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通過定義UnityContainer擴展變”Explicit Interception”為”Automatic Interception”

Unity是微軟P&P部門開發的一個輕量級IoC框架,通過Interception機製可以實現基於三種攔截機製的AOP。不過Unity僅僅提供“顯式”攔截機製,以致我們為了注冊可被攔截的類型會多寫很多代碼和配置。本篇文章通過UnityContainer的擴展提供了一種“自動”攔截機製。

我們通過一個簡單的實例演示Unity原生支持的顯式攔截機製和我們通過擴展實現的自動攔截機製。我們定了如下一個簡單的SimpleCallHandler,在Invoke方法中通過在控製台打印一段文字用以證明應用在某個類型上的CallHandler被執行了。

   1: public class SimpleCallHandler : ICallHandler
   2: {
   3:     public IMethodReturn Invoke(IMethodInvocation input, GetNextHandlerDelegate getNext)
   4:     {
   5:         Console.WriteLine("The CallHandler applied to \"{0}\" is invoked.", input.Target.GetType().Name);
   6:         return getNext()(input, getNext);
   7:     }
   8:     public int Order { get; set; }
   9: }
  10: public class SimpleCallHandlerAttribute : HandlerAttribute
  11: {
  12:     public override ICallHandler CreateHandler(IUnityContainer container)
  13:     {
  14:         return new SimpleCallHandler { Order = this.Order };
  15:     }
  16: }

然後我們創建了如下所示的一個接口IFoo和三個類Foo、Bar和Baz。其中Foo實現了接口IFoo,而Foo依賴於Bar,Bar依賴於Baz。我們以構造器注入的方式定義Foo和Bar。SimpleCallHandler被同時應用到了Foo、Bar和Baz的DoSth方法上。

   1: public interface IFoo
   2:    {
   3:        void DoSth();
   4:    }
   5:  
   6:    public class Foo : IFoo
   7:    {
   8:        public Bar Bar { get; private set; }
   9:        public Foo(Bar bar)
  10:        {
  11:            this.Bar = bar;
  12:        }
  13:        [SimpleCallHandler]
  14:        public virtual void DoSth()
  15:        {
  16:            this.Bar.DoSth();
  17:        }
  18:    }
  19:    public class Bar : MarshalByRefObject
  20:    {
  21:        public Baz Baz { get; private set; }
  22:        public Bar(Baz baz)
  23:        {
  24:            this.Baz = baz;
  25:        }
  26:        [SimpleCallHandler]
  27:        public virtual void DoSth()
  28:        {
  29:            this.Baz.DoSth();
  30:        }
  31:    }
  32:    public class Baz : MarshalByRefObject
  33:    {
  34:        [SimpleCallHandler]
  35:        public void DoSth()
  36:        {
  37:            Console.WriteLine("Done...");
  38:        }
  39:    }

所謂顯式攔截就是說:如果某個類型需要被攔截處理,比如將其顯式地注冊為“可被攔截的類型”,並且需要顯式地注冊攔截器(決定攔截機製)和攔截行為。對於本實例來說,為了上應用在Foo、Bar和Baz上的CallHandler能夠起作用,我們需要通過如下的方式對這三個類型進行顯式地攔截注冊。

   1: IUnityContainer container = new UnityContainer();
   2: container.AddNewExtension<Interception>()
   3:     .RegisterType<IFoo, Foo>(new Interceptor<TransparentProxyInterceptor>(), new InterceptionBehavior<PolicyInjectionBehavior>())
   4:     .RegisterType<Bar>(new Interceptor<TransparentProxyInterceptor>(), new InterceptionBehavior<PolicyInjectionBehavior>())
   5:     .RegisterType<Baz>(new Interceptor<TransparentProxyInterceptor>(), new InterceptionBehavior<PolicyInjectionBehavior>());
   6:  
   7: IFoo foo = container.Resolve<IFoo>();
   8: foo.DoSth();

運行結果:

   1: The CallHandler applied to "Foo" is invoked.
   2: The CallHandler applied to "Bar" is invoked.
   3: The CallHandler applied to "Baz" is invoked.
   4: Done...

如果通過我們自定義的UnityContainer擴展AutoInterception,你就無須對需要被攔截的類型進行顯式注冊。而相關的代碼將會變得簡單,運行如下一段代碼,你依然會得到同上麵一樣的結果。

   1: IUnityContainer container = new UnityContainer();
   2: container.AddNewExtension<AutoInterception>()
   3:     .AddNewExtension<Interception>()
   4:     .RegisterType<IFoo, Foo>();
   5:  
   6: IFoo foo = container.Resolve<IFoo>();
   7: foo.DoSth();

在默認的情況下,AutoInterception采用的攔截器為TransparentProxyInterceptor。我們通過通過配置AutoInterception的方式來應用其它兩種攔截器,即InterfaceInterceptor和VirtualMethodInterceptor。由於在下麵的代碼中采用了InterfaceInterceptor,所有隻有實現了IFoo接口的Foo對象才會被攔截。

   1: IUnityContainer container = new UnityContainer();
   2: container.AddNewExtension<AutoInterception>()
   3:     .AddNewExtension<Interception>()
   4:     .Configure < AutoInterception>().RegisterInterceptor(new InterfaceInterceptor())
   5:     .RegisterType<IFoo, Foo>();
   6:  
   7: IFoo foo = container.Resolve<IFoo>();
   8: foo.DoSth();

執行結果:

   1: The CallHandler applied to "Foo" is invoked.
   2: Done...

