用于构造器DI的自动工厂发电机

时间:2015-09-03 08:23:05

标签: c# dependency-injection factory factory-pattern reflection.emit

我想在没有传递任何“内核”容器的情况下使用基于工厂的依赖注入,这样就不可能在没有明确地从“顶层”传递依赖关系的情况下实例化一个类。

手动方式这样做需要在bootstrap中使用这样的代码:

    static void Main(string[] args)
    {
        // simplified example, can require classes in reality
        ABFactory abFactory = (data1) => new AB(data1);
        ACAFactory acaFactory = (data1) => new ACA(data1);
        ACFactory acFactory = (x) => new AC(x, acaFactory);
        IA a = new A(1, new AA(1, new AAA(), new AAB()), abFactory, acFactory);
        a.Action(123);
    }

当工厂被定义为

delegate IAB ABFactory(string data1);
delegate IAC ACFactory(int x);
delegate IACA ACAFactory(int data1);

有什么我可以用来使工厂建设更容易甚至自动化吗?有不同的工厂类型支持(池,ThreadLocal缓存等)?

更新

一些真实的代码示例:

public interface IItemSetSpawnController
{
    void TransitSpawned();
}

public class ItemSetSpawnController : IItemSetSpawnController
{
    readonly GameMap.ItemSet _set;
    readonly LootableFactoryDelegate _lootableFactory;
    readonly IFiber _fiber;

    readonly int _defaultRespawnTime;

    public ItemSetSpawnController([NotNull] GameMap.ItemSet set, int defaultRespawnTime, [NotNull] LootableFactoryDelegate lootableFactory, IFiber fiber)
    {
        if (set == null) throw new ArgumentNullException(nameof(set));
        if (lootableFactory == null) throw new ArgumentNullException(nameof(lootableFactory));
        if (set.Items.Count == 0) throw new ArgumentException("Empty set", nameof(set));
        _set = set;
        _lootableFactory = lootableFactory;
        _fiber = fiber;
        _defaultRespawnTime = defaultRespawnTime;
    }

    public void TransitSpawned()
    {
        // Fiber.Schedule for respawning
    }
}

public delegate IItemSetSpawnController ItemSetSpawnControllerFactory(
    [NotNull] GameMap.ItemSet set, int defaultRespawnTime, [NotNull] LootableFactoryDelegate lootableFactory, IFiber fiber);


protected virtual void AddMapLootables()
{
    foreach (var set in ItemSets)
    {
        if (set.Items.Count == 0) continue;
        var c = ItemSetSpawnControllerFactory(
            set,
            Settings.LootRespawnTime,
            LootableFactory,
            ExecutionFiber);
        c.TransitSpawned();
    }

}

1 个答案:

答案 0 :(得分:0)

在我看来,您的组件是使用运行时数据初始化的。这是bad practice,因为这会使你的DI配置变得很复杂,我认为在你的情况下就是这种情况。

不是使用工厂初始化组件的构造函数依赖于服务依赖性和运行时数据的组件,而是将运行时数据移出构造函数并在运行时将其提供给组件。您可以通过组件的方法传递运行时值来执行此操作,也可以将一个服务注入组件,以允许组件在运行时(初始化后)请求该值。

选择哪个选项取决于运行时值的使用是否为实现细节。如果它是抽象的一个重要部分,那么该值应该是抽象方法签名的一部分。如果它与抽象无关,并且只有组件本身应该知道它,那么注入允许访问此运行时值的服务是最明显的解决方案。

<强>更新

如果从构造函数中移出运行时数据,您将无需使用工厂作为额外的抽象层,您可以将代码更改为:

public interface IItemSetSpawnController {
    void TransitSpawned(GameMap.ItemSet set);
}

public class ItemSetSpawnController : IItemSetSpawnController {
    readonly LootableFactoryDelegate _lootableFactory;
    readonly IFiber _fiber;
    readonly ISessings settings;
    public ItemSetSpawnController(ISessings settings,
        [NotNull] LootableFactoryDelegate lootableFactory, IFiber fiber) {
        _lootableFactory = lootableFactory;
        _fiber = fiber;
        _settings = settings;
    }
    public void TransitSpawned([NotNull] GameMap.ItemSet set) {
        if (set == null) throw new ArgumentNullException(nameof(set));
        // If LootRespawnTime is a config value that doesn't change after startup, you
        // can more it back into the constructor of the controller.
        int defaultRespawnTime = _settings.LootRespawnTime;
        // Fiber.Schedule for respawning
    }
}

class MapLooter {
    IItemSetSpawnController controller;
    public MapLooter(IItemSetSpawnController controller){
        this.controller = controller;
    }
    public void AddMapLootables() {
        foreach (var set in ItemSets) {
            if (set.Items.Count == 0) continue;
            this.controller.TransitSpawned(set);
        }
    }
}