1 分层思想
计算机领域有一句话:计算机中任何问题都可通过增加一个虚拟层解决。这句体现了分层思想重要性,分层思想同样适用于Java工程架构。
分层优点是每层只专注本层工作,可以类比设计模式单一职责原则,或者经济学比较优势原理,每层只做本层最擅长的事情。
分层缺点是层之间通信时,需要通过适配器,翻译成本层或者下层可以理解的信息,通信成本有所增加。
我认为工程分层需要从五个维度思考:
(1) 单一
每层只处理一类事情,满足单一职责原则
(2) 降噪
信息在每一层进行传输,满足最小知识原则,只向下层传输必要信息
(3) 适配
每层都需要一个适配器,翻译信息为本层或者下层可以理解的信息
(4) 业务
业务对象可以整合业务逻辑,例如使用充血模型整合业务
(5) 数据
数据对象尽量纯净,尽量不要聚合业务
1.2 九层结构
综上所述SpringBoot工程可以分为九层:
工具层:util
整合层:integration
基础层:infrastructure
服务层:service
领域层:domain
门面层:facade
控制层:controller
客户端:client
启动层:boot
2 分层详解
创建测试项目user-demo-service:
user-demo-service
-user-demo-service-boot
-user-demo-service-client
-user-demo-service-controller
-user-demo-service-domain
-user-demo-service-facade
-user-demo-service-infrastructure
-user-demo-service-integration
-user-demo-service-service
-user-demo-service-util
2.1 util
工具层承载工具代码
不依赖本项目其它模块
只依赖一些通用工具包
user-demo-service-util
-/src/main/java
-date
-DateUtil.java
-json
-JSONUtil.java
-validate
-BizValidator.java
2.2 infrastructure
基础层核心是承载数据访问,entity实体对象承载在本层。
2.2.1 项目结构
代码层分为两个领域:
player:运动员
game:比赛
每个领域具有两个子包:
entity
mapper
user-demo-service-infrastructure
-/src/main/java
-player
-entity
-PlayerEntity.java
-mapper
-PlayerEntityMapper.java
-game
-entity
-GameEntity.java
-mapper
-GameEntityMapper.java
-/src/main/resources
-mybatis
-sqlmappers
-gameEntityMappler.xml
-playerEntityMapper.xml
2.2.2 本项目间依赖关系
infrastructure只依赖工具模块
<dependency>
<groupId>com.test.javafront</groupId>
<artifactId>user-demo-service-util</artifactId>
</dependency>
2.2.3 核心代码
创建运动员数据表:
CREATE TABLE `player` (
`id` bigint(20) NOT NULL AUTO_INCREMENT COMMENT '主键',
`player_id` varchar(256) NOT NULL COMMENT '运动员编号',
`player_name` varchar(256) NOT NULL COMMENT '运动员名称',
`height` int(11) NOT NULL COMMENT '身高',
`weight` int(11) NOT NULL COMMENT '体重',
`game_performance` text COMMENT '最近一场比赛表现',
`creator` varchar(256) NOT NULL COMMENT '创建人',
`updator` varchar(256) NOT NULL COMMENT '修改人',
`create_time` datetime NOT NULL COMMENT '创建时间',
`update_time` datetime NOT NULL COMMENT '修改时间',
PRIMARY KEY (`id`)
) ENGINE=InnoDB AUTO_INCREMENT=1 DEFAULT CHARSET=utf8
运动员实体对象,gamePerformance字段作为string保存在数据库,这体现了数据层尽量纯净,不要整合过多业务,解析任务应该放在业务层:
public class PlayerEntity {
private Long id;
private String playerId;
private String playerName;
private Integer height;
private Integer weight;
private String creator;
private String updator;
private Date createTime;
private Date updateTime;
private String gamePerformance;
}
运动员Mapper对象:
@Repository
public interface PlayerEntityMapper {
int insert(PlayerEntity record);
int updateById(PlayerEntity record);
PlayerEntity selectById(@Param("playerId") String playerId);
}
2.3 domain
2.3.1 概念说明
领域层是DDD流行兴起之概念
可以通过三组对比理解领域层
领域对象 VS 数据对象
领域对象 VS 业务对象
领域层 VS 业务层
(1) 领域对象 VS 数据对象
数据对象字段尽量纯净,使用基本类型
public class PlayerEntity {
private Long id;
private String playerId;
private String playerName;
private Integer height;
private Integer weight;
private String creator;
private String updator;
private Date createTime;
private Date updateTime;
private String gamePerformance;
}
以查询结果领域对象为例
领域对象需要体现业务含义
public class PlayerQueryResultDomain {
private String playerId;
private String playerName;
private Integer height;
private Integer weight;
private GamePerformanceVO gamePerformance;
}
public class GamePerformanceVO {
// 跑动距离
private Double runDistance;
// 传球成功率
private Double passSuccess;
// 进球数
private Integer scoreNum;
}
(2) 领域对象 VS 业务对象
业务对象同样会体现业务,领域对象和业务对象有什么不同呢?其中一个最大不同是领域对象采用充血模型聚合业务。
运动员新增业务对象:
public class PlayerCreateBO {
private String playerName;
