【发布时间】:2014-02-12 09:43:56
【问题描述】:
我有一个 MVC 应用程序(EF6,SQL Server CE 4),我最近对其进行了重构,添加了一个 UnitOfWork 类和一个服务层(这样我就可以在每个请求中使用一个 DbContext,并成功地进行事务)。
以前,我使用 Unity 将存储库注入控制器。我的单元测试(针对控制器)很容易设置 - 我只是模拟了每个存储库,并将它们传递给控制器构造函数。
重构后,我现在使用 Unity 将服务层(到控制器)和UnitOfWork(到服务层)注入。服务层现在通过将UnitOfWork.DbContext 传递给存储库的构造函数来实例化每个存储库。
在我的单元测试中,我试图模拟UnitOfWork 和ServiceLayer(并将模拟的UnitOfWork 对象传递给ServiceLayer 的构造函数)。但是,测试失败,说“TestFixtureSetup 在 ControllerTest 中失败”。
我认为这是由于我试图将 UnitOfWork 模拟传递到 ServiceLayer 模拟,因此希望能提供有关如何正确执行此操作的任何指导。
相关代码sn-ps如下。
工作单位
public interface IUnitOfWork:IDisposable
{
void Save();
IDSMContext Context { get; }
}
public class UnitOfWork : IUnitOfWork, IDisposable
{
private IDSMContext _context;
public UnitOfWork()
{
_context = new IDSMContext();
}
public IDSMContext Context
{
get {return _context;}
}
public void Save()
{
_context.SaveChanges();
}
private bool disposed = false;
protected virtual void Dispose(bool disposing)
{
if (!this.disposed)
{
if (disposing)
{
_context.Dispose();
}
}
this.disposed = true;
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
服务层
public interface IService
{
// Repositories
IUserRepository Users { get; }
IUserTeamRepository UserTeams { get; }
IPlayerRepository Players { get; }
IGameRepository Games { get; }
IUserTeam_PlayerRepository UserTeamPlayers { get; }
void Save();
}
public class Service: IService, IDisposable
{
private IUnitOfWork _unitOfWork;
private IUserRepository _userRepository;
private IUserTeamRepository _userTeamRepository;
private IPlayerRepository _playerRepository;
private IGameRepository _gameRepository;
private IUserTeam_PlayerRepository _userTeamPlayerRepository;
public Service(IUnitOfWork unitOfWork)
{
_unitOfWork = unitOfWork;
initialiseRepos();
}
private void initialiseRepos(){
_userRepository = _userRepository ?? new UserRepository(_unitOfWork.Context);
_userTeamRepository = _userTeamRepository ?? new UserTeamRepository(_unitOfWork.Context);
_playerRepository = _playerRepository ?? new PlayerRepository(_unitOfWork.Context);
_gameRepository = _gameRepository ?? new GameRepository(_unitOfWork.Context);
_userTeamPlayerRepository = _userTeamPlayerRepository ?? new UserTeam_PlayerRepository(_unitOfWork.Context);
}
public IUserRepository Users { get { return _userRepository; } }
public IUserTeamRepository UserTeams { get { return _userTeamRepository; } }
public IPlayerRepository Players { get { return _playerRepository; } }
public IGameRepository Games { get { return _gameRepository; } }
public IUserTeam_PlayerRepository UserTeamPlayers { get { return _userTeamPlayerRepository; } }
public void Save()
{
_unitOfWork.Save();
}
Unity 容器实例设置
Instance.RegisterType<IService, Service>(new PerThreadLifetimeManager())
.RegisterType<IUnitOfWork, UnitOfWork>();
控制器构造函数
public GameController(IService service)
{
_service = service;
}
测试构造函数
_mockUnitOfWork = new Mock<IUnitOfWork>();
_mockServiceLayer = new Mock<IService>(_mockUnitOfWork.Object); //this line fails
测试控制器方法
GameController Controller = new GameController(_mockServiceLayer.Object);
【问题讨论】:
标签: entity-framework unity-container moq repository-pattern unit-of-work