Version 3.2.0-alpha.6 - Final Alpha Release! Time for beta! - Was v3.5.2-alpha.6
Pre-release- Guava Caching - Google Caching - Redundancy
These are notes pertaining to a Gauva library that is not making much sense.
I'm trying to rationalize its removal for a much simpler DAO interface which can
then better focus on simplicity and reduced failures, along with improved performance.
There is a cache that is between the file system and the mines data. I'm sure the same
technologies are in place for the prison-roles too. This is causing
me much trouble since I am trying to figure out why it is there. These are the reasons
why it does not make sense to me.
- All mines are loaded in to memory when the server starts. "All mines."
- All mines remain in memory while the server is running.
- There is no reason to reload from the files system, and even if someone manually
modified the file system version, the cache will not reflect those changes. - The cache is a Map. It's not a mirror image of what is on the file system. It is
not a mirror image of the mines that are stored in memory. - I cannot find anything that uses the cache other than initial mines loader.
- It is consuming memory with no purpose.
- The data is in duplication of the actual Mines data.
- Overhead to maintain the cache and evict stale objects (read: all objects
after 5 minutes) - Yet another library that really is not needed that is bloating the plugin's
jar file. - Added level of complexity, which could possibly hide bugs or make it far more
difficult for less experienced programmers to maintain the project, which could lead
to serious and fatal bugs or loss of customer's data. - When coupled with the project's Document, Collections, and Database abstraction it
makes it really difficult to figure out how data is getting pass through the layers, and
what transactions are operating upon the data. Hence could be more difficult to debug
or track down intermittent failures. - When writing a changed Mine to the file system, the cache is updated, but nothing
will reuse it. It has an access count of 1 which is generally hit when the server starts. - Instead of an active cache, the plugin would be better served with a robust DAO.
- Focus needs to be redirected to simplicity in the use of JSON objects. Way too much
manual manipulation of the data is happening to coercion it in to either the Java objects,
or the json structure. The plugin should allow the JSON tools deal with the ORM since
they are really good at that, and it would help reduce plugin complexity and improve
performance and reliability. - There has been a few reports of missing data. I cannot help think that the
possible cause could be hidden somewhere in the layers of abstraction dealing with
the files on the file system. - Simplification could help extend the plugin's data storage to a SQL database, or
a no-SQL database. Hence how the DAO could extend the flexibility. - Side effect of the cache is that there is almost full duplication of the FileCollection
code within the source code for testing. Unit testing should not be performed against
file system objects since that defeats the purpose of the unit tests. Also I'm not really
sure why the duplication exists, but it is in duplication and could become a liability.
I did not review what's in the test source, so I don't know its true purpose. - Another issue is with updates to the file system for Mines. I'm not 100% sure what's
going on, but when changes are made in one mine, all mines appear to be saved at the same
time. Mine data files should only be saved when their data changes. Saving all mines is
possibly risky since the original is being deleted before the update is written. (I will
be fixing that at least).
So I think I made a good point for Guava's removal: so be it.
But... (there's always a but) If there is a good reason to use a cache on something that
can benefit it, then it will be brought back, but only for those resources that can benefit.
- Update the FileStorage Class
Provided Java docs and also the logging of warnings.
Altered the behavior so it actually does not delete a FileDatabase but instead it virtually deletes it.
This provides the user with a way to undelete something if the realize later they should not have
deleted it To undelete it, they would have to manually rename the underlying directory and then
restart the server.
Also cleaned up the nature of some of the code so the functions have one exit point.
Updated Storage so the functions are declared as public and so createDatabase and deleteDatabase returns
a boolean value to indicate if it was successful so the code using these functions know if it should
generate warnings.
Warning: There is an identical copy of FileStorage, FileCollection, and FileDatabase located within the prison-core/src/test/java directory which must mirror the real ones in the prison-spigot module.
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Refactored the Virtual Delete
I created an abstract class that has the virtual delete code in it so now anything that needs to use
that functionality can extend from that class. I updated FileStorage so it now extends from
FileVirtualDelete. -
Refactored FileStorage, FileCollection, and FileDatabase
I deleted these three source files from the prison-spigot module. Not sure why they were even there?
That never really made sense, nor did I try to figure that out since it appeared like a simple refactoring
would work well.