private Integer height;
private Integer weight;
private GamePerformanceVO gamePerformance;
private MaintainCreateVO maintainInfo;
}
运动员新增领域对象:
public class PlayerCreateDomain implements BizValidator {
private String playerName;
private Integer height;
private Integer weight;
private GamePerformanceVO gamePerformance;
private MaintainCreateVO maintainInfo;
@Override
public void validate() {
if (StringUtils.isEmpty(playerName)) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
if (null == height) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
if (height > 300) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
if (null == weight) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
if (null != gamePerformance) {
gamePerformance.validate();
}
if (null == maintainInfo) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
maintainInfo.validate();
}
}
(3) 领域层 VS 业务层
领域层和业务层都包含业务,二者不是替代关系,而是互补关系。业务层可以更加灵活组合不同领域业务,并且可以增加流控、监控、日志、权限,分布式锁等控制,相较于领域层功能更为丰富。
2.3.2 项目结构
代码层分为两个领域:
player:运动员
game:比赛
每个领域具有三个子包:
domain:领域对象
event:领域事件
vo:值对象
user-demo-service-domain
-/src/main/java
-base
-domain
-BaseDomain.java
-event
-BaseEvent.java
-vo
-BaseVO.java
-MaintainCreateVO.java
-MaintainUpdateVO.java
-player
-domain
-PlayerCreateDomain.java
-PlayerUpdateDomain.java
-PlayerQueryResultDomain.java
-event
-PlayerUpdateEvent.java
-vo
-GamePerformanceVO.java
-game
-domain
-GameCreateDomain.java
-GameUpdateDomain.java
-GameQueryResultDomain.java
-event
-GameUpdateEvent.java
-vo
-GameSubstitutionVO.java
2.3.3 本项目间依赖关系
domain依赖本项目两个模块:
util
client
之所以依赖client模块是因为领域对象聚合了业务校验,以下信息需要暴露至外部:
BizException
ErrorCodeBizEnum
<dependency>
<groupId>com.test.javafront</groupId>
<artifactId>user-demo-service-util</artifactId>
</dependency>
<dependency>
<groupId>com.test.javafront</groupId>
<artifactId>user-demo-service-client</artifactId>
</dependency>
2.3.4 核心代码
以运动员修改领域对象为例:
// 运动员修改领域对象
public class PlayerUpdateDomain extends BaseDomain implements BizValidator {
private String playerId;
private String playerName;
private Integer height;
private Integer weight;
private String updator;
private Date updatetime;
private GamePerformanceVO gamePerformance;
private MaintainUpdateVO maintainInfo;
@Override
public void validate() {
if (StringUtils.isEmpty(playerId)) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
if (StringUtils.isEmpty(playerName)) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
if (null == height) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
if (height > 300) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
if (null == weight) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
if (null != gamePerformance) {
gamePerformance.validate();
}
if (null == maintainInfo) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
maintainInfo.validate();
}
}
// 比赛表现值对象
public class GamePerformanceVO implements BizValidator {
// 跑动距离
private Double runDistance;
// 传球成功率
private Double passSuccess;
// 进球数
private Integer scoreNum;
@Override
public void validate() {
if (null == runDistance) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
if (null == passSuccess) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
if (Double.compare(passSuccess, 100) > 0) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
if (null == runDistance) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
if (null == scoreNum) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
}
}
// 修改人值对象
public class MaintainUpdateVO implements BizValidator {
// 修改人
