/// <summary> /// Get all value roles including all roles directly attached to the provided /// object type and any roles descended from this one through prefererred identifiers. /// Walks the opposite direction of <see cref="Role.GetValueRoles()"/> /// </summary> /// <param name="anchorType">The <see cref="ObjectType"/> to walk descended roles for</param> /// <param name="unattachedRole">A role to test that is not currently attached to the anchorType. /// If unattachedRole is not null, then only this role will be tested. Otherwise, all current played /// roles will be walked.</param> /// <param name="unattachedPreferredIdentifier">A preferred identifier to test that is not currently /// attached to the anchorType.</param> /// <param name="visitor">A <see cref="ValueRoleVisitor"/> callback delegate.</param> public static void WalkDescendedValueRoles(ObjectType anchorType, Role unattachedRole, UniquenessConstraint unattachedPreferredIdentifier, ValueRoleVisitor visitor) { ValueTypeHasDataType dataTypeLink = anchorType.GetDataTypeLink(); if (null == unattachedPreferredIdentifier && null != (dataTypeLink = anchorType.GetDataTypeLink())) { ObjectType unattachedRolePlayer; WalkDescendedValueRoles( (unattachedRole != null) ? new Role[] { unattachedRole } as IList<Role> : anchorType.PlayedRoleCollection, RolePathObjectTypeRoot.GetLinksToRolePathCollection(anchorType), dataTypeLink, anchorType.ValueConstraint, null, (null == unattachedRole || null == (unattachedRolePlayer = unattachedRole.RolePlayer)) ? false : !unattachedRolePlayer.IsValueType, visitor); } else { LinkedElementCollection<Role> roles; UniquenessConstraint preferredIdentifier; if (null != (preferredIdentifier = unattachedPreferredIdentifier ?? anchorType.ResolvedPreferredIdentifier) && (roles = preferredIdentifier.RoleCollection).Count == 1) { Role currentRole = roles[0]; Role[] valueRoles = currentRole.GetValueRoles(); if (valueRoles != null) { ValueConstraint nearestValueConstraint = null; int valueRolesCount = valueRoles.Length; for (int i = valueRolesCount - 1; i >= 0; --i) { nearestValueConstraint = valueRoles[i].ValueConstraint; if (nearestValueConstraint != null) { break; } } ObjectType valueType = valueRoles[0].RolePlayer; dataTypeLink = valueType.GetDataTypeLink(); if (nearestValueConstraint == null) { nearestValueConstraint = valueType.ValueConstraint; } RoleBase nextSkipRole = currentRole.OppositeRoleAlwaysResolveProxy; if (nextSkipRole != null) { WalkDescendedValueRoles( (unattachedRole != null) ? new Role[] { unattachedRole } as IList<Role> : anchorType.PlayedRoleCollection, RolePathObjectTypeRoot.GetLinksToRolePathCollection(anchorType), dataTypeLink, nearestValueConstraint, nextSkipRole.Role, true, visitor); } } } } }