我有以下两个类:
public class KeyedEntity<TEntity>
{
internal KeyedEntity() { }
public Identifier Key { get; set; }
public TEntity Entity { get; set; }
}
public static class KeyedEntity
{
public static KeyedEntity<TEntity> Create<TEntity>(Identifier key, TEntity entity)
{
return new KeyedEntity<TEntity>
{
Key = key,
Entity = entity,
};
}
}
构造函数是internal
,而第二个类存在的原因是我想强制使用更高可维护性的KeyedEntity.Create(x, y)
语法,而不是new KeyedEntity<T>{ Key = x, Entity = y }
。(请注意,类型是用以前的语法推断的。)
我想告诉AutoFixture如何创建KeyedEntity
的实例。然而,Register
方法似乎只允许注册单个类型,而不允许注册开放泛型类型。
如何将KeyedEntity.Create<TEntity>
注册为KeyedEntity<TEntity>
的创建函数?
为了支持您的开放泛型类型,您可以编写一个自定义的样本生成器:
public class KeyedEntityBuilder : ISpecimenBuilder
{
private readonly static MethodInfo createMethod =
typeof(KeyedEntity).GetMethod("Create");
public object Create(object request, ISpecimenContext context)
{
var t = request as Type;
if (t == null ||
!t.IsGenericType ||
t.GetGenericTypeDefinition() != typeof(KeyedEntity<>))
return new NoSpecimen(request);
var entityType = t.GetGenericArguments().Single();
var key = context.Resolve(typeof(Identifier));
var entity = context.Resolve(entityType);
return createMethod
.MakeGenericMethod(entityType)
.Invoke(null, new[] { key, entity });
}
}
(为了清晰起见,省略了防御编码。)
以下单元测试通过:
public class Tests
{
[Fact]
public void CreateKeyedEntity()
{
var fixture = new Fixture();
fixture.ResidueCollectors.Add(new KeyedEntityBuilder());
var actual = fixture.Create<KeyedEntity<Foo>>();
Assert.NotNull(actual.Key);
Assert.NotNull(actual.Entity);
}
}
为了更好地维护,您应该将KeyedEntityBuilder
封装在自定义中。
假设您有一组派生类型,例如:
public class A: KeyedEntity<A>
{
}
public class B: KeyedEntity<B>
{
}
T
上),您需要配置Fixture
实例以省略第一次递归时的赋值:KeyedEntity<T>
:的创建算法
internal void CustomizeKeyedEntity<T>(IFixture fixture)
{
fixture.Customize<KeyedEntity<T>>(c =>
c.FromFactory(() =>
KeyedEntity.Create(
fixture.Create<Identifier>(),
fixture.Create<T>())));
}
您可以使用上述方法作为:
this.CustomizeKeyedEntity<A>(fixture);
this.CustomizeKeyedEntity<B>(fixture);
示例
[Fact]
public void Test()
{
var fixture = new Fixture();
this.CustomizeKeyedEntity<A>(fixture);
this.CustomizeKeyedEntity<B>(fixture);
var actualA = fixture.Create<A>();
var actualB = fixture.Create<B>();
}