private String updator;
// 修改时间
private Date updateTime;
@Override
public void validate() {
if (null == updator) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
if (null == updateTime) {
throw new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT);
}
}
}
2.4 service
2.4.1 项目结构
user-demo-service-service
-/src/main/java
-player
-adapter
-PlayerServiceAdapter.java
-event
-PlayerMessageSender.java
-service
-PlayerService.java
-game
-adapter
-GameServiceAdapter.java
-event
-GameMessageSender.java
-service
-GameService.java
2.4.2 本项目间依赖关系
service依赖本项目四个模块:
util
domain
integration
infrastructure
<dependency>
<groupId>com.test.javafront</groupId>
<artifactId>user-demo-service-domain</artifactId>
</dependency>
<dependency>
<groupId>com.test.javafront</groupId>
<artifactId>user-demo-service-infrastructure</artifactId>
</dependency>
<dependency>
<groupId>com.test.javafront</groupId>
<artifactId>user-demo-service-util</artifactId>
</dependency>
<dependency>
<groupId>com.test.javafront</groupId>
<artifactId>user-demo-service-integration</artifactId>
</dependency>
2.4.3 核心代码
以运动员编辑服务为例:
// 运动员服务
public class PlayerService {
@Resource
private PlayerEntityMapper playerEntityMapper;
@Resource
private PlayerMessageSender playerMessageSender;
@Resource
private PlayerServiceAdapter playerServiceAdapter;
public boolean updatePlayer(PlayerUpdateDomain player) {
AssertUtil.notNull(player, new BizException(ErrorCodeBizEnum.ILLEGAL_ARGUMENT));
player.validate();
PlayerEntity entity = playerServiceAdapter.convertUpdate(player);
playerEntityMapper.updateById(entity);
playerMessageSender.sendPlayerUpdatemessage(player);
return true;
}
}
// 运动员消息服务
public class PlayerMessageSender {
@Resource
private PlayerServiceAdapter playerServiceAdapter;
public boolean sendPlayerUpdatemessage(PlayerUpdateDomain domain) {
PlayerUpdateEvent event = playerServiceAdapter.convertUpdateEvent(domain);
log.info("sendPlayerUpdatemessage event={}", event);
return true;
}
}
// 服务适配器
public class PlayerServiceAdapter {
// domain -> entity
public PlayerEntity convertUpdate(PlayerUpdateDomain domain) {
PlayerEntity player = new PlayerEntity();
player.setPlayerId(domain.getPlayerId());
player.setPlayerName(domain.getPlayerName());
player.setWeight(domain.getWeight());
player.setHeight(domain.getHeight());
if (null != domain.getGamePerformance()) {
player.setGamePerformance(JacksonUtil.bean2Json(domain.getGamePerformance()));
}
String updator = domain.getMaintainInfo().getUpdator();
Date updateTime = domain.getMaintainInfo().getUpdateTime();
player.setUpdator(updator);
player.setUpdateTime(updateTime);
return player;
}
// domain -> event
public PlayerUpdateEvent convertUpdateEvent(PlayerUpdateDomain domain) {
PlayerUpdateEvent event = new PlayerUpdateEvent();
event.setPlayerUpdateDomain(domain);
event.setMessageId(UUID.randomUUID().toString());
event.setMessageId(PlayerMessageType.UPDATE.getMsg());
return event;
}
}
2.5 intergration
本项目可能会依赖外部服务,那么将外部DTO转换为本项目可以理解的对象,需要在本层处理。
2.5.1 项目结构
假设本项目调用了用户中心服务:
user-demo-service-intergration
-/src/main/java
-user
-adapter
-UserClientAdapter.java
-proxy
-UserClientProxy.java
2.5.2 本项目间依赖关系
intergration依赖本项目两个模块:
util
domain
之所以依赖domain模块,是因为本层需要将外部DTO转换为本项目可以理解的对象,这些对象就放在domain模块。
<dependency>
<groupId>com.test.javafront</groupId>
<artifactId>user-demo-service-domain</artifactId>
</dependency>
<dependency>
<groupId>com.test.javafront</groupId>
<artifactId>user-demo-service-util</artifactId>
</dependency>
2.5.3 核心代码
现在我们将外部对象UserClientDTO
