/// <summary>
        /// 静态构造函数, 注册依赖注入回调
        /// </summary>
        /// <returns></returns>
        static LibExport()
        {
            // 初始化依赖注入容器
            Common.UnityContainer = new UnityContainer();

            // 程序开始调用方法进行注册
            Event_AppMain.Registbackcall(Common.UnityContainer);

            // 注册完毕调用方法进行分发
            Event_AppMain.Resolvebackcall(Common.UnityContainer);
        }
示例#2
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        /// <summary>
        /// 静态构造函数, 注册依赖注入回调
        /// </summary>
        /// <returns></returns>
        static LibExport()
        {
            // 初始化 Costura
            CosturaUtility.Initialize();

            // 初始化依赖注入容器
            Common.UnityContainer = new UnityContainer();

            // 程序开始调用方法进行注册
            Event_AppMain.Registbackcall(Common.UnityContainer);

            // 注册完毕调用方法进行分发
            Event_AppMain.Resolvebackcall(Common.UnityContainer);

            // 分发应用内注册事件
            ResolveAppbackcall();
        }
示例#3
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        /// <summary>
        /// 静态构造函数, 注册依赖注入回调
        /// </summary>
        /// <returns></returns>
        static LibExport()
        {
            // 注册程序集加载失败事件, 用于 Fody 库重定向的补充
            AppDomain.CurrentDomain.AssemblyResolve += CurrentDomain_AssemblyResolve;

            // 初始化依赖注入容器
            Common.UnityContainer = new UnityContainer();

            // 程序开始调用方法进行注册
            Event_AppMain.Registbackcall(Common.UnityContainer);

            // 注册完毕调用方法进行分发
            Event_AppMain.Resolvebackcall(Common.UnityContainer);

            // 分发应用内注册事件
            ResolveAppbackcall();
        }
示例#4
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        /// <summary>
        /// 静态构造函数, 注册依赖注入回调
        /// </summary>
        static LibExport()
        {
            _defaultEncoding = Encoding.GetEncoding("GB18030");

            // 初始化 Costura.Fody
            CosturaUtility.Initialize();

            // 初始化依赖注入容器
            Common.UnityContainer = new UnityContainer();

            // 程序开始调用方法进行注册
            Event_AppMain.Registbackcall(Common.UnityContainer);

            // 注册完毕调用方法进行分发
            Event_AppMain.Resolvebackcall(Common.UnityContainer);

            // 分发应用内事件
            ResolveAppbackcall();
        }
示例#5
0
        /// <summary>
        /// 静态构造函数, 注册依赖注入回调
        /// </summary>
        /// <returns></returns>
        static LibExport()
        {
            // 初始化依赖注入容器
            Common.UnityContainer = new UnityContainer();

            // 程序开始调用方法进行注册
            Event_AppMain.Registbackcall(Common.UnityContainer);

            #region --IEvent_AppStatus--
            // 解析 IEvent_AppStatus 接口
            foreach (var appStatus in Common.UnityContainer.ResolveAll <IEvent_AppStatus> ())
            {
                // 分发 IEvent_AppStatus 接口到事件
                LibExport.CqStartup  += appStatus.CqStartup;
                LibExport.CqExit     += appStatus.CqExit;
                LibExport.AppEnable  += appStatus.AppEnable;
                LibExport.AppDisable += appStatus.AppDisable;
            }
            #endregion

            #region --IEvent_DiscussMessage--
            // 解析 IEvent_DiscussMessage 接口
            foreach (var discussMessage in Common.UnityContainer.ResolveAll <IEvent_DiscussMessage> ())
            {
                // 分发 IEvent_DiscussMessage 接口到事件
                LibExport.ReceiveDiscussMessage        += discussMessage.ReceiveDiscussMessage;
                LibExport.ReceiveDiscussPrivateMessage += discussMessage.ReceiveDiscussPrivateMessage;
            }
            #endregion

            #region --IEvent_FriendMessage--
            // 解析 IEvent_FriendMessage 接口
            foreach (var friendMessage in Common.UnityContainer.ResolveAll <IEvent_FriendMessage> ())
            {
                // 分发 IEvent_FriendMessage 接口到事件
                LibExport.ReceiveFriendAdd      += friendMessage.ReceiveFriendAddRequest;
                LibExport.ReceiveFriendIncrease += friendMessage.ReceiveFriendIncrease;
                LibExport.ReceiveFriendMessage  += friendMessage.ReceiveFriendMessage;
            }
            #endregion

            #region --IEvent_GroupMessage--
            // 解析 IEvent_GroupMessage 接口
            foreach (var groupMessage in Common.UnityContainer.ResolveAll <IEvent_GroupMessage> ())
            {
                // 分发 IEvent_GroupMessage 接口到事件
                LibExport.ReceiveGroupMessage        += groupMessage.ReceiveGroupMessage;
                LibExport.ReceiveGroupPrivateMessage += groupMessage.ReceiveGroupPrivateMessage;
                LibExport.ReceiveFileUploadMessage   += groupMessage.ReceiveGroupFileUpload;
                LibExport.ReceiveManageIncrease      += groupMessage.ReceiveGroupManageIncrease;
                LibExport.ReceiveManageDecrease      += groupMessage.ReceiveGroupManageDecrease;
                LibExport.ReceiveMemberJoin          += groupMessage.ReceiveGroupMemberJoin;
                LibExport.ReceiveMemberInvitee       += groupMessage.ReceiveGroupMemberInvitee;
                LibExport.ReceiveMemberLeave         += groupMessage.ReceiveGroupMemberLeave;
                LibExport.ReceiveMemberRemove        += groupMessage.ReceiveGroupMemberRemove;
                LibExport.ReceiveGroupAddApply       += groupMessage.ReceiveGroupAddApply;
                LibExport.ReceiveGroupAddInvitee     += groupMessage.ReceiveGroupAddInvitee;
            }
            #endregion

            #region --IEvent_OtherMessage--
            // 解析 IEvent_OtherMessage 接口
            foreach (var otherMessage in Common.UnityContainer.ResolveAll <IEvent_OtherMessage> ())
            {
                // 分发 IEvent_OtherMessage 接口到事件
                LibExport.ReceiveQnlineStatusMessage += otherMessage.ReceiveOnlineStatusMessage;
            }
            #endregion

            // 注册完毕调用方法进行分发
            Event_AppMain.Resolvebackcall(Common.UnityContainer);

            // 完成操作调用初始化函数
            Event_AppMain.Initialize();
        }