如果我們采用VirtualMethodInterceptor的話,隻有定義在需方法的Foo和Bar的DoSth方法才會被攔截。

   1: IUnityContainer container = new UnityContainer();
   2: container.AddNewExtension<AutoInterception>()
   3:     .AddNewExtension<Interception>()
   4:     .Configure < AutoInterception>().RegisterInterceptor(new VirtualMethodInterceptor())
   5:     .RegisterType<IFoo, Foo>();
   6:  
   7: IFoo foo = container.Resolve<IFoo>();
   8: foo.DoSth();

輸出結果:

   1: The CallHandler applied to "Wrapped_Foo_6c22528df1b64d3886e9955cd8961ca7" is invoked.
   2: The CallHandler applied to "Wrapped_Bar_c10e3640a27d469c8872ec4193303897" is invoked.
   3: Done...

AutoInterception不僅僅支持Unity提供的Policy Injection配置,還可以通過配置指定采用的攔截器類型。現在我們將應用在Foo、Bar和Baz上的SimpleCallHandlerAttribute特性全部刪除,通過如下的配置將該CallHandler應用到所有的DoSth方法上。這個配置還指定了采用的攔截器類型為VirtualMethodInterceptor。

   1: <?xml version="1.0" encoding="utf-8" ?>
   2: <configuration>
   3:   <configSections>
   4:     <section name="unity" 
   5:              type="Microsoft.Practices.Unity.Configuration.UnityConfigurationSection, Microsoft.Practices.Unity.Configuration"/>
   6:     </configSections>
   7:   <unity>
   8:     <alias alias="SimpleCallHandler" type="Artech.UnityExtensions.SimpleCallHandler, Artech.UnityExtensions" />
   9:     <alias alias="IFoo" type="Artech.UnityExtensions.IFoo, Artech.UnityExtensions" />
  10:     <alias alias="Foo" type="Artech.UnityExtensions.Foo, Artech.UnityExtensions" />
  11:     <sectionExtension type="Microsoft.Practices.Unity.InterceptionExtension.Configuration.InterceptionConfigurationExtension, Microsoft.Practices.Unity.Interception.Configuration" />
  12:     <sectionExtension type="Artech.UnityExtensions.Configuration.AutoInterceptionConfigurationExtension, Artech.UnityExtensions" />
  13:     <container>
  14:       <extension type="AutoInterception"/>
  15:       <extension type="Interception"/>
  16:       <register type="IFoo" mapTo="Foo"/>
  17:       <interception>
  18:         <policy name="service">
  19:           <matchingRule name="MemberNameMatchingRule" type="MemberNameMatchingRule">
  20:             <constructor>
  21:               <param name="nameToMatch" value="DoSth"/>
  22:             </constructor>
  23:           </matchingRule>
  24:           <callHandler name="SimpleCallHandler"  type="SimpleCallHandler"/>
  25:         </policy>
  26:       </interception>
  27:       <autoInterception>
  28:         <interceptor type="VirtualMethodInterceptor"/>
  29:       </autoInterception>
  30:     </container>
  31:   </unity>
  32: </configuration>

我們通過如下的代碼,通過加載配置的方式來配置創建的UnityContainer。最終直接通過解析接口IFoo得到Foo對象,並調用其DoSth方法。

   1: IUnityContainer container = new UnityContainer();
   2: UnityConfigurationSection unitySettings = (UnityConfigurationSection)ConfigurationManager.GetSection(UnityConfigurationSection.SectionName);
   3: unitySettings.Configure(container);
   4: IFoo foo = container.Resolve<IFoo>();
   5: foo.DoSth();

由於我們采用的是VirtualMethodInterceptor,所有隻有Foo和Bar中定義的需方法才能被攔截,這可以通過如下的輸出結果得到證實:

   1: The CallHandler applied to "Wrapped_Foo_53c9f355fbac4acdaf405b2a92d0bd7a" is invoked.
   2: The CallHandler applied to "Wrapped_Bar_8cdbf768e96c434da36ed1f181c2d6cd" is invoked.
   3: Done...

雖然AutoInterception實現的邏輯並不複雜,但是對於不了解Unity設計的人來說也不是那麼容易理解的。所以我並不打算介紹其內部原理,又興趣的讀者可以從這裏下載源代碼。


作者:蔣金楠
微信公眾賬號:大內老A
微博:www.weibo.com/artech
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最後更新:2017-10-26 14:34:26

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