转换为本项目领域对象UserInfoDomain
(1) 外部服务
// 外部对象
public class UserInfoClientDTO implements Serializable {
private String id;
private String name;
private Date createTime;
private Date updateTime;
private String mobile;
private String cityCode;
private String addressDetail;
}
// 外部服务
public class UserClientService {
// RPC模拟
public UserInfoClientDTO getUserInfo(String userId) {
UserInfoClientDTO userInfo = new UserInfoClientDTO();
userInfo.setId(userId);
userInfo.setName(userId);
userInfo.setCreateTime(DateUtil.now());
userInfo.setUpdateTime(DateUtil.now());
userInfo.setMobile("test-mobile");
userInfo.setCityCode("test-city-code");
userInfo.setAddressDetail("test-address-detail");
return userInfo;
}
}
(2) 本项目领域对象
domain模块新增user领域:
user-demo-service-domain
-/src/main/java
-user
-domain
-UserDomain.java
-vo
-UserAddressVO.java
-UserContactVO.java
user领域对象代码:
// 用户领域
public class UserInfoDomain extends BaseDomain {
private UserContactVO contactInfo;
private UserAddressVO addressInfo;
}
// 地址值对象
public class UserAddressVO extends BaseVO {
private String cityCode;
private String addressDetail;
}
// 联系方式值对象
public class UserContactVO extends BaseVO {
private String mobile;
}
(3) 适配器
public class UserClientAdapter {
// third dto -> domain
public UserInfoDomain convertUserDomain(UserInfoClientDTO userInfo) {
UserInfoDomain userDomain = new UserInfoDomain();
UserContactVO contactVO = new UserContactVO();
contactVO.setMobile(userInfo.getMobile());
userDomain.setContactInfo(contactVO);
UserAddressVO addressVO = new UserAddressVO();
addressVO.setCityCode(userInfo.getCityCode());
addressVO.setAddressDetail(userInfo.getAddressDetail());
userDomain.setAddressInfo(addressVO);
return userDomain;
}
}
(4) 调用外部服务
public class UserClientProxy {
@Resource
private UserClientService userClientService;
@Resource
private UserClientAdapter userClientAdapter;
public UserInfoDomain getUserInfo(String userId) {
UserInfoClientDTO user = userClientService.getUserInfo(userId);
UserInfoDomain result = userClientAdapter.convertUserDomain(user);
return result;
}
}
2.6 facade + client
设计模式中有一种Facade模式,称为门面模式或者外观模式。这种模式提供一个简洁对外语义,屏蔽内部系统复杂性。
client承载数据对外传输对象DTO,facade承载对外服务,这两层必须满足最小知识原则,无关信息不必对外透出。
这样做有两个优点:
简洁性:对外服务语义明确简洁
安全性:敏感字段不能对外透出
2.6.1 项目结构
(1) client
user-demo-service-client
-/src/main/java
-base
-dto
-BaseDTO.java
-error
-BizException.java
-BizErrorCode.java
-event
-BaseEventDTO.java
-result
-ResultDTO.java
-player
-dto
-PlayerCreateDTO.java
-PlayerQueryResultDTO.java
-PlayerUpdateDTO.java
-enums
-PlayerMessageTypeEnum.java
-event
-PlayerUpdateEventDTO.java
-service
-PlayerClientService.java
(2) facade
user-demo-service-facade
-/src/main/java
-player
-adapter
-PlayerFacadeAdapter.java
-impl
-PlayerClientServiceImpl.java
-game
-adapter
-GameFacadeAdapter.java
-impl
-GameClientServiceImpl.java
2.6.2 本项目间依赖关系
client不依赖本项目其它模块,这一点非常重要,因为client会被外部引用,必须保证这一层简洁和安全。
facade依赖本项目三个模块:
domain
client
service
<dependency>
<groupId>com.test.javafront</groupId>
<artifactId>user-demo-service-domain</artifactId>
</dependency>
<dependency>
<groupId>com.test.javafront</groupId>
<artifactId>user-demo-service-client</artifactId>
</dependency>
<dependency>
<groupId>com.test.javafront</groupId>
<artifactId>user-demo-service-service</artifactId>
</dependency>
2.6.3 核心代码
(1) DTO
以查询运动员信息为例,查询结果DTO只封装最关键字段,例如运动员ID、创建时间、修改时间等业务不强字段就无须透出:
public class PlayerQueryResultDTO implements Serializable {
private String playerName;
private Integer height;
private Integer weight;
private GamePerformanceDTO gamePerformanceDTO;
