I am using the Ninject Factory Extensions so that I can create objects that have services injected plus custom values
so:
public interface IGameOperationsFactory
{
ISpinEvaluator Create(GameArtifact game);
IReelSpinner CreateSpinner(GameArtifact game);
}
Then in module:
Bind<IGameOperationsFactory>().ToFactory().InSingletonScope();
Bind<ISpinEvaluator>().To<DefaultSpinEvaluatorImpl>();
Bind<IReelSpinner>().To<DefaultReelSpinnerImpl>();
The actual factory gets injected in a classes' constructor and is then used like:
_spinner = _factory.CreateSpinner(_artifact);
_spinEval = _factory.Create(_artifact);
Where _artifact is of type GameArtifact
Then in each of the implementation's constructors services plus the passed in objects are injected. The GameArtifact is successfully passed in the first constructor, and in the second one a "new" GameArtifact is passed in, i.e. not a null one but one with just default values as if the framework just called
new GameArtifact()
instead of passing in the already existing one!
The Constructor for the two objects is very similar, but the one that doesn't work looks like:
[Inject]
public DefaultReelSpinnerImpl(GameArtifact ga, IGameOperationsFactory factory, IRandomService serv)
{
_rand = serv;
_ra = ga.Reels;
_mainReels = factory.Create(_ra);
_winLine = ga.Config.WinLine;
}
Where the factory and serv are injected by Ninject and ga is SUPPOSED to be passed in via the factory.
Anyone have a clue why a new "fresh" object is passed in rather than the one I passed in??