CPlugin.Net 1.1.0-preview.1

This is a prerelease version of CPlugin.Net.
There is a newer version of this package available.
See the version list below for details.
dotnet add package CPlugin.Net --version 1.1.0-preview.1                
NuGet\Install-Package CPlugin.Net -Version 1.1.0-preview.1                
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="CPlugin.Net" Version="1.1.0-preview.1" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add CPlugin.Net --version 1.1.0-preview.1                
#r "nuget: CPlugin.Net, 1.1.0-preview.1"                
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install CPlugin.Net as a Cake Addin
#addin nuget:?package=CPlugin.Net&version=1.1.0-preview.1&prerelease

// Install CPlugin.Net as a Cake Tool
#tool nuget:?package=CPlugin.Net&version=1.1.0-preview.1&prerelease                

CPlugin.Net

CPlugin.Net downloads

CPlugin.Net.Attributes downloads

CopyPluginsToPublishDirectory downloads

CPlugin.Net-logo

A simple library that helps to implement a plugin-based architecture.

The purpose of this library is to provide a way to load plugins from a configuration file such as settings.json or .env, to facilitate the exchange of dependencies without having to make changes to the host application.

See the API documentation for more information on this project.

Index

Features

This library contains these features:

  • Loading of assemblies in different contexts to avoid dependency conflicts (see AssemblyLoadContext).
  • Resolves the dependencies of each plugin using AssemblyDependencyResolver.
  • Gets plugin names from a configuration file as .json or .env.
  • Gets full paths of plugins (plugin locator).
  • It is able to create the instance of the type that implements the contract (a contract previously used by the plugin).
  • A logger indicating that the plugin was successfully loaded.

Limitations

This library contains these limitations:

  • The plugin loader is not thread-safe.
  • There is no support for unload plugins.
  • The subtype that implements the contract must have a constructor without parameters.

Why did I create this library?

  • I designed this library for use it in the DentallApp project and for other projects according to my needs.

  • I wanted to share my knowledge with the community. I love open source.

  • I'm a big fan of plugin-based architecture. I always had the desire to create my own plugin system ever since I was playing SA-MP (San Andreas Multiplayer, a multiplayer mod for GTA San Andreas).

    In SA-MP it is possible to extend the functionalities provided by the game server (samp-server) without having to know its source code. Just go to the server.cfg file and specify the plug-ins to load and that's all. Amazing!

What is Plug-in Architecture?

It consists of a host application (or a main application) that provides public API which the plug-in can use, including a way for plug-ins to load into the host application. Plug-ins depend on the services (public API) provided by the host application and do not usually work by themselves. Conversely, the host application operates independently of the plug-ins, making it possible for developers to create plug-in projects without making changes to the host application or knowing how it works.

Rules to be complied with:

  • The host application must not be coupled to any plug-in. It must not know about their existence.
  • The host application must be able to run even if no plug-in is loaded.
  • Plug-ins only depend on the public API that exposes the host application.

There are three components for this pattern:

  • Host application: Represents the main application that contains the basic functionalities and is also responsible for loading the plug-ins (only those that are necessary).
  • Contracts: Represents a well-defined API that allows communication between the host application and the plug-ins.
  • Plug-ins: Represents optional modules whose sole purpose is to add more functionality to the host application without having to make changes to its source code. This definition follows the open-closed principle.

Where can it be applied?

Imagine that your application needs to do two things:

  • Send appointment reminders via WhatsApp.
  • Send an email when a user creates an account.

In a production environment you should use a real provider such as Twilio and SendGrid.

But in a development environment you will want to use a fake provider such as a console logger. The purpose is to avoid having to make configurations to use Twilio and SendGrid when starting development.

You could create two plugin projects called:

And load it from a configuration file, such as:

{
  "Plugins": [
    "Plugin.Twilio.WhatsApp.dll",
    "Plugin.SendGrid.Email.dll"
  ]
}

In your host application you can create two fake providers:

Since the host application does not have a direct reference to these plugins, it can load them dynamically. Therefore, if the host application does not load these two plugins, it may decide to use a fake provider as a console logger.

