命令模式,将一个请求封装为一个对象,从而使得可以用不同的请求进行参数化,对请求排队或者记录请求日志以及支持可撤销的操作。
命令模式是对命令进行封装,由调用者发起命令请求,接收者执行请求。
当我们调用时,执行的时序首先是调用者类,然后是命令类,最后是接收者类。 也就是说一条命令的执行被分成了三步,它的耦合度要比把所有的操作都封装到一个类中要低的多, 而这也正是命令模式的精髓所在:把命令的调用者与执行者分开,使双方不必关心对方是如何操作的。
基本结构:
- Command:命令的抽象,类中对需要执行的命令进行声明,一般来说要对外暴露一个 Execute 方法用来执行命令
- ConcreteCommand:Command 的实现类
- Invoker:调用者,负责调用命令
- Receiver:接收者,负责接收命令并且执行命令
public class Receiver
{
public void Action()
{
Console.WriteLine("Action in receiver");
}
}
public abstract class Command
{
protected readonly Receiver Receiver;
protected Command(Receiver receiver) =>
Receiver = receiver ?? throw new ArgumentNullException(nameof(receiver));
public abstract void Execute();
}
public class ConcreteCommand : Command
{
public ConcreteCommand(Receiver receiver) : base(receiver)
{
}
public override void Execute()
{
Receiver.Action();
}
}
public class Invoker
{
private Command _command;
public void SetCommand(Command command)
{
_command = command;
}
public void ExecuteCommand()
{
_command.Execute();
}
}
var receiver = new Receiver();
var command = new ConcreteCommand(receiver);
var invoker = new Invoker();
invoker.SetCommand(command);
invoker.ExecuteCommand();
// another sample
var barbecuer = new Barbecuer();
var waiter = new Waiter();
waiter.SetOrder(new BakeChickenWingCommand(barbecuer));
waiter.SetOrder(new BakeMuttonCommand(barbecuer));
waiter.SetOrder(new BakeMuttonCommand(barbecuer));
var willCancelOrder = new BakeMuttonCommand(barbecuer);
waiter.SetOrder(willCancelOrder);
waiter.CancelOrder(willCancelOrder);
waiter.Notify();
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