-
-
Notifications
You must be signed in to change notification settings - Fork 352
Home
This document contains a list of breaking changes and noteworthy issues. At this time the list is not complete. If you discover an issue while upgrading that is not covered here please open an issue or, preferrably, issue a pull request. You can clone the wiki to do that.
Some breaking changes are currently documented in the issue tracker only. Again, please report any such findings by commenting on the issue.
Starting with version 5.9.0 Unity package will only contain Unity.Abstractions and Unity.Container packages.
All other packages will be available as individual NuGet packages
Some extension methods have been moved out of the Unity nuget package and have been moved into their own individual packages.
For example, the following code will no longer work
Container = new UnityContainer();
Container.LoadConfiguration();
You will receive an error that the namespace Microsoft.Practices.Unity.Configuration no longer exists in your using statements.
To fix this and similar problems, add the required nuget packages separately.
For the example above, add nuget package Unity.Configuration
Unity 5.8.0 adds support for nesting generic types when resolving collections (arrays and enumerables).
Unity has build in support for IEnumerable<>
, Array
( type[]
), Func<>
, and Lazy<>
. Theoretically it should be able to recognize these types and properly resolve them individually and in combination. Unfortunately it did not do so. For example if you registered several interfaces like this:
RegisterType<IService, Service>("1");
RegisterType<IService, Service>("2");
RegisterType<IService, Service>("3");
RegisterType<IService, Service>();
resolving enumerable in combination with generic will resolve incorrectly:
Resolve<Lazy<IEnumenrable<type>>> - resolve correctly
Resolve<IEnumenrable<Lazy<type>>> - resolve empty
Release v5.8.0 fixes resolution of collections of generic and array types and Lazy collections of items. This will now work fine:
Resolve<Lazy<IEnumenrable<type>>>
Resolve<IEnumenrable<Lazy<type>>>
Resolve<Lazy<type[]>>
Resolve<Lazy<type>[]>
Resolve<IEnumerable<Lazy<Func<IService>>>>()
Resolve<IEnumerable<Func<Lazy<IService>>>>()
Resolve<Lazy<Func<IService>>[]>()
Resolve<Func<Lazy<IService>>[]>()
The logic behind resolving collections is to find type to enumerate and get all registrations for it no matter how deep in generics tree. Enumerated type could be:
- Non generic (Constructed Generic) type
- Explicitly registered type
So, in this example
RegisterType<IService, Service>("1");
RegisterType<IService, Service>("2");
RegisterType<IService, Service>("3");
RegisterType<IService, Service>();
Resolve<IEnumerable<Func<Lazy<IService>>>>();
Unity will recognize IService
as registered type and enumerate four instances of Func<Lazy<IService>>
.
But if you look at this example:
RegisterType<IService, Service>("1");
RegisterType<IService, Service>("2");
RegisterType<IService, Service>("3");
RegisterType<IService, Service>();
RegisterType(typeof(IFoo<>), typeof(Foo<>)); <-- note this registraton
Resolve<IEnumerable<IFoo<IService>>>();
Returned result is different! Adding registration for IFoo changes enumerable type to IFoo. This resolution will only return one item.
Sometimes you do want Unity to ignore a generic when it resolves collections similar to how it deals with Lazy
and Func
. Suppose in example above you want Unity to resolve all four of IService instances wrapped in IFoo
.
To do so you would have to make IFoo<>
a Built-In type of the container.
It could be simply done by creating either IBuildPlanCreatorPolicy or IBuildPlanPolicy factories.
There are just a few steps you need to follow:
- Create factory for the generic (See example for IBuildPlanCreatorPolicy or IBuildPlanPolicy )
- Create and extension to get access to Unity internal policies and register your factory (See example IBuildPlanCreatorPolicy or IBuildPlanPolicy)
- Register your extension with
UnityContainer
For examples of how it should be done please follow this link.
This release fundamentally changes how types are registered with Unity. The rationale behind this change is this issue.
To explain the problem please look at this example. Prior to this release registering singleton ILogger
service like this:
container.RegisterType<ILogger, MockLogger>(new ContainerControlledLifetimeManager(), new InjectionConstructor());
would create two registrations:
- A mapping between
ILogger
toMockLogger
- A singleton registration for
MockLogger
with default constructor.
