How do I use the Decorator Pattern with Unity without explicitly specifying every parameter in the InjectionConstructor
Solution 1
Another approach, thanks to a suggestion from @DarkSquirrel42, is to use an InjectionFactory
. The downside is that the code still needs updating every time a new constructor parameter is added to something in the chain. The advantages are much easier to understand code, and only a single registration into the container.
Func<IUnityContainer,object> createChain = container =>
new LoggingProductRepository(
new CachingProductRepository(
container.Resolve<ProductRepository>(),
container.Resolve<ICacheProvider>()),
container.Resolve<ILogger>());
c.RegisterType<IProductRepository>(new InjectionFactory(createChain));
Assert.IsInstanceOf<LoggingProductRepository>(c.Resolve<IProductRepository>());
Solution 2
See this article on implementing a decorator container extension. This should get you to where you want to be with regards to not needing to modify your configuration if your constructor signatures change.
Solution 3
Another solution involves adding type parameters to your code base in order to help Unity resolving your decorated types. Luckily Unity is perfectly capable of resolving type parameters and their dependencies on its own, so we don't have to care about constructor parameters when defining the decorator chain.
The registration would look as follows:
unityContainer.RegisterType<IService, Logged<Profiled<Service>>>();
Here is a basic example implementation. Note the templated decorators Logged<TService>
and Profiled<TService>
. Look below for some drawbacks I've noticed so far.
public interface IService { void Do(); }
public class Service : IService { public void Do() { } }
public class Logged<TService> : IService where TService : IService
{
private TService decoratee;
private ILogger logger;
public Logged(ILogger logger, TService decoratee) {
this.decoratee = decoratee;
this.logger = logger;
}
public void Do() {
logger.Debug("Do()");
decoratee.Do();
}
}
public class Profiled<TService> : IService where TService : IService
{
private TService decoratee;
private IProfiler profiler;
public Profiled(IProfiler profiler, TService decoratee) {
this.decoratee = decoratee;
this.profiler = profiler;
}
public void Do() {
profiler.Start();
decoratee.Do();
profiler.Stop();
}
}
Drawbacks
- A faulty registration like
uC.RegisterType<IService, Logged<IService>>();
will result in an infinite recursion that stack-overflows your application. This can be a vulnerability in a plug-in architecture. - It uglyfies your code base to some degree. If you ever give up Unity and switch to a different DI framework those template parameters will make no sense to anyone anymore.
Solution 4
I knocked up a fairly crude extension method for this, which behaved as expected when I ran it:
public static class UnityExtensions
{
public static IUnityContainer Decorate<TInterface, TDecorator>(this IUnityContainer container, params InjectionMember[] injectionMembers)
where TDecorator : class, TInterface
{
return Decorate<TInterface, TDecorator>(container, null, injectionMembers);
}
public static IUnityContainer Decorate<TInterface, TDecorator>(this IUnityContainer container, LifetimeManager lifetimeManager, params InjectionMember[] injectionMembers)
where TDecorator : class, TInterface
{
string uniqueId = Guid.NewGuid().ToString();
var existingRegistration = container.Registrations.LastOrDefault(r => r.RegisteredType == typeof(TInterface));
if(existingRegistration == null)
{
throw new ArgumentException("No existing registration found for the type " + typeof(TInterface));
}
var existing = existingRegistration.MappedToType;
//1. Create a wrapper. This is the actual resolution that will be used
if (lifetimeManager != null)
{
container.RegisterType<TInterface, TDecorator>(uniqueId, lifetimeManager, injectionMembers);
}
else
{
container.RegisterType<TInterface, TDecorator>(uniqueId, injectionMembers);
}
//2. Unity comes here to resolve TInterface
container.RegisterType<TInterface, TDecorator>(new InjectionFactory((c, t, sName) =>
{
//3. We get the decorated class instance TBase
var baseObj = container.Resolve(existing);
//4. We reference the wrapper TDecorator injecting TBase as TInterface to prevent stack overflow
return c.Resolve<TDecorator>(uniqueId, new DependencyOverride<TInterface>(baseObj));
}));
return container;
}
}
And in your setup:
container.RegisterType<IProductRepository, ProductRepository>();
// Wrap ProductRepository with CachingProductRepository,
// injecting ProductRepository into CachingProductRepository for
// IProductRepository
container.Decorate<IProductRepository, CachingProductRepository>();
// Wrap CachingProductRepository with LoggingProductRepository,
// injecting CachingProductRepository into LoggingProductRepository for
// IProductRepository
container.Decorate<IProductRepository, LoggingProductRepository>();
Solution 5
The most succinct answer which works great is mentioned in another stackoverflow post by Mark Seeman. It is concise, and does not require me to use named registrations or suggest that I use Unity extensions. Consider an interface called ILogger with two implementations namely Log4NetLogger and a decorator implementation called DecoratorLogger. You can register the DecoratorLogger against the ILogger interface as follows:
container.RegisterType<ILogger, DecoratorLogger>(
new InjectionConstructor(
new ResolvedParameter<Log4NetLogger>()));
Mark Heath
I'm the creator of NAudio, an open source audio library for .NET. I'm interested in any ways to improve the quality of my code, and teaching others the things I learn along the way. I'm also the author of several Pluralsight courses.
