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README
MulanPSL-2.0

反射抽象泛型调度器

一、设计思想

1.1 抽象类是什么

C#语言中,用abstract 关键字来修饰一个类时,这个类叫作抽象类。抽象类是它的所有子类的公共属性的集合,是包含一个或多个抽象方法的类。抽象类可以看作是对类的进一步抽象。在面向对象领域,抽象类主要用来进行类型隐藏

1.2 为什么要用抽象类

  1. 无法完整描述一个类,只能抽象化概念来使用;
  2. 子类写的方法重写父类的方法abstact。

1.3 为什么要用泛型

  1. 保证了类型的安全性:泛型约束了变量的类型,保证了类型的安全性;
  2. 避免了不必要的装箱、拆箱操作,提高程序的性能:泛型变量固定了类型,使用的时候就已经知道是值类型还是引用类型,避免了不必要的装箱、拆箱操作

二、代码基础实现

1.构建泛型抽象类

​ 经过以上抽象和泛型思想,就有了以下产物,参数可以传入非固定类型,父类处理公共数据,子类处理业务节点细节数据;

父类:

 	/// <summary>
    ///  实现基类
    /// </summary>
    /// <typeparam name="TEvent"></typeparam>
    public abstract class BaseRealization<TEvent> : IEventHandler<TEvent> where TEvent : Event
    {
        public Task HandleAsync(TEvent @event)
        {
            try
            {
                return Task.Run(() => Receive(@event));
            }
            catch (Exception ex)
            {
                throw;
            }
        }

        /// <summary>
        /// 调度处理中心
        /// </summary>
        /// <param name="eEvent"></param>
        public void Handle(TEvent @Event)
        {
            try
            {
                Receive(@Event);
            }
            catch (Exception ex)
            {
                throw ex;
            }
        }

        /// <summary>
        /// 节点处理消息
        /// </summary>
        /// <param name="eEvent">消息体</param>
        protected abstract void Receive(TEvent eEvent);
    }

2.构建子类行为实现

子类实现各自的细节行为逻辑

子类代码:


    /// <summary>
    /// 测试实现
    /// </summary>
    [FlowNode("FlowNode1")]
    public class TestRealization : BaseRealization<TestParameter>
    {
        /// <summary>
        /// Test接收处理实现
        /// </summary>
        /// <param name="eEvent"></param>
        protected override void Receive(TestParameter eEvent)
        {
            var json = JsonConvert.SerializeObject(eEvent);
            Console.WriteLine($"**********Test**********");
            Console.WriteLine($"Test 被实现了,参数name为{eEvent.TestName}");
            Console.WriteLine($"**********Test**********\r\n");
        }
    }

3.泛型约束

为了使我们泛型类代码有对应公共参数,于是添加了泛型约束类

泛型约束类代码:

    /// <summary>
    /// 事件
    /// </summary>
    public class Event : IEvent
    {
        /// <summary>
        /// 初始化事件
        /// </summary>
        public Event()
        {
            Id = Guid.NewGuid().ToString();
            Time = DateTime.Now;
        }

        /// <summary>
        /// 事件标识
        /// </summary>
        public string Id { get; set; }

        /// <summary>
        /// 事件时间
        /// </summary>
        public DateTime Time { get; }
     }

4.添加触发事件接口

为了提供给外部使用,于是我们给抽象类提供了调度接口:

抽象泛型接口代码 :

    /// <summary>
    /// 事件处理器
    /// </summary>
    /// <typeparam name="TEvent">事件类型</typeparam>
    public interface IEventHandler<in TEvent> : IEventHandler where TEvent : IEvent
    {
        /// <summary>
        /// 异步处理事件
        /// </summary>
        /// <param name="event">事件</param>
        Task HandleAsync(TEvent @event);


        /// <summary>
        /// 处理事件
        /// </summary>
        /// <param name="event">事件</param>
        void Handle(TEvent @event);
    }

三、反射调度

1.添加特性

首先,我们需要知道哪些类属于我们业务需要调度的类,于是我们在反射时添加了特性,用于查找当前业务的节点实现,然后通过在首次启动创建,并在特性中设置节点名称FlowNodeName,方便后续可用于调度,Index表示同节点有多个流程,可使用index进行排序调度,当然也可以根据数据库中进行配置排序

特性代码:

    /// <summary>
    /// 节点特性
    /// </summary>
    public class FlowNodeAttribute : Attribute
    {
        /// <summary>
        /// 节点名称
        /// </summary>
        public string FlowNodeName { get; set; }


        /// <summary>
        /// 当节点下有排序实现
        /// </summary>
        public int Index { get; set; } = 0;
        /// <summary>
        /// 
        /// </summary>
        /// <param name="queueName"></param>
        public FlowNodeAttribute(string flowNodeName, int index = 0)
        {
            FlowNodeName = flowNodeName;
            Index = index;
        }

