using System;
namespace MyAop
{
class Program
{
static void Main(string[] args)
{
Console.WriteLine("Hello World!");
//vs调试时的监视窗口/即时窗口/输出窗口
//什么是AOP?
//把公共逻辑抽出来,通过配置实现公共功能的动态添加
//举个例子,之前公司每个项目组都有美工测试,现在我把所有美工测试都抽出来成立设计部门和测试部门,哪个项目组需要啥,我再给协调人 这种模式就是AOP
//POP OOP AOP(允许开发者动态的改变OO模型)(Aspect Oriented Programming)
//AOP 面向切面 有以下好处:
// 1.关注核心业务逻辑,权限/异常/日志/事务/缓存写好后 等可以交给AOP配置,其他人不用关心实现细节
// 2.功能动态扩展,公共功能集中管理,规范化,实现代码复用
//其实代理模式和装饰器模式也算实现AOP,但是不能动态配置,所以是静态实现
//动态AOP:
// 1.Remoting
// 2.Castle(Emit)
// 3.静态织入 ---PostSharp(收费)
// 4.unity
CastleProxyAop.Show();
}
}
}
using System;
using System.Collections.Generic;
using System.Text;
namespace MyAop
{
public class RealProxyAop
{
//using System.Runtime.Remoting.Messaging;
//using System.Runtime.Remoting.Proxies;
//引用上面两个,而且.NetCore是没有的 实现不了
//真实代理和透明代理的方法都是固定写法
//public static void Show()
//{
// UserProcessor processor = new MyAop.RealProxyAop.UserProcessor();
// User user = new User() { Name = "xiaogao", Password = "12345" };
// processor.RegUser(user);
// UserProcessor userProcessor = TransparentProxy.Create<UserProcessor>();
// userProcessor.RegUser(user);
//}
//public class MyRealProxy<T>:RealProxy
//{
// private T tTarget;
// public MyRealProxy(T target) : base(typeof(T))
// {
// this.tTarget = target;
// }
// public override IMessage Invoke(IMessage msg)
// {
// BeforeProceede(msg);
// IMethodCallMessage callMessage = (IMethodCallMessage)msg;
// object returnValue = callMessage.MethodBase.Invoke(this.tTarget, callMessage.Args);
// AfterProceede(msg);
// return new ReturnMessage(returnValue, new object[0], 0, null, callMessage);
// }
// public void BeforeProceede(IMessage msg)
// {
// Console.WriteLine("方法执行前");
// }
// public void AfterProceede(IMessage msg)
// {
// Console.WriteLine("方法执行后");
// }
//}
//public static class TransparentProxy
//{
// public static T Create<T>()
// {
// T instance = Activator.CreateInstance<T>();
// MyRealProxy<T> realProxy = new MyRealProxy<T>(instance);
// T transparentProxy = (T)realProxy.GetTransparentProxy();
// return transparentProxy;
// }
//}
public interface IUserProcessor
{
void RegUser(User user);
}
//必须继承MarshalByRefObject,否则无法生成,实现不了Aop
public class UserProcessor : MarshalByRefObject, IUserProcessor
{
public void RegUser(User user)
{
Console.WriteLine($"用户已注册。Name:{user.Name},Password:{user.Password}");
}
}
public class User
{
public string Name { set; get; }
public string Password { set; get; }
}
}
}
using Castle.DynamicProxy;
using System;
using System.Collections.Generic;
using System.Text;
namespace MyAop
{
public class CastleProxyAop
{
public static void Show()
{
User user = new User() { Name = "xiaogao", Password = "12345" };
ProxyGenerator generator = new ProxyGenerator();
MyInterceptor interceptor = new MyInterceptor();
UserProcessor userProcessor = generator.CreateClassProxy<UserProcessor>(interceptor);
userProcessor.RegUser(user);
}
public class MyInterceptor : IInterceptor
{
public void Intercept(IInvocation invocation)
{
PreProceed(invocation);
invocation.Proceed();
PreProceed(invocation);
}
public void PreProceed(IInvocation invocation)
{
Console.WriteLine("方法执行前");
}
public void PostProceed(IInvocation invocation)
{
Console.WriteLine("方法执行后");
}
}
public interface IUserProcessor
{
void RegUser(User user);
}
public class UserProcessor : IUserProcessor
{
//必须是虚方法,否则无法生成,实现不了Aop
public virtual void RegUser(User user)
{
Console.WriteLine($"用户已注册。Name:{user.Name},Password:{user.Password}");
}
}
public class User
{
public string Name { set; get; }
public string Password { set; get; }
}
}
}
下面是.framework的,没找到.netcore的unity资料
using MyAop.UnityWay;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MyAop
{
class Program
{
static void Main(string[] args)
{
//RealProxyAop.Show();
UnityConfigAop.Show();
Console.ReadKey();
}
}
}
using Microsoft.Practices.Unity.Configuration;
using System;
using System.Collections.Generic;
using System.Configuration;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Unity;
//需要添加这几个包
//添加Unity
//添加Unity.Configuration
//添加Unity.Interception
//添加Unity.Interception.Configuration //这个包不添加虽然编译能过,运行时会报错configuration会为null
namespace MyAop.UnityWay
{
public class UnityConfigAop
{
public static void Show()
{
//AppDomain.CurrentDomain.BaseDirectory 的有关问题:
// 控制台的路径在debug
// 但是Asp.net项目地址是bin的父目录
//AOP就是在配置设置用哪个类实现接口
//执行顺序的问题:
// 配置的循序就是调用的顺序,但是方法中可以中断执行后面的模块,也可以等待后面的模块完毕再执行自己的动作
//方法的选择性进行AOP?