I then moved the the prison-core source for these three classes from src/test/java to
src/main/java.
Had to update the include for prison-spigot module's SpigotPlatform. Everything compiles well and works. -
Found and fixed a fatal bug in PrisonMines.enable()
Within PrisonMines.enable() the errorManager was being instantiated AFTER initConfig but if there was a
failure with initConfig, then it would have hit a Null Pointer Exception since that was what the value
of errorManager was, a null since it was not initialized yet. -
Created FileIO, JsonFileIO, and FileIOData
Created a couple of classes and an interface to deal better with saving and loading of the data and to also
better encapsulate the generation of the JSON files. The MinesConfig class was the first class to get
this hooked up with, which simplified a great deal of the code that deals with files. -
Minor updates to PrisonMines class
asyncGen is not being used right now, so commented it out to eliminate warnings. May revisit in the future with actual mine resets instead of just precomputing.
Also clear the precomputed new blocks for the mines. Frees up memory between resets of the mines. -
Major changes for the FileCollection and Document related classes
This was a major change that encompasses the removal of Guava, the caching library.
Everything should work the same as before, but with the exception of saving the individual
files as change occur; that will be added in next. This touched basically every module
including the prison-ranks. -
Clear generated mine blocks between resets
Will free up some memory. Not convinced there is much of performance gain by precomputing it
or generating it asynchronously. Will have to revisit and take measurements on timings.
Good chance that just staggering mine resets would do more for overall performance than
trying to push them all through at the same time. -
Update FileStorage and FileDatabase
These changes are fairly similar in nature and the two classes are so very similar.
Maybe in the future they can be merged so there is the same code base handling both of them. -
Various clean up items
Like removal of useless comments that are in the wrong places. Fixing includes that are including
packages that are not being used. Removal of warnings. Etc... just mostly items that will result
is easier to read code without any functional changes (and no program changes in most places). -
Simple refactorings
There were a few items that I refactored back in to their controlling class. For example ranks
and ladders add on an id to generate their file names. I created a filename function for those
classes so externally all users of those classes do not have to know what the business rules are
for constructing the filenames. This also can help to eliminate errors in the future; only one
location for constructing filename. -
Need to update gradle - Was at v4.4.1 - Upgraded to v4.10.3
Currently this project is using Gradle v4.4.1 and it needs to be updated to v5.6.4 or
even v6.0.1 which is the current latest release.
But to do that it must be incrementally updated to each minor version and you cannot just
jump ahead or there will be failures. At each step you need to evaluate your build scripts and
then make needed adjustments before moving onward.-
Versions Upgraded To:: v4.4.1, v4.5.1, v4.6, v4.7, v4.8.1, v4.9, v4.10.3,
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Versions to be Upgraded To: v5.0, v5.1.1, v5.2.1, v5.3.1, v5.4.1, v5.5.1, v5.6.4, v6.0, v6.0.1
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gradlew wrapper --gradle-version 4.5.1
:: Sets the new wrapper version -
gradlew --version
:: Will actually install the new version -
gradlew build
:: Will build project with the new version to ensure all is good. If build is good, then you can try to upgrade to the next version. -
Gradle v4.10.3 v5.0 Incompatibility issues:
- v4.6 hit an incompatibility with v5.0 with command line warnings - Added the gradle.properties to better control the logging of errors.
- v4.7 hit another incompatibility with v5.0 with the lack of annotationProcessor for resources that are using annotations. - Later versions of Gradle identified the source of this issue and I was able to add an annotationProcessor to the prison-sponge's build.gradle settings.
- v4.9 hit another incompatibility with v5.0. The 'deferred configurable' behavior of the 'publishing {}' block has been deprecated. From what I can tell, it should be all right?
- v4.10.3 hit another incompatibility with the AbstractFileCollection.getBuildDependencies() method has been deprecated.
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I'm going to call it quits for now with upgrading gradle. v4.10.3 is closer to a current release and I need more time to review the last few issues.
- Few minor bug fixes
A few changes that fixed when the mines and ranks were being saved. There were a few issues
with them saving when there were no changes made (server start and shutdown).
Build artifacts:
Be aware that this build artifact is not production grade and still needs more testing.