MMC 3.0开发 - 数据持久化设计

在MMC 3.0的Snap-In的设计中,如果需要存储自定义数据,那么可以参考下面的例子

 

        public class PersistentScopeNode : ScopeNode
        {
            /// <summary>
            /// Constructor
            /// </summary>
            public PersistentScopeNode()
            { 
                this.DisplayName = defaultDisplayName;
                this.EnabledStandardVerbs = StandardVerbs.Rename;
            }

            /// <summary>
            /// Handles Rename. Marks snapin as modified so that it saves changes
            /// </summary>
            /// <param name="newText">text the displayname is changing to</param>
            /// <param name="status">status for updating the console</param>
            protected override void  OnRename(string newText, SyncStatus status)
            {
                this.DisplayName = newText;
                this.SnapIn.IsModified = true;
            }

            
        }

以上代码是实现了一个特殊的ScopeNode,有几点是值得关心的

this.EnabledStandardVerbs = StandardVerbs.Rename; //这是为该节点启用标准的一些操作,例如重命名,复制,删除,属性等,这个StandardVerbs的枚举是下面这样的

    [Flags]
    public enum StandardVerbs
    {
        None = 0,
        Cut = 1,
        Copy = 2,
        Paste = 4,
        Delete = 8,
        Properties = 16,
        Rename = 32,
        Refresh = 64,
        Print = 128,
    }
第二点,当修改了节点的名称之后,为了通知MMC要进行保存,应该调用下面这句话
this.SnapIn.IsModified = true; 

 

然后,我们还要稍微注意下SnapIn的设计

    [SnapInSettings("{D97B71CA-5F46-4584-A89B-D24FF6D6190B}",
       DisplayName = "- Persistence SnapIn",
       Description = "Sample - Renames marks as dirty and saves changes")]
    public class PersistenceSnapIn : SnapIn
    {
        private const string defaultDisplayName = "Rename Me and I Save Changes";

        /// <summary>
        /// Constructor
        /// </summary>
        public PersistenceSnapIn()
        {
            this.RootNode = new PersistentScopeNode();
        }
        
        /// <summary>
        /// Snap-in has data? then load 
        /// </summary>
        /// <param name="status">asynchronous status for updating the console</param>
        /// <param name="persistenceData">binary data stored in console file</param>
        protected override void OnLoadCustomData(AsyncStatus status, byte[] persistenceData)
        {
            // saved name? then set snap-in to the name
            if (string.IsNullOrEmpty(Encoding.Unicode.GetString(persistenceData)))
            {
                this.RootNode.DisplayName = defaultDisplayName;
            }
            else
            {
                this.RootNode.DisplayName = Encoding.Unicode.GetString(persistenceData);
            }
        }
        /// <summary>
        /// if snapin 'ismodified', then save data
        /// </summary>
        /// <param name="status">status for updating the console</param>
        /// <returns>true for success</returns>
        protected override byte[] OnSaveCustomData(SyncStatus status)
        {
            return Encoding.Unicode.GetBytes(this.RootNode.DisplayName);
            
        }
}
 
其实很好理解的,我们需要重写两个方法,分别是SaveCustomData和LoadCustomData
但是,这些数据到底放在哪里去了呢?
秘密就在那个msc文件里面,就是说如果我们使用CustomData这种方式的话,那么这些数据其实是保存在一个msc文件中的,用二进制编码。
既然是这个原理,可以想到这样不是很理想,因为这样就依赖那个msc文件了。换句话说,如果我直接用mmc再去添加这个snapIn的时候,那么自定义数据就丢失了
 
 
 

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