Calling container.Resolve<ILogger>()
resolves singleton instance of MockLogger as expected, and resolving type MockLogger container.Resolve<MockLogger>()
would resolve the same instance of MockLogger. Both ContainerControlledLifetimeManager and InjectionConstructor would be associated with MockLogger registration.
Suppose you want to resolve a new MockLogger whenever it is resolved directly like this container.Resolve<MockLogger>()
. To do so you would create another registration just for the MockLogger:
container.RegisterType<MockLogger>(new TransientLifetimeManager());
So, now when you call container.Resolve<MockLogger>()
it resolves new instance of the MockLogger class and uses constructor with longest list of parameters. All is well and as expected. But now if you try to resolve container.Resolve<ILogger>()
it is no longer returns singleton instance of the MockLogger. Now it also returns new MockLogger created with constructor with longest list of parameters.
The subsequent registration overwritten all information associated with ILogger
.
Release 5.2.1 fixes this behavior. Now all information passed to Unity during registration is stored with FromType
instead of ToType
. So registering type like this:
container.RegisterType<ILogger, MockLogger>(new ContainerControlledLifetimeManager(), new InjectionConstructor());
creates just one registration ILogger
and associates LifetimeManager and all provided InjectionMemebers with it. At this point MockLogger is still unregistered.
So, think about it as a RegisteredType
and MappedTo
type. If you look at initial example:
container.RegisterType<ILogger, MockLogger>(new ContainerControlledLifetimeManager());
ILogger
- is a registered type and ContainerControlledLifetimeManager is associated with this type, as well as any InjectionMembers
you provide during registration.
This release breaks a lot of registrations. Anything relaying on TypeTo being registered in mappings will fail. For example:
container.RegisterType<ILogger, MockLogger>(new ContainerControlledLifetimeManager());
Assert.AreSame( container.Resolve<ILogger>(), container.Resolve<MockLogger>()) <-- Will fail now
This could be easily fixed by slightly modifying how types are registered. If you want TypeTo to be available independently you could register it like this:
container.RegisterType<MockLogger>(new ContainerControlledLifetimeManager());
container.RegisterType<ILogger, MockLogger>();
Assert.AreSame( container.Resolve<ILogger>(), container.Resolve<MockLogger>()) <-- Passes
This applies to anything you registering with the type: factories, injection members, interceptors, etc.
With some creative searching and sorting these breaking registrations could be identified statically, without running the code. The key is to look for registrations with same TypeTo type. If you see multiple registrations registering same type as implementation type and at least one of them has non transient lifetime it is a good indicator that it might fail after update:
container.RegisterType<ILogger, Logger>(new ContainerControlledLifetimeManager());
...
container.RegisterType<IOtherLogger, Logger>();
To fix just add individual registration for implementation type with proper lifetime manager like so:
container.RegisterType<Logger>(new ContainerControlledLifetimeManager());
...
container.RegisterType<ILogger, Logger>();
...
container.RegisterType<IOtherLogger, Logger>();
Make sure it is registered before other mappings.
Lifetime managers now support the value null
. GetValue
must return LifetimeManager.NoValue
to indicate that no value has been set. You must upgrade custom lifetime managers to not return null
inappropriately. Mainly the GetValue
method must be adjusted. The built-in lifetime managers have been upgraded. If you do not use custom lifetime managers you should not see any changes in behavior. (https://github.com/unitycontainer/abstractions/issues/102)
Design time validation for LifetimeManager
was added. The marker interfaces ITypeLifetimeManager
, IInstanceLifetimeManager
and IFactoryLifetimeManager
have been introduced. Various other parts of the framework now refer to these types instead of LifetimeManager
. The marker interfaces are empty and LifetimeManager
does not inherit from any of them. This can lead to compiler errors. In general these errors can be fixed through changing the type of variables or through casting. (https://github.com/unitycontainer/abstractions/issues/90)
The namespace Unity.Attributes
was removed. These types are now in namespace Unity
. One common type that is affected is DependencyAttribute
. Suggested way to upgrade: Mass delete the old namespace reference using the Regex using Unity.Attributes;\r\n
in Visual Studio. Then, use Resharper to fix missing imports in the entire solution in one action.