Thanks to the plugin-based architecture, you can easily swap modules without having to make any changes to the host application.

This promotes the open-closed principle, since if you want to add a new email provider such as Mailgun, you can do so without having to modify the existing code. You just need to change the email provider from the configuration file and that's it. Amazing, right?

See this repository for an example.

Technical challenges

When implementing this pattern in .NET there can be a number of technical challenges:

  • Define the API that is shared between the host application and the plugins. The API must be stable enough; otherwise, it may lead to breaking changes, so this will affect all plugins.

  • Resolve the dependencies of each plugin; failure to do so may cause errors when running the host application. In this case you should read about AssemblyDependencyResolver.

  • Several plugin can use the same dependency but with different version. Therefore, the plugins must be isolated in different contexts. In this case you should read about AssemblyLoadContext.

  • Ideally, plugins should not depend on each other (reduce coupling), but in such cases a mechanism must be found that allows them to communicate with each other (e.g. a message broker).

  • There are cases where the host application and the plugins have a reference to the same version of a dependency, so in their output directories they will have a copy of the same dependency. This may cause unexpected behavior when running the host application. See this thread or this one too.

To correctly implement this pattern in .NET, it is necessary to know how AssemblyLoadContext works. This article explains it very well.

Installation

Install the main package using dotnet CLI:

dotnet add package CPlugin.Net

This package was designed to be used in host applications such as a web api or a console application.

You must also install this secondary package that will be used in your plugins:

dotnet add package CPlugin.Net.Attributes

This package provides only one type: PluginAttribute and is used only in plugins.

Overview

Your host application must reference the CPlugin.Net package.

You must import the namespace types at the beginning of your class file:

using CPlugin.Net;

This library provides four main types:

  • CPluginEnvConfiguration
  • CPluginJsonConfiguration
  • PluginLoader
  • TypeFinder

See the API documentation for more information on these types.

Get plugin names from .json file

For this case you need to install the Microsoft.Extensions.Configuration.Json package to read application settings from the JSON configuration file.

Your .json file must use the Plugins section to specify the names of each plugin.

Example:

{
    "Plugins": [
        "MyPlugin1.dll",
        "MyPlugin2.dll",
        "MyPlugin3.dll"
    ]
}

Then you can use the CPluginJsonConfiguration type to get the plugin files.

var configurationRoot = new ConfigurationBuilder()
    .AddJsonFile("./appsettings.json")
    .Build();
var jsonConfiguration = new CPluginJsonConfiguration(configurationRoot);
List<string> pluginFiles = jsonConfiguration.GetPluginFiles().ToList();

GetPluginFiles method will get the full path to each plugin that is in the Plugins section of the .json file.

Example:

/home/admin/HostApplication/bin/Debug/net8.0/plugins/MyPlugin1/MyPlugin1.dll
/home/admin/HostApplication/bin/Debug/net8.0/plugins/MyPlugin2/MyPlugin2.dll
/home/admin/HostApplication/bin/Debug/net8.0/plugins/MyPlugin3/MyPlugin3.dll

It is very important that the plugins are always in the plugins folder and in their own directory as in the previous example.

MyPlugin1.dll is inside the MyPlugin1 directory and in turn, it is in the plugins directory.

Why should this be so? Well, the plugin loader must somehow locate the plugins, right?

Get plugin names from .env file

You can also put the names of each plugin in an .env file, although for this you must install a dotenv package that allows you to read and parse .env files. Use the DotEnv.Core package.

Your .env file must use the PLUGINS key to specify the names of each plugin.

Example:

PLUGINS=MyPlugin1.dll MyPlugin2.dll MyPlugin3.dll

Plugin files must be separated by spaces. However, you can also use multi-line values.

Example:

PLUGINS="
MyPlugin1.dll
MyPlugin2.dll
MyPlugin3.dll
"

Then you can use the CPluginEnvConfiguration type to get the plugin files.

