希望得到你的帮助。我有简单的主子集("player“和"playerChildObject")。抓取“玩家”也会把他们联系在一起的孩子带走。
SysCache缓存玩家,但是不缓存子缓存。
下面是对象(都是用Cache.ReadWrite()设置的):
实体:
public class Player
{
public virtual int Id { get; set; }
public virtual string Name { get; set; }
public virtual IList<PlayerChildObject> PlayerChildObjects { get; set; }
public Player()
{
PlayerChildObjects = new List<PlayerChildObject>();
}
}
public class PlayerChildObject
{
public virtual int Id { get; protected set; }
public virtual Player Player { get; set; }
}制图:
public class PlayerMap : ClassMap<Player>
{
public PlayerMap()
{
Id(x => x.Id).Column("id");
Map(x => x.Name).Column("name");
HasMany(x => x.PlayerChildObjects).KeyColumn("PlayerId")
.Inverse()
.Cascade.All()
.Not.LazyLoad();
Table("accounts");
Cache.ReadWrite();
}
}
public class PlayerChildObjectMap : ClassMap<PlayerChildObject>
{
public PlayerChildObjectMap()
{
Id(x => x.Id).Column("id");
References<Player>(x => x.Player, "playerId");
Table("playerChildObjects");
Cache.ReadWrite();
}
}会话工厂还带有"UseQueryCache“和"UseSecondLevelCache":
Fluently.Configure()
.Database(MySQLConfiguration.Standard.ConnectionString(cs => ...))
.Cache(c => c.UseQueryCache().UseSecondLevelCache()
.ProviderClass(typeof (NHibernate.Caches.SysCache.SysCacheProvider).AssemblyQualifiedName))
.Mappings(m => m.FluentMappings.AddFromAssemblyOf<PlayerChildObjectMap>())
.BuildSessionFactory();以及使用SetCacheable(true).SetCacheMode(CacheMode.Normal):查询本身
using (var session = SessionFactory.OpenSession())
{
using (var transaction = session.BeginTransaction())
{
players = session.CreateCriteria(typeof(Player))
.SetCacheable(true)
.SetCacheMode(CacheMode.Normal)
.List<Player>();
transaction.Commit();
}
}但是,分析器显示,播放机被缓存(只被称为第一次执行播放器获取代码),而PlayerID每次都会检索相同的PlayerID。
因此,第一个请求给出了N+1 DB调用(每个播放器都有一个播放器+子对象列表),所有连续的请求都执行N个调用(每个播放器执行子对象)。
我错过了什么?如何也使SysCache缓存子级?
SysCache版本: 3.1.0.4000
发布于 2015-04-16 08:26:14
我想说,有两个问题。首先,即使是one-to-many (HasMany)也有缓存设置:
HasMany(x => x.PlayerChildObjects).KeyColumn("PlayerId")
...
.Cache.IncludeAll() // or .IncludeNonLazy, .CustomInclude("customInclude")
.ReadOnly() // or .NonStrictReadWrite(), .ReadWrite(), .Transactional(),
// .CustomUsage("customUsage")
.Region("regionName");查看更多关于HasMany映射的内容(由Adam撰写的关于代码映射的文章,但最后是流利的)
19.2.1.缓存映射医生
其次,我们应该使用批取:
public PlayerMap()
{
BatchSize(25);
HasMany(x => x.PlayerChildObjects).KeyColumn("PlayerId")
...
.BatchSize(25)
...
public PlayerChildObjectMap()
{
BatchSize(25);
...在doc 19.1.5.使用批取中阅读更多关于它的内容,或者在这里:
https://stackoverflow.com/questions/29667925
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