// 用特性标记接口的方法,自己写特性,自己在Behavior中判断特性,如果有这个特性,跳过(当然可以执行一些自己的动作)
User user = new User() { Name = "xiaogao", Password = "1234512345" };
#region 固定写法,不用关心
//声明容器
IUnityContainer container = new UnityContainer();//
ExeConfigurationFileMap fileMap = new ExeConfigurationFileMap();//
fileMap.ExeConfigFilename = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, @"CfgFiles\Unity.config");
Configuration configuration = ConfigurationManager.OpenMappedExeConfiguration(fileMap, ConfigurationUserLevel.None);
UnityConfigurationSection configSection = (UnityConfigurationSection)configuration.GetSection(UnityConfigurationSection.SectionName);
//这个是配置中容器的名字<container>标签
var ss = configSection.Configure(container, "aopContainer");
#endregion
//配置中已经写好了用哪个类来实现IUserProcessor接口
IUserProcessor processor = container.Resolve<IUserProcessor>();
try { processor.RegUser(user); }
catch(Exception e) { Console.WriteLine(e.ToString()); };
processor.GetUser(user);
}
}
public interface IUserProcessor
{
[Skip("LogAfterBehavior")]
void RegUser(User user);
User GetUser(User user);
}
public class UserProcessor : IUserProcessor
{
public void RegUser(User user)
{
Console.WriteLine($"用户已注册。Name:{user.Name},Password:{user.Password}");
}
public User GetUser(User user)
{
return user;
}
}
public class User
{
public string Name { set; get; }
public string Password { set; get; }
}
}
这个是新建的配置Unity.config
<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<configSections>
<section name="unity"
type="Microsoft.Practices.Unity.Configuration.UnityConfigurationSection,
Unity.Configuration" />
</configSections>
<unity>
<!--type前面是完整类型名称,后面是Dll名称-->
<sectionExtension
type ="Microsoft.Practices.Unity.InterceptionExtension.Configuration.InterceptionConfigurationExtension,
Unity.Interception.Configuration"/>
<containers>
<!--可以添加多个container来实现多个接口的AOP-->
<!--容器名称,代码中是要用这个名称的-->
<container name ="aopContainer">
<extension type ="Interception"/> <!--前面的写法都是固定的-->
<!--type前面是接口名称,后面是dll名称;mapTo是要映射的类的名称,后面是dll名称-->
<register type ="MyAop.UnityWay.IUserProcessor,MyAop" mapTo="MyAop.UnityWay.UserProcessor,MyAop">
<!--指定扩展类型是基于接口的扩展(还有基于方法的、基于类的)-->
<interceptor type ="InterfaceInterceptor"/>
<interceptionBehavior type="MyAop.UnityWay.LogBeforeBehavior,MyAop"/>
<interceptionBehavior type="MyAop.UnityWay.ParameterCheckBehavior,MyAop"/>
<interceptionBehavior type="MyAop.UnityWay.CachingBehavior,MyAop"/>
<interceptionBehavior type="MyAop.UnityWay.ExceptionLoggingBehavior,MyAop"/>
<interceptionBehavior type="MyAop.UnityWay.LogAfterBehavior,MyAop"/>
<interceptionBehavior type="MyAop.UnityWay.MonitorBehavior,MyAop"/>
</register>
</container>
</containers>
</unity>
</configuration>
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Unity.Interception.InterceptionBehaviors;
using Unity.Interception.PolicyInjection.Pipeline;
namespace MyAop.UnityWay
{
public class LogBeforeBehavior : IInterceptionBehavior
{
public bool WillExecute
{
get
{
return true;
}
}
public IEnumerable<Type> GetRequiredInterfaces()
{
return Type.EmptyTypes;
}
public IMethodReturn Invoke(IMethodInvocation input, GetNextInterceptionBehaviorDelegate getNext)
{
//扩展的逻辑全都写在这
//input参数包含映射方法的所有信息,包括参数,返回值,接口,接口要映射的类
//那么可以用反射获取更多信息
Console.WriteLine("LogBeforeBehavior");
foreach(var item in input.Inputs)
{
Console.WriteLine(item.ToString());
}
return getNext().Invoke(input, getNext);
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Unity.Interception.InterceptionBehaviors;
using Unity.Interception.PolicyInjection.Pipeline;
namespace MyAop.UnityWay
{
public class ParameterCheckBehavior : IInterceptionBehavior
{
public bool WillExecute
{
get
{
return true;
}
}
public IEnumerable<Type> GetRequiredInterfaces()
{
return Type.EmptyTypes;
}
public IMethodReturn Invoke(IMethodInvocation input, GetNextInterceptionBehaviorDelegate getNext)