    }

2.反射创建实例

通过以上步骤,相当于实现了知道哪些节点需要执行的,那么我们通过反射加载对应的实现到内存之中,后续可通过节点调度对应实现

反射创建对象代码:

        /// <summary>
        /// 节点对应实现字典
        /// 使用线程安全字典存放,防止多线程问题
        /// </summary>
        public static ConcurrentDictionary<string, ReflectionClassInfo> RealizationDictionary = new ConcurrentDictionary<string, ReflectionClassInfo>();


        /// <summary>
        /// 参数对应字典
        /// 使用线程安全字典存放,防止多线程问题
        /// </summary>
        public static ConcurrentDictionary<string, List<ParameterClassInfo>> ParameterDictionary = new ConcurrentDictionary<string, List<ParameterClassInfo>>();

        /// <summary>
        /// 初始化
        /// </summary>
        private void BaseBusInit()
        {
            System.Reflection.Assembly[] allAssembly = AppDomain.CurrentDomain.GetAssemblies();
            System.Reflection.Assembly.GetExecutingAssembly();
            List<Type> realizationTypes = new List<Type>();
            Assembly.GetAssembly(typeof(IEventHandler<>));
            foreach (Assembly assembly in allAssembly)
            {
                var types = assembly.GetTypes().Where(x => (x?.BaseType?.IsGenericType ?? false) && x.GetInterfaces().Count() > 0).ToList();
                realizationTypes.AddRange(types);
            }
            foreach (var realizationType in realizationTypes)
            {
                var genericArguments = realizationType.BaseType.GetGenericArguments();
                if (genericArguments == null || !genericArguments.Any())
                    continue;
                var attributions = realizationType.GetCustomAttributes(typeof(FlowNodeAttribute), false);
                if (attributions == null || attributions.Length == 0)
                    continue;
                var attribution = attributions[0] as FlowNodeAttribute;
                if (attribution == null || string.IsNullOrWhiteSpace(attribution.FlowNodeName))
                    continue;
                var flowNodeName = attribution.FlowNodeName;
                var index = attribution.Index;
                var reflectionClassInfo = ReflectionClassInfo.CreateInstance(realizationType, index);
                if (!RealizationDictionary.ContainsKey(flowNodeName))
                    RealizationDictionary.TryAdd(flowNodeName, reflectionClassInfo);
                var argFirst = reflectionClassInfo.GenericArguments.FirstOrDefault();
                if (argFirst != null)
                {
                    var parameterClassInfos = new List<ParameterClassInfo>()
                    {
                        new ParameterClassInfo()
                        {
                            FlowNodeName = flowNodeName,
                            ReflectionClassInfo = reflectionClassInfo
                        }
                    };
                    var argFirstName = argFirst.FullName;
                    if (ParameterDictionary.ContainsKey(argFirstName))
                    {
                        List<ParameterClassInfo> value = ParameterDictionary[argFirstName];
                        if (value == null)
                            continue;
                        var valueFirst = value.FirstOrDefault(x => x.FlowNodeName == flowNodeName);
                        if (valueFirst != null)
                            continue;
                        value.AddRange(parameterClassInfos);
                        ParameterDictionary[argFirstName] = value;
                    }
                    else
                        ParameterDictionary.TryAdd(argFirstName, parameterClassInfos);
                }
            }
        }

3.调度发布

经过以上步骤,那我们就可以根据传入参数进行调度了

     static void Main(string[] args)
        {
            try
            {
                var baseBus = BaseBus.GetInstance();

                baseBus.Publish(new TestParameter() { TestName = "123" });

                baseBus.Publish(new Test2Parameter() { TestName = "234" });
            }
            catch (Exception e)
            {
                Console.WriteLine(e.Message);
            }
            Console.WriteLine("Hello World!");
        }  

        /// <summary>
        /// 消息发布
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="msg"></param>
        public void Publish<T>(T msg) where T : Event
        {
            try
            {
                var argName = typeof(T).FullName;
                if (ParameterDictionary.ContainsKey(argName))
                {
                    List<ParameterClassInfo> value = ParameterDictionary[argName];
                    if (value == null || !value.Any()) return;
                    var parameters = value.OrderBy(x => x.ReflectionClassInfo.Index).ToList();
                    foreach (var parameter in parameters)
                    {
                        var type = new Type[] { typeof(T), parameter.ReflectionClassInfo.ClassType };
                        this.FastInvoke(type,
                                        x => x.ConsumerTo<T, IEventHandler<Event>>(msg, parameter.FlowNodeName),
                                        new object[] { msg, parameter.FlowNodeName });