// Load the .env file.
new DotEnv.Core.EnvLoader()
    .AddEnvFile(".env")
    .Load();
var envConfiguration = new CPluginEnvConfiguration();
List<string> pluginFiles = envConfiguration.GetPluginFiles().ToList();

GetPluginFiles method will get the full path to each plugin that is in the PLUGINS key of the .env file.

Example:

/home/admin/HostApplication/bin/Debug/net8.0/plugins/MyPlugin1/MyPlugin1.dll
/home/admin/HostApplication/bin/Debug/net8.0/plugins/MyPlugin2/MyPlugin2.dll
/home/admin/HostApplication/bin/Debug/net8.0/plugins/MyPlugin3/MyPlugin3.dll

As mentioned in the previous section. The plugins must be in the plugins directory and in their own directory so that the plugin loader can locate them.

I like this approach because the path is calculated automatically. You no longer have to hardcode the path manually.

Load plugins from the host application

Your host application is responsible for loading the plugins at runtime using the PluginLoader type. In the Program.cs (entry point) call the plugin loader.

An example using as configuration source a .env file:

new DotEnv.Core.EnvLoader()
    .AddEnvFile(".env")
    .Load();
var envConfiguration = new CPluginEnvConfiguration();
// Loads the plugins from the .env file.
PluginLoader.Load(envConfiguration);

An example using as configuration source a .json file:

var configurationRoot = new ConfigurationBuilder()
    .AddJsonFile("./appsettings.json")
    .Build();
var jsonConfiguration = new CPluginJsonConfiguration(configurationRoot);
// Loads the plugins from the .appsettings file.
PluginLoader.Load(jsonConfiguration);

Load method will load the plugin in a different context, so it doesn't matter if your plugins have conflicting dependencies. All this thanks to AssemblyLoadContext.

It is important to know that the PluginLoader.Load is idempotent, so if you call the method several times it will have the same effect as if it had been the first call. It will not load the same plugin in the current process in which the application is running.

Get the loaded assemblies

Each plugin represents an assembly containing a collection of types and methods.

After loading plugins from a configuration source, you can obtain the loaded assemblies using the Assemblies property of the PluginLoader type.

PluginLoader.Load(configuration);
IEnumerable<Assembly> assemblies = PluginLoader.Assemblies;

This property is very useful when you want to add the loaded assemblies to a third-party dependency (Fluent Validation, Scrutor, MediatR, among others) so that can search the types.

An example using ASP.NET Core as host application:

var builder = WebApplication.CreateBuilder(args);
var jsonConfiguration = new CPluginJsonConfiguration(builder.Configuration);
PluginLoader.Load(jsonConfiguration);
IMvcBuilder mvcBuilder = builder.Services.AddControllers();
foreach (Assembly assembly in PluginLoader.Assemblies)
{
    // This allows to register the controllers for each loaded plugin.
    mvcBuilder.PartManager.ApplicationParts.Add(new AssemblyPart(assembly));
}

If your plugins have controllers, then you must make the plugin part of the application; otherwise, the controllers will never be recognized by the host.

Communication between host application and plugins

The host application does not have a direct reference to the plugins, there is no such coupling, so how do they communicate?

These are communicated through contracts. The host application must expose a set of contracts where each plugin must implement it.

These contracts can be represented by interfaces or abstract classes of C#. Remember a contract is only a specification, it indicates the "what you do" but not the "how you do it". It is just a set of rules that each plugin must follow.

For example, we can create a project called Plugin.Contracts and it contains the following contract:

public interface ICommand
{
    string Name { get; }
    string Description { get; }
    int Execute();
}

This contract indicates three rules that the plugin must comply with:

  • Specify the name of the plugin.
  • A description of the plugin.
  • Execute a command as an entry point.

Search for subtypes that implement the contract

Following the example above, the ICommand interface represents the supertype, so it can have many subtypes, which means that there will be concrete implementations.

These subtypes will be encapsulated in their own plugins, so the host application does not know about them (has no idea about them).

So a mechanism must be applied so that the host application can create the instance of the subtype that implements the supertype when the application is running.

