Welcome to OGeek Q&A Community for programmer and developer-Open, Learning and Share
Welcome To Ask or Share your Answers For Others

Categories

0 votes
264 views
in Technique[技术] by (71.8m points)

c# - Unity: Change default lifetime manager for implicit registrations and/or disable them

The Unity container will automatically resolve any type that it can figure out on its own without the need for manual registration. That's good in some ways, but the problem I have is that it uses a TransientLifetimeManager for this type of resolution, while I almost always want a ContainerControlledLifetimeManager. I can still register my types as singletons manually, of course, but if I forget, instead of getting an unhandled exception at startup, the app will launch successfully and everything will appear to work. But there will eventually be bugs, possibly very subtle, hard-to-diagnose ones, due to the fact that there are multiple instances of a type that's meant to be a singleton.

So my question is: Is there a way I can either specify a different default lifetime manager or disable the default auto-resolution behavior completely and limit the container to types I register myself (directly or by my own conventions)?

See Question&Answers more detail:os

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
Welcome To Ask or Share your Answers For Others

1 Reply

0 votes
by (71.8m points)

Is there a way I can either specify a different default lifetime manager

Yes, you can use a container extension that will use a different lifetime manager. See Request for configurable default lifetimemanager for an example.

or disable the default auto-resolution behavior completely and limit the container to types I register myself

Yes, a container extension can do this as well.

First during explicit registration record the BuildKey of the registration. Then before creating the object check if the BuildKey was explicitly registered.

public class RegistrationTrackingExtension : UnityContainerExtension
{
    private ConcurrentDictionary<NamedTypeBuildKey, bool> registrations =
        new ConcurrentDictionary<NamedTypeBuildKey, bool>();

    protected override void Initialize()
    {
        base.Context.Registering += Context_Registering;
        base.Context.Strategies.Add(
            new ValidateRegistrationStrategy(this.registrations), UnityBuildStage.PreCreation);
    }

    private void Context_Registering(object sender, RegisterEventArgs e)
    {
        var buildKey = new NamedTypeBuildKey(e.TypeTo, e.Name);
        this.registrations.AddOrUpdate(buildKey, true, (key, oldValue) => true);
    }

    public class ValidateRegistrationStrategy : BuilderStrategy
    {
        private ConcurrentDictionary<NamedTypeBuildKey, bool> registrations; 

        public ValidateRegistrationStrategy(ConcurrentDictionary<NamedTypeBuildKey, bool> registrations)
        {
            this.registrations = registrations;
        }

        public override void PreBuildUp(IBuilderContext context)
        {
            if (!this.registrations.ContainsKey(context.BuildKey))
            {
                Exception e = new Exception("Type was not explicitly registered in the container.");
                throw new ResolutionFailedException(context.BuildKey.Type, context.BuildKey.Name, e, context);
            }
        }
    }
}

Then add the extension, register some classes and resolve. If the class was not explicitly registered then an exception will be thrown.

IUnityContainer container = new UnityContainer();
// Add container extension
container.AddNewExtension<RegistrationTrackingExtension>();

// Register types
container.RegisterType<MyClass>();
container.RegisterType<IMyClass, MyClass>();
container.RegisterType<IMyClass, MyClass>("A");

// These succeed because they were explicitly registered
container.Resolve<IMyClass>();
container.Resolve<IMyClass>("A");
container.Resolve<MyClass>();

// MyClass2 was not registered so this will throw an exception
container.Resolve<MyClass2>();

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
OGeek|极客中国-欢迎来到极客的世界,一个免费开放的程序员编程交流平台!开放,进步,分享!让技术改变生活,让极客改变未来! Welcome to OGeek Q&A Community for programmer and developer-Open, Learning and Share
Click Here to Ask a Question

...