Unity auto-factory with params

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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:

public class TestLog
{
     private Func<ILog> logFactory;

     public TestLog(Func<ILog> logFactory)
     {
          this.logFactory = logFactory;
     }
     public ILog CreateLog()
     {
         return logFactory();
     }
}

Container.RegisterType<ILog, Log>();
TestLog test = Container.Resolve<TestLog>();
ILog log = test.CreateLog();

Now what I'll like to be able to do is:

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<ILog, Log>();
TestLog test = Container.Resolve<TestLog>();
ILog log = test.CreateLog("Test Name");

Unfortunately this doesn't work. I can see how you can set up custom factories for creating instances in Unity, just can't seem to fund any clear examples for this example.

Obviously I could create my own factory but I'm looking for an elegant way to do this in Unity and with minimum code.

4 Answers

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:

  1. It registers a so called BuilderStrategy in Unity's pipeline.
  2. This strategy gets invoked whenever Unity is going to build a type's instance.
  3. If the type to be built hasn't been registered explicitly and is a Func with parameters, the extension intercepts the instance building process.
  4. Now we only need to dynamically create a 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.
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