{
Console.WriteLine("ParameterCheckBehavior");
User user = input.Inputs[0] as User;
if (user.Password.Length < 10)
{
//也可以直接抛出异常
return input.CreateExceptionMethodReturn(new Exception("密码长度不能小于10位"));
}
else
{
Console.WriteLine("参数正确");
return getNext().Invoke(input, getNext);
}
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Unity.Interception.InterceptionBehaviors;
using Unity.Interception.PolicyInjection.Pipeline;
namespace MyAop.UnityWay
{
public class CachingBehavior : IInterceptionBehavior
{
public bool WillExecute
{
get
{
return true;
}
}
public IEnumerable<Type> GetRequiredInterfaces()
{
return Type.EmptyTypes;
}
public IMethodReturn Invoke(IMethodInvocation input, GetNextInterceptionBehaviorDelegate getNext)
{
Console.WriteLine("CachingBehavior");
if (input.MethodBase.Name.Equals("GetUser"))
return input.CreateMethodReturn(new User() { Name = "小高", Password = "Eleven" });
return getNext().Invoke(input, getNext);
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Unity.Interception.InterceptionBehaviors;
using Unity.Interception.PolicyInjection.Pipeline;
namespace MyAop.UnityWay
{
public class ExceptionLoggingBehavior : IInterceptionBehavior
{
public bool WillExecute
{
get
{
return true;
}
}
public IEnumerable<Type> GetRequiredInterfaces()
{
return Type.EmptyTypes;
}
public IMethodReturn Invoke(IMethodInvocation input, GetNextInterceptionBehaviorDelegate getNext)
{
Console.WriteLine("ExceptionLoggingBehavior");
//先后面其他的方法,执行完了看返回是否有异常,正常异常处理应该放在第一步
IMethodReturn methodReturn = getNext()(input, getNext);
if (methodReturn.Exception == null)
{
Console.WriteLine("无异常");
}
else
{
Console.WriteLine($"异常:{methodReturn.Exception.Message}");
}
return methodReturn;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Unity.Interception.InterceptionBehaviors;
using Unity.Interception.PolicyInjection.Pipeline;
namespace MyAop.UnityWay
{
public class LogAfterBehavior : IInterceptionBehavior
{
public bool WillExecute
{
get
{
return true;
}
}
public IEnumerable<Type> GetRequiredInterfaces()
{
return Type.EmptyTypes;
}
public IMethodReturn Invoke(IMethodInvocation input, GetNextInterceptionBehaviorDelegate getNext)
{
Console.WriteLine("LogAfterBehavior");
if (input.MethodBase.IsDefined(typeof(SkipAttribute), true))
{
SkipAttribute attribute = (SkipAttribute)input.MethodBase.GetCustomAttributes(typeof(SkipAttribute), true)
.Where(t => t.GetType().Name.Equals("SkipAttribute")).First();
Console.WriteLine(attribute.bahaviorName);
return getNext()(input, getNext);
}
foreach (var item in input.Inputs)
{
//反射获取更多信息
Console.WriteLine(item.ToString());
}
IMethodReturn methodReturn = getNext()(input, getNext);
Console.WriteLine("LogAfterBehavior" + methodReturn.ReturnValue);
return methodReturn;
}
}
}
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Unity.Interception.InterceptionBehaviors;
using Unity.Interception.PolicyInjection.Pipeline;
namespace MyAop.UnityWay
{
public class MonitorBehavior : IInterceptionBehavior
{
public bool WillExecute
{
get
{
return true;
}
}
public IEnumerable<Type> GetRequiredInterfaces()
{
return Type.EmptyTypes;
}
public IMethodReturn Invoke(IMethodInvocation input, GetNextInterceptionBehaviorDelegate getNext)
{
Console.WriteLine(this.GetType().Name);
string methodName = input.MethodBase.Name;
Stopwatch watch = new Stopwatch();
watch.Start();
IMethodReturn methodReturn = getNext().Invoke(input, getNext);
watch.Stop();
Console.WriteLine($"{this.GetType().Name}类的{methodName}方法用时{watch.ElapsedMilliseconds}ms");
return methodReturn;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MyAop.UnityWay
{
[AttributeUsage(AttributeTargets.Method)]
public class SkipAttribute : Attribute
{
public string bahaviorName { set; get; }
public SkipAttribute(string bahaviorName)
{
this.bahaviorName = bahaviorName;
}
}
}