}
(2) 客户端服务
public interface PlayerClientService {
public ResultDTO<PlayerQueryResultDTO> queryById(String playerId);
}
(3) 适配器
public class PlayerFacadeAdapter {
// domain -> dto
public PlayerQueryResultDTO convertQuery(PlayerQueryResultDomain domain) {
if (null == domain) {
return null;
}
PlayerQueryResultDTO result = new PlayerQueryResultDTO();
result.setPlayerId(domain.getPlayerId());
result.setPlayerName(domain.getPlayerName());
result.setHeight(domain.getHeight());
result.setWeight(domain.getWeight());
if (null != domain.getGamePerformance()) {
GamePerformanceDTO performance = convertGamePerformance(domain.getGamePerformance());
result.setGamePerformanceDTO(performance);
}
return result;
}
}
(4) 服务实现
public class PlayerClientServiceImpl implements PlayerClientService {
@Resource
private PlayerService playerService;
@Resource
private PlayerFacadeAdapter playerFacadeAdapter;
@Override
public ResultDTO<PlayerQueryResultDTO> queryById(String playerId) {
PlayerQueryResultDomain resultDomain = playerService.queryPlayerById(playerId);
if (null == resultDomain) {
return ResultCommonDTO.success();
}
PlayerQueryResultDTO result = playerFacadeAdapter.convertQuery(resultDomain);
return ResultCommonDTO.success(result);
}
}
2.7 controller
facade服务实现可以作为RPC提供服务,controller则作为本项目HTTP接口提供服务,供前端调用。
controller需要注意HTTP相关特性,敏感信息例如登陆用户ID不能依赖前端传递,登陆后前端会在请求头带一个登陆用户信息,服务端需要从请求头中获取并解析。
2.7.1 项目结构
user-demo-service-controller
-/src/main/java
-config
-CharsetConfig.java
-controller
-player
-PlayerController.java
-game
-GameController.java
2.7.2 本项目依赖关系
controller依赖本项目一个模块:
facade
根据依赖传递原理同时依赖以下模块:
domain
client
service
<dependency>
<groupId>com.test.javafront</groupId>
<artifactId>user-demo-service-facade</artifactId>
</dependency>
2.7.3 核心代码
@RestController
@RequestMapping("/player")
public class PlayerController {
@Resource
private PlayerClientService playerClientService;
@PostMapping("/add")
public ResultDTO<Boolean> add(@RequestHeader("test-login-info") String loginUserId, @RequestBody PlayerCreateDTO dto) {
dto.setCreator(loginUserId);
ResultCommonDTO<Boolean> resultDTO = playerClientService.addPlayer(dto);
return resultDTO;
}
@PostMapping("/update")
public ResultDTO<Boolean> update(@RequestHeader("test-login-info") String loginUserId, @RequestBody PlayerUpdateDTO dto) {
dto.setUpdator(loginUserId);
ResultCommonDTO<Boolean> resultDTO = playerClientService.updatePlayer(dto);
return resultDTO;
}
@GetMapping("/{playerId}/query")
public ResultDTO<PlayerQueryResultDTO> queryById(@RequestHeader("test-login-info") String loginUserId, @PathVariable("playerId") String playerId) {
ResultCommonDTO<PlayerQueryResultDTO> resultDTO = playerClientService.queryById(playerId);
return resultDTO;
}
}
2.8 boot
boot作为启动层,只有启动入口代码
2.8.1 项目结构
所有模块代码均必须属于com.user.demo.service子路径
user-demo-service-boot
-/src/main/java
-com.user.demo.service
-MainApplication.java
2.8.2 本项目间依赖
boot引用本项目所有模块
util
integration
infrastructure
service
domain
facade
controller
client
2.8.3 核心代码
@MapperScan("com.user.demo.service.infrastructure.*.mapper")
@SpringBootApplication
public class MainApplication {
public static void main(final String[] args) {
SpringApplication.run(MainApplication.class, args);
}
}
3 文章总结
我们再次回顾分层五个思考维度:
(1) 单一
每层只处理一类事情,例如util只承载工具对象,integration只处理外部服务,每层职责单一且清晰
(2) 降噪
如无必要无增实体,例如查询结果DTO只透出最关键字段,例如运动员ID、创建时间、修改时间等业务不强字段无须透出
(3) 适配
service、facade、intergration层都存在适配器,翻译信息为本层或者下层可以理解的信息
(4) 业务
业务对象可以通过充血模型聚合业务,例如在业务对象中聚合业务校验逻辑
(5) 数据
数据对象要纯净,例如通过string类型保存比赛表现,数据层无需解析