结构型---代理模式扩展

普通代理:就是我们要知道嗲了的存在,然和才能访问;它要求就是客户端只能访问代理角色,而不能访问真实角色,这是比较简单的。

具体代码:

namespace ConsoleApplication1
{
    /// <summary>
    /// 游戏者接口
    /// </summary>
    public interface IGamePlayer
    {
        //登录游戏
        void Login(string user, string password);
        //杀怪
        void killBoss();
        //升级
        void upgrade();
    }

    /// <summary>
    /// 普通代理的游戏者
    /// </summary>
    public class GamePlayer : IGamePlayer
    {
        private string name = "";
        //构造函数限制谁能创建对象,并同时传递姓名
        public GamePlayer(IGamePlayer _gamePlayer, string _name)
        {
            if (_gamePlayer == null)
            {
                throw new Exception("不能创建真实角色!");
            }
            else
            {
                this.name = _name;
            }
        }

        public void Login(string user, string password)
        {
            Console.WriteLine("登录名为" + user + "的用户" + this.name + "登录成功!");
        }

        public void killBoss()
        {
            Console.WriteLine(this.name + "在打怪!");
        }

        public void upgrade()
        {
            Console.WriteLine(this.name + " 又升了一级!");
        }
    }
    /// <summary>
    /// 普通代理的代理者
    /// </summary>
    public class GamePlayerProxy: IGamePlayer
    {
        private IGamePlayer gamePlayer = null;
        //通过构造函数传递要对谁进行代练
        public GamePlayerProxy(string name)
        {
            try
            {
                gamePlayer = new GamePlayer(this, name);
            }
            catch (Exception ex)
            {
                //TODO 异常处理
            }
        }
        //代练登录
        public void Login(string user, string password)
        {
            this.gamePlayer.Login(user, password);
        }
        //代练登录
        public void killBoss()
        {
            this.gamePlayer.killBoss();
        }
        //代练升级
        public void upgrade()
        {
            this.gamePlayer.upgrade();
        }
    }


    class Program
    {
        static void Main(string[] args)
        {
            //定义一个代理者
            IGamePlayer proxy = new GamePlayerProxy("张三");
            //开始打游戏,记下时间戳
            Console.WriteLine(string.Format("开始时间是:{0}",DateTime.Now.ToString()));
            proxy.Login("zhangSan","password");
            //开始杀怪
            proxy.killBoss();
            //升级
            proxy.upgrade();
            //记录结束游戏时间
            Console.WriteLine(string.Format("结束时间是:{0}", DateTime.Now.ToString()));
            Console.ReadLine();
        }

    }
}
View Code

强制代理:只有通过真实角色指定的代理类才可以访问,换句话说 无法绕过代理访问到真实角色

具体代码:

namespace ConsoleApplication1
{
    /// <summary>
    /// 游戏者接口
    /// </summary>
    public interface IGamePlayer
    {
        //登录游戏
        void Login(string user, string password);
        //杀怪
        void killBoss();
        //升级
        void upgrade();
        //每个人都可以找一下自己的代理
        IGamePlayer GetProxy();
    }

    /// <summary>
    /// 强制代理的真实角色
    /// </summary>
    public class GamePlayer : IGamePlayer
    {
        private string name = "";
        //我的代理是谁
        private IGamePlayer proxy = null;
        //构造函数限制谁能创建对象,并同时传递姓名
        public GamePlayer(string _name)
        {
            this.name = _name;
        }

        public void Login(string user, string password)
        {
            if(this.isProxy())
                Console.WriteLine("登录名为" + user + "的用户" + this.name + "登录成功!");
            else
                Console.WriteLine("请使用指定的代理访问");
        }

        public void killBoss()
        {
            if(this.isProxy())
                Console.WriteLine(this.name + "在打怪!");
            else
                Console.WriteLine("请使用指定的代理访问");
        }

        public void upgrade()
        {
            if(this.isProxy())
                Console.WriteLine(this.name + " 又升了一级!");
            else
                Console.WriteLine("请使用指定的代理访问");
        }
        //效验是否是代理访问
        private bool isProxy()
        {
            return this.proxy==null? false:true;
        }
        //找到自己的代理
        public IGamePlayer GetProxy()
        {
            this.proxy = new GamePlayerProxy(this);
            return this.proxy;
        }
    }
    /// <summary>
    /// 强制代理的代理者
    /// </summary>
    public class GamePlayerProxy : IGamePlayer
    {
        private IGamePlayer gamePlayer = null;
        //通过构造函数传递要对谁进行代练
        public GamePlayerProxy(IGamePlayer _gamePlayer)
        {
            this.gamePlayer=_gamePlayer;
        }
        //代练登录
        public void Login(string user, string password)
        {
            this.gamePlayer.Login(user, password);
        }
        //代练登录
        public void killBoss()
        {
            this.gamePlayer.killBoss();
        }
        //代练升级
        public void upgrade()
        {
            this.gamePlayer.upgrade();
        }
        //代理的代理暂时还有,就是自己
        public IGamePlayer GetProxy()
        {
            return this;
        }
    }


    class Program
    {
        static void Main(string[] args)
        {
            #region 对真实角色的访问(尝试绕开代理1)
            //定义一个代理者
            IGamePlayer player1 = new GamePlayer("张三");
            //开始打游戏,记下时间戳
            Console.WriteLine(string.Format("开始时间是:{0}",DateTime.Now.ToString()));
            player1.Login("zhangSan", "password");
            //开始杀怪
            player1.killBoss();
            //升级
            player1.upgrade();
            //记录结束游戏时间
            Console.WriteLine(string.Format("结束时间是:{0}", DateTime.Now.ToString()));
            #endregion