Updated on June 02, 2022Comments
-
Mark Heath about 2 years
This helpful article from David Haydn (EDIT: scam link removed, it could have been this article) shows how you can use the
InjectionConstructor
class to help you set up a chain using the decorator pattern with Unity. However, if the items in your decorator chain have other parameters in their constructor, theInjectionConstructor
must explicitly declare each one of them (or Unity will complain that it can't find the right constructor). This means that you can't simply add new constructor parameters to items in the decorator chain without also updating your Unity configuration code.Here's some example code to explain what I mean. The
ProductRepository
class is wrapped first byCachingProductRepository
and then byLoggingProductRepostiory
. Both CachingProductRepository and LoggingProductRepository, in addition to taking a IProductRepository in their constructor, also need other interfaces from the container.public class Product { public int Id; public string Name; } public interface IDatabaseConnection { } public interface ICacheProvider { object GetFromCache(string key); void AddToCache(string key, object value); } public interface ILogger { void Log(string message, params object[] args); } public interface IProductRepository { Product GetById(int id); } class ProductRepository : IProductRepository { public ProductRepository(IDatabaseConnection db) { } public Product GetById(int id) { return new Product() { Id = id, Name = "Foo " + id.ToString() }; } } class CachingProductRepository : IProductRepository { IProductRepository repository; ICacheProvider cacheProvider; public CachingProductRepository(IProductRepository repository, ICacheProvider cp) { this.repository = repository; this.cacheProvider = cp; } public Product GetById(int id) { string key = "Product " + id.ToString(); Product p = (Product)cacheProvider.GetFromCache(key); if (p == null) { p = repository.GetById(id); cacheProvider.AddToCache(key, p); } return p; } } class LoggingProductRepository : IProductRepository { private IProductRepository repository; private ILogger logger; public LoggingProductRepository(IProductRepository repository, ILogger logger) { this.repository = repository; this.logger = logger; } public Product GetById(int id) { logger.Log("Requesting product {0}", id); return repository.GetById(id); } }
Here's a (passing) unit test. See the comments for the bits of surplus configuration I want to remove the need for:
[Test] public void ResolveWithDecorators() { UnityContainer c = new UnityContainer(); c.RegisterInstance<IDatabaseConnection>(new Mock<IDatabaseConnection>().Object); c.RegisterInstance<ILogger>(new Mock<ILogger>().Object); c.RegisterInstance<ICacheProvider>(new Mock<ICacheProvider>().Object); c.RegisterType<IProductRepository, ProductRepository>("ProductRepository"); // don't want to have to update this line every time the CachingProductRepository constructor gets another parameter var dependOnProductRepository = new InjectionConstructor(new ResolvedParameter<IProductRepository>("ProductRepository"), new ResolvedParameter<ICacheProvider>()); c.RegisterType<IProductRepository, CachingProductRepository>("CachingProductRepository", dependOnProductRepository); // don't want to have to update this line every time the LoggingProductRepository constructor changes var dependOnCachingProductRepository = new InjectionConstructor(new ResolvedParameter<IProductRepository>("CachingProductRepository"), new ResolvedParameter<ILogger>()); c.RegisterType<IProductRepository, LoggingProductRepository>(dependOnCachingProductRepository); Assert.IsInstanceOf<LoggingProductRepository>(c.Resolve<IProductRepository>()); }
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Peter Ruderman almost 13 yearsThis also has the advantage that changes to the constructors will generate compile time instead of runtime errors.
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Jan almost 10 yearsThis is my favourite solution!
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Johnny about 7 yearsCould you explain how this deals with recursion? I cannot understand container.Registrations.First(r => r.RegisteredType == typeof(TInterface)).Mapped to type...
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garryp about 7 yearsThe line you reference will look at the existing registrations, get the existing registration for the interface (the concrete to be decorated -
existing
) and keep a note of that concrete type; the decorator is then registered, replacingexisting
. When it comes to resolution the decorator will use that concrete type (existing
) and inject it into the decorator, but all other usages of your interface will use the decorator. This way it is possible to decorate many times if needed. It might need to be adapted if you use named registrations. -
Johnny about 7 yearsI understand that but cannot catch why you always retrieve first from the list of registrations. What in the case you have more than one registered type with the same interface?
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garryp about 7 yearsThe only way you could have two registered types for one interface is if you used a named registration to differentiate between the two (hence the First() - it assumes it will just get one it - maybe Single would be better, idk...), otherwise you have a conflict there (how would Unity know which to use in a given case?). If you are using named registrations this code would need adapting.
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Shaamaan about 7 yearsThis is quite nice! Definite +1 from me, but I kind of wonder why do you say it's "crude"? The code looks nice and does exactly what it should. About the only thing I'd change / add is make a check when looking for the
existing
type - if it hasn't been registered yet throw an exception with the appropriate message... and when looking for the type make sure it hasn't been registered with a name (albeit this is debatable). -
garryp almost 7 yearsI agree, I've modified the post to check existing registrations. I've also changed this code slightly since I posted this in light of a bug where this code was always decorating the first matching registration every time, hence
existing
is now the last registration with a matching interface rather than the first registration.