                        StringBuilder stringBuilder = new StringBuilder();
                        stringBuilder.AppendLine($"*********调度中心数据************");
                        stringBuilder.AppendLine($"获取到节点{parameter.FlowNodeName}");
                        stringBuilder.AppendLine($"获取到节点请求参数{JsonConvert.SerializeObject(msg)}");
                        stringBuilder.AppendLine($"节点运行结束,状态正常");
                        stringBuilder.AppendLine($"*********调度中心数据************");
                        Console.WriteLine(stringBuilder);   
                    }
                }
                //TODO:此处可以获取节点运行的情况,获取对应节点是否执行完成
                //也可以根据节点自动更新节点组数组
            }
            catch (Exception e)
            {
                Console.WriteLine("节点运行异常\r\n");
                ///记录节点运行异常
                throw e;
            }
        }

四、运行结果

运行结果中,我们可以看到只需要一行代码,我们可实现对应的细节实现调度,并且我们可以监控到对应实现的运行状态;

实现结果

木兰宽松许可证, 第2版 木兰宽松许可证, 第2版 2020年1月 http://license.coscl.org.cn/MulanPSL2 您对“软件”的复制、使用、修改及分发受木兰宽松许可证,第2版(“本许可证”)的如下条款的约束: 0. 定义 “软件”是指由“贡献”构成的许可在“本许可证”下的程序和相关文档的集合。 “贡献”是指由任一“贡献者”许可在“本许可证”下的受版权法保护的作品。 “贡献者”是指将受版权法保护的作品许可在“本许可证”下的自然人或“法人实体”。 “法人实体”是指提交贡献的机构及其“关联实体”。 “关联实体”是指,对“本许可证”下的行为方而言,控制、受控制或与其共同受控制的机构,此处的控制是指有受控方或共同受控方至少50%直接或间接的投票权、资金或其他有价证券。 1. 授予版权许可 每个“贡献者”根据“本许可证”授予您永久性的、全球性的、免费的、非独占的、不可撤销的版权许可,您可以复制、使用、修改、分发其“贡献”,不论修改与否。 2. 授予专利许可 每个“贡献者”根据“本许可证”授予您永久性的、全球性的、免费的、非独占的、不可撤销的(根据本条规定撤销除外)专利许可,供您制造、委托制造、使用、许诺销售、销售、进口其“贡献”或以其他方式转移其“贡献”。前述专利许可仅限于“贡献者”现在或将来拥有或控制的其“贡献”本身或其“贡献”与许可“贡献”时的“软件”结合而将必然会侵犯的专利权利要求,不包括对“贡献”的修改或包含“贡献”的其他结合。如果您或您的“关联实体”直接或间接地,就“软件”或其中的“贡献”对任何人发起专利侵权诉讼(包括反诉或交叉诉讼)或其他专利维权行动,指控其侵犯专利权,则“本许可证”授予您对“软件”的专利许可自您提起诉讼或发起维权行动之日终止。 3. 无商标许可 “本许可证”不提供对“贡献者”的商品名称、商标、服务标志或产品名称的商标许可,但您为满足第4条规定的声明义务而必须使用除外。 4. 分发限制 您可以在任何媒介中将“软件”以源程序形式或可执行形式重新分发,不论修改与否,但您必须向接收者提供“本许可证”的副本,并保留“软件”中的版权、商标、专利及免责声明。 5. 免责声明与责任限制 “软件”及其中的“贡献”在提供时不带任何明示或默示的担保。在任何情况下,“贡献者”或版权所有者不对任何人因使用“软件”或其中的“贡献”而引发的任何直接或间接损失承担责任,不论因何种原因导致或者基于何种法律理论,即使其曾被建议有此种损失的可能性。 6. 语言 “本许可证”以中英文双语表述,中英文版本具有同等法律效力。如果中英文版本存在任何冲突不一致,以中文版为准。 条款结束 如何将木兰宽松许可证,第2版,应用到您的软件 如果您希望将木兰宽松许可证,第2版,应用到您的新软件,为了方便接收者查阅,建议您完成如下三步: 1, 请您补充如下声明中的空白,包括软件名、软件的首次发表年份以及您作为版权人的名字; 2, 请您在软件包的一级目录下创建以“LICENSE”为名的文件,将整个许可证文本放入该文件中; 3, 请将如下声明文本放入每个源文件的头部注释中。 Copyright (c) [Year] [name of copyright holder] [Software Name] is licensed under Mulan PSL v2. You can use this software according to the terms and conditions of the Mulan PSL v2. You may obtain a copy of Mulan PSL v2 at: http://license.coscl.org.cn/MulanPSL2 THIS SOFTWARE IS PROVIDED ON AN "AS IS" BASIS, WITHOUT WARRANTIES OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO NON-INFRINGEMENT, MERCHANTABILITY OR FIT FOR A PARTICULAR PURPOSE. See the Mulan PSL v2 for more details. Mulan Permissive Software License,Version 2 Mulan Permissive Software License,Version 2 (Mulan PSL v2) January 2020 http://license.coscl.org.cn/MulanPSL2 Your reproduction, use, modification and distribution of the Software shall be subject to Mulan PSL v2 (this License) with the following terms and conditions: 0. Definition Software means the program and related documents which are licensed under this License and comprise all Contribution(s). Contribution means the copyrightable work licensed by a particular Contributor under this License. Contributor means the Individual or Legal Entity who licenses its copyrightable work under this License. Legal Entity means the entity making a Contribution and all its Affiliates. Affiliates means entities that control, are controlled by, or are under common control with the acting entity under this License, ‘control’ means direct or indirect ownership of at least fifty percent (50%) of the voting power, capital or other securities of controlled or commonly controlled entity. 