I\'m trying to figure out the correct way to inject an auto-factory which takes params, or even if this is possible with Unity.
For example I know I can do this:
Sorry to be one of those annoying people who answer their own questions but I figured it out.
public class TestLog
{
private Func<string, ILog> logFactory;
public TestLog(Func<string, ILog> logFactory)
{
this.logFactory = logFactory;
}
public ILog CreateLog(string name)
{
return logFactory(name);
}
}
Container.RegisterType<Func<string, ILog>>(
new InjectionFactory(c =>
new Func<string, ILog>(name => new Log(name))
));
TestLog test = Container.Resolve<TestLog>();
ILog log = test.CreateLog("Test Name");
The answer by @TheCodeKing works fine, but in most (possibly all?) cases could be shortened to the following:
Container.RegisterInstance<Func<string, ILog>>(name => new Log(name));
(note that I'm using RegisterInstance() instead of RegisterType())
Since the Func<> implementation is already a kind of factory there's usually no need to wrap it in a InjectionFactory. It only ensures that each resolution of the Func<string, ILog> is a new instance, and I can't really think of a scenario that requires this.
Autofac has parameterized instantiation to handle scenarios which need an auto-factory with parameters.
While Unity doesn't support this out of the box, it's possible to implement an extension which will work in a way similar to Autofac's.
A shameless plug: I implemented such an extension -- Parameterized Auto Factory.
It can be used in a way similar to this:
public class Log
{
public void Info(string info) { /* ... */ }
public void Warn(string info) { /* ... */ }
public void Error(string info) { /* ... */ }
}
public class LogConsumer
{
private readonly Log _log;
private readonly string _consumerName;
public LogConsumer(Log log, string consumerName)
{
_log = log;
_consumerName = consumerName;
}
public void Frobnicate()
=> _log.Info($"{nameof(Frobnicate)} called on {_consumerName}");
}
var container = new UnityContainer()
.AddNewExtension<UnityParameterizedAutoFactoryExtension>();
var logConsumerFactory = container.Resolve<Func<string, LogConsumer>>();
var gadget = logConsumerFactory("Gadget");
gadget.Frobnicate();
Please notice:
Func<string, LogConsumer> is resolved from container, but it wasn't registered anywhere -- it's generated automatically. Func<string, LogConsumer> only provides the string consumerName parameter to LogConsumer's constructor. As a result, the Log log parameter is resolved from the container. If the auto-factory func looked like this Func<string, Log, LogConsumer> instead, then all the parameters of LogConsumer's constructor would've been supplied through the auto-factory. Basically, the extension works like this:
BuilderStrategy in Unity's pipeline.Func with parameters, the extension intercepts the instance building process.Funcof the given type which resolves its return type from the container and passes the Func's parameters as a ResolverOverride collection to the IUnityContainer.Resolve method.In case you're looking for a fully typed factory interface (allowing for XML documentation and parameter names, for instance), you could use a NuGet package I created, which you can leverage simply by defining an interface for the factory, and then associating it with the concrete type you want to instantiate.
Code lives in GitHub: https://github.com/PombeirP/FactoryGenerator