====== The Transaction system ======
//This article is part of a series on the Fabric Transfer API. [[tutorial:transfer-api|Link to the home page of the series]].//
==== Motivation ====
When interacting with inventories, we often want to perform multiple related operations. For example, we might want to either perform all of the following actions, or none of them:
consumeWater();
consumeLava();
produceObsidian();
In the absence of transactions, such a process is usually implemented with the following “simulation” pattern:
if (canConsumeWater() && canConsumeLava() && canProduceObsidian()) {
// "Simulation" succeeded, let's actually do it
doConsumeWater();
doConsumeLava();
doProduceObsidian();
}
While this seems correct, it is possible that ''doConsumeWater'' succeeds but ''doConsumeLava'' fails. For example, if we need to use some power to consume a fluid. Consider the following sequence:
* Our tank has water, lava, and 1 unit of power.
* ''canConsumeWater'': we have water and 1 unit of power -> ''true''.
* ''canConsumeLava'': we have lava and 1 unit of power -> ''true''.
* ''doConsumeWater'': we have water and 1 unit of power -> OK. This time we consume the power.
* ''doConsumeLava'': we have lava but we do not have power anymore.
We are now in a broken state where water was consumed but lava cannot be consumed. Either we abort the process and accept that water was deleted, or we continue the process and we still produce the obsidian. Either we delete resources that we shouldn’t, or we create resources that we shouldn’t.
There exist workarounds for this problem in some cases, but in an ideal world we could do simply store a copy of the internal state of the game, and revert to it if we are unhappy with what happened:
// Store a full copy of the game state
if (consumeWater() && consumeLava() && produceObsidian()) {
// All good, all three steps worked!
} else {
// Some step failed - restore the state back to our old copy.
}
This is exactly what the transaction system will allow us to do:
// Start a transaction - equivalent to a copy of the relevant game state.
try (Transaction tx = Transaction.openOuter()) {
if (consumeWater(tx) && consumeLava(tx) && produceObsidian(tx)) {
// All good, all three steps worked - confirm the transaction.
tx.commit();
} else {
// Some step failed - restore the state back to the transaction start.
// As we will see below, abort() is the default and can be omitted.
tx.abort();
}
}
==== The transaction concept ====
To better illustrate how transactions operate, let’s assume that we have a transactional integer with the following methods:
public class TransactionalInteger {
// Create a new instance
public TransactionalInteger(int startingValue) { ... }
// Get current integer value
public int get() { ... }
// Transaction-aware increment function.
public void increment(TransactionContext transaction) { ... }
}
We will see later how these methods can be implemented, for now let’s focus on how the state can be manipulated with transactions.
Let’s start with a simple example, showing a single transaction that gets aborted:
TransactionalInteger o = new TransactionalInteger(0);
o.get(); // returns 0
try (Transaction t1 = Transaction.openOuter()) {
o.get(); // still 0
o.increment(t1);
o.get(); // returns 1
// At the end of try, the transaction is aborted if it was not committed.
}
o.get(); // returns 0 again
Here is how transactions can be visualized:
* Opening a new transaction creates a new copy of the state. From now on, that copy is modified.
* Aborting a transaction discards that copy. Back to the original state.
* Committing a transaction replaces the original state by the modified copy. From now on, this is the new state.
We can represent this in a graph with branches:
* Any modification operates on the top branch.
* Opening a new transaction creates a new branch.
* Aborting a transaction discards the top branch.
* Committing a transaction merges the top branch into the branch below it.
Here is the branching graph for that first example:
{{:tutorial:transaction_graph_1.png?nolink&400|}}
==== Nested transactions ====
We can also have nested transactions, i.e. sub-transactions. They work in the same way as the so called “outer” transactions.
TransactionalInteger o = new TransactionalInteger(0);
o.get(); // returns 0
try (Transaction t1 = Transaction.openOuter()) {
o.get(); // still 0
o.increment(t1);
o.get(); // returns 1
try (Transaction t2 = t1.openNested()) {
o.increment(t2);
o.increment(t2);
o.get(); // returns 3
try (Transaction t3 = t2.openNested()) {
o.increment(t3);
o.get(); // returns 4
// At the end of try, the transaction is aborted if it was not committed.
}
o.get(); // returns 3 again because t3 transaction was aborted
t2.commit();
}
o.get(); // returns 3
t1.commit();
}
o.get(); // returns 3
Here is the corresponding graph:
{{:tutorial:transaction_graph_2.png?nolink|}}
=== Transaction vs TransactionContext ===
You might have noticed that sometimes we use ''Transaction'' and sometimes we use ''TransactionContext''. The former has some additional functions that are only relevant to the code that opened the transaction. The rule of thumb is:
* Use ''Transaction'' in code that opens and closes transactions.