1. Grant of Copyright License Subject to the terms and conditions of this License, each Contributor hereby grants to you a perpetual, worldwide, royalty-free, non-exclusive, irrevocable copyright license to reproduce, use, modify, or distribute its Contribution, with modification or not. 2. Grant of Patent License Subject to the terms and conditions of this License, each Contributor hereby grants to you a perpetual, worldwide, royalty-free, non-exclusive, irrevocable (except for revocation under this Section) patent license to make, have made, use, offer for sale, sell, import or otherwise transfer its Contribution, where such patent license is only limited to the patent claims owned or controlled by such Contributor now or in future which will be necessarily infringed by its Contribution alone, or by combination of the Contribution with the Software to which the Contribution was contributed. The patent license shall not apply to any modification of the Contribution, and any other combination which includes the Contribution. If you or your Affiliates directly or indirectly institute patent litigation (including a cross claim or counterclaim in a litigation) or other patent enforcement activities against any individual or entity by alleging that the Software or any Contribution in it infringes patents, then any patent license granted to you under this License for the Software shall terminate as of the date such litigation or activity is filed or taken. 3. No Trademark License No trademark license is granted to use the trade names, trademarks, service marks, or product names of Contributor, except as required to fulfill notice requirements in Section 4. 4. Distribution Restriction You may distribute the Software in any medium with or without modification, whether in source or executable forms, provided that you provide recipients with a copy of this License and retain copyright, patent, trademark and disclaimer statements in the Software. 5. Disclaimer of Warranty and Limitation of Liability THE SOFTWARE AND CONTRIBUTION IN IT ARE PROVIDED WITHOUT WARRANTIES OF ANY KIND, EITHER EXPRESS OR IMPLIED. IN NO EVENT SHALL ANY CONTRIBUTOR OR COPYRIGHT HOLDER BE LIABLE TO YOU FOR ANY DAMAGES, INCLUDING, BUT NOT LIMITED TO ANY DIRECT, OR INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES ARISING FROM YOUR USE OR INABILITY TO USE THE SOFTWARE OR THE CONTRIBUTION IN IT, NO MATTER HOW IT’S CAUSED OR BASED ON WHICH LEGAL THEORY, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 6. Language THIS LICENSE IS WRITTEN IN BOTH CHINESE AND ENGLISH, AND THE CHINESE VERSION AND ENGLISH VERSION SHALL HAVE THE SAME LEGAL EFFECT. IN THE CASE OF DIVERGENCE BETWEEN THE CHINESE AND ENGLISH VERSIONS, THE CHINESE VERSION SHALL PREVAIL. END OF THE TERMS AND CONDITIONS How to Apply the Mulan Permissive Software License,Version 2 (Mulan PSL v2) to Your Software To apply the Mulan PSL v2 to your work, for easy identification by recipients, you are suggested to complete following three steps: i Fill in the blanks in following statement, including insert your software name, the year of the first publication of your software, and your name identified as the copyright owner; ii Create a file named “LICENSE” which contains the whole context of this License in the first directory of your software package; iii Attach the statement to the appropriate annotated syntax at the beginning of each source file. Copyright (c) [Year] [name of copyright holder] [Software Name] is licensed under Mulan PSL v2. You can use this software according to the terms and conditions of the Mulan PSL v2. You may obtain a copy of Mulan PSL v2 at: http://license.coscl.org.cn/MulanPSL2 THIS SOFTWARE IS PROVIDED ON AN "AS IS" BASIS, WITHOUT WARRANTIES OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO NON-INFRINGEMENT, MERCHANTABILITY OR FIT FOR A PARTICULAR PURPOSE. See the Mulan PSL v2 for more details.

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