, means that we cannot simple create a new GameEventDAO ourselves. Instead we have to use the DAORegister:

<source lang="java"> GameEventDAO gameEventDAO = DAORegister.get().get(GameEventDAO.class); gameEventDAO.addGameEvent(playerName, "logout"); </source>

Now games can register their own subclass of GameEventDAO and we use it automatically.

Transactions

All public methods in DAO classes have two signatures: One with a DBTransaction object as first parameter and one without. This is for your convenience: In most cases those functions are not part of a larger context so you do not have to care about transactions at all: The DAO-classes do the transaction handling on their own. There are, however, a small number of cases in which you want to do multiple calls to DAOs in one single transaction. In this case you get a DBTransaction from the TransactionPool and provide it as first parameter to DAO-methods. After you are done you must either commit or rollback your changes with the appropriate methods in the class TransactionPool.

<source lang="java"> DBTransaction transaction = TransactionPool.get().beginWork(); try {

   DAORegister.get().get(GameEventDAO.class).addGameEvent(transaction, playerName, "saved");
   DAORegister.get().get(GameEventDAO.class).addGameEvent(transaction, playerName, "logout");

} finally {

   TransactionPool.get().commit(transaction);

} </source>

Please note that commit() will automatically perform a rollback and throw an SQLException if there have been any errors. {{#breadcrumbs: Marauroa | Using | High Level Database Access }}