A few breaking changes have been made. For more information see https://github.com/unitycontainer/abstractions/issues/97.
Build error The type or namespace name 'IBuilderContext' could not be found.
IBuilderContext
has been replaced with: Unity.Builder.BuilderContext
Build Error `'IBuildPlanCreatorPolicy' is obsolete: 'This interface has been replaced with Unity.Policy.ResolveDelegateFactory delegate'``
See this example or this example or this example
Build Error in BuilderStrategy
derived classes: 'MyCustomStrategy.PreBuildUp(BuilderContext)': no suitable method found to override
Adjust the signature of the PreBuildUp
method to: public override void PreBuildUp(ref BuilderContext context)
Build Error in BuilderStrategy
derived classes: 'MyCustomStrategy.PostBuildUp(BuilderContext)': no suitable method found to override
Adjust the signature of the PostBuildUp method to: public override void PreBuildUp(ref BuilderContext context)
Build Error in Builder Strategy derived class:
'BuilderContext' does not contain a definition for 'AddResolverOverrides' and no accessible extension method 'AddResolverOverrides' accepting a first argument of type 'BuilderContext' could be found
The behavior can be mimicked by something like:
public static void AddResolverOverrides(ref BuilderContext ctx, ResolverOverride theOverride)
{
var newOverrides = ctx.Overrides;
newOverrides = newOverrides == null
? new ResolverOverride[]{theOverride}
: newOverrides.Concat(new[] {theOverride}).ToArray();
ctx.Overrides = newOverrides;
}
'BuilderContext' does not contain a definition for 'ParentContext' and no accessible extension method 'ParentContext' accepting a first argument of type 'BuilderContext' could be found
I used the ParentContext
of IBuilderContext
to determine if anything in the build hierarchy was of a certain type. More specifically I was checking to see if a specific decorator class was being applied as part of the build.
There is an IntPtr Parent
property on the BuilderContext
struct. Can this be used to find the parent context?
There is a build warning:
'InjectionFactory' is obsolete: 'InjectionFactory has been deprecated and will be removed in next release. Please use IUnityContainer.RegisterFactory(...) method instead.'
The InjectionFactory
class has been deprecated. Injection factories are now registered directly with the container.
For example:
Old code:
Container.RegisterType<IEncryptionProvider>(new ContainerControlledLifetimeManager(), new InjectionFactory(c => MakeEncryptionProvider(c)));
New code:
Container.RegisterFactory<IEncryptionProvider>(c => MakeEncryptionProvider(c), new ContainerControlledLifetimeManager());
The public key token of the assembly has changed, so you may need to remove redundant assembly bindings from config files.
For example: This binding will now be ineefective, and can be removed:
<dependentAssembly>
<assemblyIdentity name="Unity.Abstractions" publicKeyToken="6d32ff45e0ccc69f" culture="neutral" />
<bindingRedirect oldVersion="0.0.0.0-3.3.0.0" newVersion="3.3.0.0" />
</dependentAssembly>
Note:
- The old public key token value is
6d32ff45e0ccc69f
- The new public key token is
489b6accfaf20ef0
Build Error in BuilderStrategy
derived classes: 'MyCustomStrategy.PostBuildUp(BuilderContext)': no suitable method found to override
Adjust the signature of the PostBuildUp
method to: public override void PreBuildUp(ref BuilderContext context)
I'm using this code to register my interfaces:
Containter.RegisterType<ICustomerRepository, CustomerRepository>(new ContainerControlledLifetimeManager(), InjectionConstructor);
But after the upgrade im getting the following error when resolving:
Exception thrown: 'System.InvalidCastException' in Unity.Abstractions.dll
Unable to cast object of type
Ok I managed to find out what I was doing wrong. I was reusing the same 'InjectionConstructor' for all my registrations. After replacing them with a new instance for each my problem went away.
This wiki created with help from quintonn