            #region 直接访问代理类(尝试绕开非指定代理1)
            //定义一个游戏的角色
            IGamePlayer player2 = new GamePlayer("张三");
            //然后再定义一个代练者
            IGamePlayer proxy2 = new GamePlayerProxy(player2);
            //开始打游戏,记下时间戳
            Console.WriteLine(string.Format("开始时间是:{0}", DateTime.Now.ToString()));
            proxy2.Login("zhangSan", "password");
            //开始杀怪
            proxy2.killBoss();
            //升级
            proxy2.upgrade();
            //记录结束游戏时间
            Console.WriteLine(string.Format("结束时间是:{0}", DateTime.Now.ToString()));
            #endregion

            #region 访问指定代理(成功)
            //定义一个游戏的角色
            IGamePlayer player3 = new GamePlayer("张三");
            //然后再定义一个代练者
            IGamePlayer proxy3 = player3.GetProxy();
            //开始打游戏,记下时间戳
            Console.WriteLine(string.Format("开始时间是:{0}", DateTime.Now.ToString()));
            proxy3.Login("zhangSan", "password");
            //开始杀怪
            proxy3.killBoss();
            //升级
            proxy3.upgrade();
            //记录结束游戏时间
            Console.WriteLine(string.Format("结束时间是:{0}", DateTime.Now.ToString()));
            #endregion

            Console.ReadLine();
        }
    }
}
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.Net 动态代理,AOP

DynamicAction 动态代理要执行的方法

using System;

namespace ConsoleApp
{
    /// <summary>
    /// 动态代理要执行的方法
    /// </summary>
    public class DynamicAction
    {
        /// <summary>
        /// 执行目标方法前执行
        /// </summary>
        public Action BeforeAction { get; set; }


        /// <summary>
        /// 执行目标方法后执行
        /// </summary>
        public Action AfterAction { get; set; }


    }
}
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动态代理类

using System;
using System.Collections.Generic;
using System.Runtime.Remoting;
using System.Runtime.Remoting.Messaging;
using System.Runtime.Remoting.Proxies;

namespace ConsoleApp
{
    /// <summary>
    /// 动态代理类
    /// </summary>
    /// <typeparam name="T"></typeparam>
    public class DynamicProxy<T> : RealProxy
    {
        private readonly T _targetInstance = default(T);

        public Dictionary<string, DynamicAction> ProxyMethods { get; set; }

        public DynamicProxy(T targetInstance)
            : base(typeof(T))
        {
            _targetInstance = targetInstance;
        }
        public override IMessage Invoke(IMessage msg)
        {
            var reqMsg = msg as IMethodCallMessage;

            if (reqMsg == null)
            {
                return new ReturnMessage(new Exception("调用失败!"), null);
            }

            var target = _targetInstance as MarshalByRefObject;

            if (target == null)
            {
                return new ReturnMessage(new Exception("调用失败!请把目标对象 继承自 System.MarshalByRefObject"), reqMsg);
            }

            var methodName = reqMsg.MethodName;

            DynamicAction actions = null;

            if (ProxyMethods != null && ProxyMethods.ContainsKey(methodName))
            {
                actions = ProxyMethods[methodName];
            }

            if (actions != null && actions.BeforeAction != null)
            {
                actions.BeforeAction();
            }

            var result = RemotingServices.ExecuteMessage(target, reqMsg);

            if (actions != null && actions.AfterAction != null)
            {
                actions.AfterAction();
            }

            return result;
        }
    }
}
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代理工厂

using System.Collections.Generic;

namespace ConsoleApp
{
    /// <summary>
    /// 代理工厂
    /// </summary>
    /// <typeparam name="T"></typeparam>
    public class ProxyFactory<T>
    {
        public static T Create(T obj, Dictionary<string, DynamicAction> proxyMethods = null)
        {
            var proxy = new DynamicProxy<T>(obj) { ProxyMethods = proxyMethods };

            return (T)proxy.GetTransparentProxy();
        }
    }
}
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User

using System;

namespace ConsoleApp
{
    public class User : MarshalByRefObject
    {
        public int Age { get; set; }

        public string Name { get; set; }

        public bool Add(string name, int age, out int count)
        {
            Name = name;

            Age = age;

            count = 1;

            Console.WriteLine("Add " + Name + " ...");

            return true;
        }


        public string SayName()
        {

            Console.WriteLine("My name is " + Name);

            return Name;
        }




    }
}
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Main

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace ConsoleApp
{
    class Program
    {
        static void Main(string[] args)
        {

            var proxyMotheds = new Dictionary<string, DynamicAction>();

            // key is  Proxy's methodName, value is Actions
            proxyMotheds.Add("Add", new DynamicAction()
            {
                BeforeAction = new Action(() => Console.WriteLine("Before Doing....")),
                AfterAction = new Action(() => Console.WriteLine("After Doing...."))
            });

            var user = new User();
            //proxy for User
            var t = ProxyFactory<User>.Create(user, proxyMotheds);

            int count = 0;

            t.Add("Tom", 28, out count);

            t.SayName();

            Console.WriteLine(count);
            Console.Read();


        }
    }
}
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原文地址:https://www.cnblogs.com/scmail81/p/8684671.html