Hey Daniel,
  'Partial' puts are not possible, a 'put' fully overwrites the previous entity.

  You can read about how the datastore works in some of the articles.
Basically entities are serialized (using protocol buffers) and stored
in a single column.
     http://code.google.com/appengine/articles/storage_breakdown.html


Robert




On Sat, Feb 19, 2011 at 14:32, Daniel <[email protected]> wrote:
>
> I have a model that holds a bunch of game data:
> class MyGame(db.Expando):
>     sender=db.StringProperty()
>     senderScore=db.IntegerProperty(default=0)
>     senderChatWaiting=db.BooleanProperty(default=False)
>     senderResigned=db.BooleanProperty(default=False)
>     senderHideGame=db.BooleanProperty(default=False)
>     recipient=db.StringProperty()
>     recipientAccepted=db.BooleanProperty(default=False)
>     recipientScore=db.IntegerProperty(default=0)
>     recipientChatWaiting=db.BooleanProperty(default=False)
>     recipientResigned=db.BooleanProperty(default=False)
>     recipientHideGame=db.BooleanProperty(default=False)
>
>     bucket=db.TextProperty()
>     board=db.TextProperty()
>     currentPlayer=db.IntegerProperty(default=0)
>     whosTurn=db.StringProperty()
>     whosWaiting=db.StringProperty()
>     moveID=db.IntegerProperty(default=1)
>
>     lastPlayed=db.StringProperty()
>     lastPointsRecieved=db.IntegerProperty(default=0)
>
>     chatLog=db.StringListProperty()
>     created=db.DateTimeProperty(auto_now_add=True)
>     lastUpdate=db.DateTimeProperty(auto_now_add=True)
>     gameFinished=db.BooleanProperty(default=False)
>     gameResigned=db.BooleanProperty(default=False)
>
> I have a single method that updates all of these values for a particular
> existing game record and does a single .put() at the end to save it.  Is it
> possible that only some of the items are updated and not others.. a partial
> put()?  I was assuming that a put() would either succeed or fail, but not
> partially succeed.
> I'm trying to track down a bug in my app and curious if it's possible I have
> a partial write.. if not the bug is probably elsewhere in my server code or
> client.
> Thanks
> Daniel
>
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