Transactions¶
Reading the Result¶
For everything you offer to a data holder, the offer method will yield a DataTransactionResult. This object will contain the following:
Type¶
The Type indicates whether the transaction was completed successfully and, if not, how it failed.
UNDEFINED | No clear result for the transaction - indicates that something went wrong |
SUCCESS | Transaction was completed successfully |
FAILURE | Transaction failed for expected reasons (e.g. incompatible data) |
ERROR | Transaction failed for unexpected reasons |
CANCELLED | An event for this transaction was cancelled |
The affected Data¶
The result also provides a couple of immutable lists containing immutable value containers representing the data that was involved in the transaction.
getSuccessfulData() | contains all data that was successfully set |
getReplacedData() | contains all data that got replaced by successfully set data |
getRejectedData() | contains all data that could not be set |
Examples¶
Healing a Player¶
Surely you remember the healing example in the Using Keys page. Imagine a player who is down to half a heart (which equals 1 health) being healed that way. The DataTransactionResult in that case would look like this:
- getType() would return SUCCESS
- getRejectedData() would be an empty list
- getReplacedData() would contain one value container for the Keys.HEALTH key with a value of 1.0
- getSuccessfulData() would contain one value container for the Keys.HEALTH key with a value of 20.0
Now what would be different if we used the healing example from the Data Manipulators page instead? Since the HealthData data manipulator contains values for both the current and the maximum health, in addition to the above result, both the getReplacedData() list and the getSuccessfulData() list would contain one more element: A value container for the Keys.MAX_HEALTH key with a value of 20.0.
Offering HealthData to a block of stone¶
Now our above-mentioned examples are coded in a such a way that they will fail silently rather than try to offer the incompatible data. But imagine we took a (fully healed) player’s HealthData and tried to offer it to the Location of the stone block he’s currently standing on. We can do this, since Location is also a data holder. And if we do, it would reward us with a DataTransactionResult like this:
- getType() would return FAILURE
- getRejectedData() would contain two value containers for the HEALTH and MAX_HEALTH keys, each with a value of 20.0
- getReplacedData() and getSuccessfulData() would be empty lists
Reverting Transactions¶
Since everything about a transaction result is immutable, it can serve for documentation of data changes. And it also allows for those changes it documents to be undone. For that, simply pass a transaction result to the data holder’s undo() method. This is particularly useful since some data offerings may be partially successful, so that one or more values are successfully written to the data holder, yet one more value cannot be accepted. Since you may wish to undo the partial successes.
Code Example: Reverting a transaction
public void safeOffer(DataHolder target, DataManipulator data) {
DataTransactionResult result = target.offer(data);
if (result.getType() != DataTransactionResult.Type.SUCCESS) {
target.undo(result);
}
}