说明:本博文主要参考来自 https://blog.csdn.net/BASK2311/article/details/128198005
据实践内容及代码持续总结更新中。
五个分层维度:SpringBoot工程分层实战
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
复制代码
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;@Overridepublic 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;@Overridepublic 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;@Overridepublic 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;@Overridepublic 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 {@Resourceprivate PlayerEntityMapper playerEntityMapper;@Resourceprivate PlayerMessageSender playerMessageSender;@Resourceprivate 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 {@Resourceprivate 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 -> entitypublic 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 -> eventpublic 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
复制代码
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 -> domainpublic 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 {@Resourceprivate UserClientService userClientService;@Resourceprivate 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 -> dtopublic 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 {@Resourceprivate PlayerService playerService;@Resourceprivate PlayerFacadeAdapter playerFacadeAdapter;@Overridepublic 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 {@Resourceprivate 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