* Use ''TransactionContext'' in code that implements transaction-aware operations.
==== Implementing support for transactions ====
In this section we explain how ''TransactionalInteger'' can be written. For that, we will use ''SnapshotParticipant'' that will do the heavy lifting for us. **ALWAYS use ''SnapshotParticipant'', NEVER use the raw primitives directly (''TransactionContext#addCallback'' and ''TransactionContext#addOuterCallback'').**
A ''SnapshotParticipant'' saves copies of its internal state and restores them when required. These copies are referred to as “snapshots”, hence the name. Using a ''SnapshotParticipant'' is generally quite simple:
- Choose a data type to represent copies of internal state. Usually this will be a record. Here we will use ''Integer''.
- Extend ''SnapshotParticipant''. Here we will add ''extends SnapshotParticipant'' to our class.
- Implement functions to create copies of the internal state, and restore copies thereof - respectively ''createSnapshot'' and ''readSnapshot''.
- Call ''updateSnapshots(transaction)'' before any change to the internal state.
Let’s start with the following template:
public class TransactionalInteger {
private int value;
// Create a new instance
public TransactionalInteger(int startingValue) {
this.value = startingValue;
}
// Get current integer value
public int get() {
return value;
}
First, we implement the state saving and restoring logic:
public class TransactionalInteger extends SnapshotParticipant {
// Previous methods omitted
@Override
protected Integer createSnapshot() {
// Return a copy or "snapshot" of our internal state
return value;
}
@Override
protected void readSnapshot(Integer snapshot) {
// Restore our internal state to a previous snapshot
this.value = snapshot;
}
}
Once this is done, we can implement ''increment'' as follows. Always remember to call ''updateSnapshots'' **before the internal state is modified**.
public void increment(TransactionContext transaction) {
// First, save a snapshot of the state if needed
updateSnapshots(transaction);
// Then, modify the value
value++;
}
That’s it!
==== Correctly saving changes ====
If we need to perform an operation after a change, we can override ''onFinalCommit''. It will only be called when the ''SnapshotParticipant'' is involved in a transaction that is committed. In other words, it will only be called if some modification made its way back to the bottom of the branching graph.
For example, if we modified the internal state of a block entity, we should make sure to call ''markDirty'' at the end:
@Override
protected void onFinalCommit() {
// Make sure to call markDirty
blockEntity.markDirty();
}
==== Technical details ====
//This section explains the details of how the ''SnapshotParticipant'' system works. Feel free to skip it if this is not interesting to you.//
The goal of ''SnapshotParticipant'' is to bridge the gap between the transaction programming model (opening a transaction copies the game state, etc…) and an efficient implementation.
The ''SnapshotParticipant'' stores up to one snapshot per transaction - tracking the state to which it should revert if said transaction were aborted. To minimize data copies, the snapshots are only created lazily.
For performance reasons, aborting or committing a transaction just runs a list of actions, but does not worry about more complex things such as nesting or state copies. See ''Transaction#addCloseCallback''. All of the state management logic is thus part of the ''SnapshotParticipant'' itself.
Now that we have been through this background knowledge, here is how the ''SnapshotParticipant'' operates:
* When ''updateSnapshots'' is called:
* If we already have a snapshot for this transaction, do nothing.
* Otherwise call ''createSnapshot'' to save a snapshot, and add a close callback.
* When a transaction is aborted:
* We are guaranteed to have a snapshot for that transaction due to how state is managed.
* Call ''readSnapshot'' to revert the state changes.
* When a transaction is committed:
* If this is an outer (= not nested) transaction, the change is confirmed.
* We know that something probably changed, otherwise we would not have a registered close callback.
* Call ''addOuterCloseCallback''. The callback will call ''onFinalCommit''.
* If this is a nested transaction, we need to deal with the snapshot:
* If the parent transaction already has an older snapshot, discard the more recent snapshot.
* Otherwise the snapshot is moved to the parent transaction.
Hopefully that gives an overview of what is happening under the hood. You should now be ready to read [[https://github.com/FabricMC/fabric/blob/1.20.1/fabric-transfer-api-v1/src/main/java/net/fabricmc/fabric/api/transfer/v1/transaction/base/SnapshotParticipant.java|the source code of SnapshotParticipant]].