Therefore, you can use the TypeFinder type in your host application after you have loaded the plugins.

var configurationRoot = new ConfigurationBuilder()
    .AddJsonFile("./appsettings.json")
    .Build();
var jsonConfiguration = new CPluginJsonConfiguration(configurationRoot);
PluginLoader.Load(jsonConfiguration);

IEnumerable<ICommand> commands = TypeFinder.FindSubtypesOf<ICommand>();
foreach(ICommand command in commands)
{
    command.Execute();
}

FindSubtypesOf method will search for the subtypes of ICommand in each plugin that has been loaded; if no subtype is found, it returns an empty enumerable.

For this method to work correctly, each plugin must use the PluginAttribute type to specify the subtypes. This is mandatory because the TypeFinder type creates the instances of the subtypes using this attribute.

Apply PluginAttribute type to plugins

This attribute must be applied at the assembly level in the plugin project. Do not forget to install the CPlugin.Net.Attributes package in the plugin project in order to be able to use the PluginAttribute type.

Example:

using CPlugin.Net;
using Project.PluginExample;
using Plugin.Contracts;

// This line is mandatory.
[assembly: Plugin(typeof(HelloWorldCommand))]

namespace Project.PluginExample;

public class HelloWorldCommand : ICommand
{
    public string Name => nameof(HelloWorldCommand);
    public string Description => "Outputs Hello Word";

    public int Execute()
    {
        System.Console.WriteLine("Hello World!");
        return 0;
    }
}

HelloWorldCommand type is a subtype of ICommand. Absolutely nobody knows about this implementation, not even the host application. However, this attribute is not necessary if the plugin does not need to implement any contract.

Creation of a Directory.Build.props file

It is recommended to create a .props file that is used globally for all plugin projects.

When you compile your plugins, the result of the compilation should be copied to the output directory of the host application, so you can specify it in the Directory.Build.props file.

Given the following project structure:

└── MyApp/
    ├── src/
    │   ├── HostApplication/
    │   │   ├── bin/Debug/net8.0/plugins/
    │   │   │   ├── MyPlugin1/
    │   │   │   │   └── MyPlugin1.dll
    │   │   │   ├── MyPlugin2/
    │   │   │   │   └── MyPlugin2.dll
    │   │   │   └── MyPlugin3/
    │   │   │       └── MyPlugin3.dll
    │   │   ├── Program.cs
    │   │   └── HostApplication.csproj
    │   ├── Plugins/
    │   │   ├── MyPlugin1/
    │   │   │   └── MyPlugin1.csproj
    │   │   ├── MyPlugin2/
    │   │   │   └── MyPlugin2.csproj
    │   │   ├── MyPlugin3/
    │   │   │   └── MyPlugin3.csproj
    │   │   └── Directory.Build.props
    │   └── Contracts/
    │       ├── ICommand.cs
    │       ├── IWebStartup.cs
    │       └── Contracts.csproj
    ├── tests/
    └── MyApp.sln

NOTE: This structure is only an example.

Plugins directory must contain the Directory.Build.props file that will be shared for each plugin project.

The .props file could look like this:

<Project>
  <PropertyGroup>
    <Configuration Condition="$(Configuration) == ''">Debug</Configuration>
    <ProjectRootDir>$([MSBuild]::GetDirectoryNameOfFileAbove($(MSBuildThisFileDirectory), 'MyApp.sln'))</ProjectRootDir>
    <OutDir>$(ProjectRootDir)/src/HostApplication/bin/$(Configuration)/$(TargetFramework)/plugins/$(MSBuildProjectName)</OutDir>
    <EnableDynamicLoading>true</EnableDynamicLoading>
  </PropertyGroup>
  
  <ItemGroup>
    <ProjectReference Include="$(ProjectRootDir)/src/Contracts/Contracts.csproj">
      <Private>false</Private>
      <ExcludeAssets>runtime</ExcludeAssets>
    </ProjectReference>

    <PackageReference Include="CPlugin.Net.Attributes" Version="1.0.0">
      <ExcludeAssets>runtime</ExcludeAssets>
    </PackageReference>
  </ItemGroup>
</Project>

Explanation

Configuration
<Configuration Condition="$(Configuration) == ''">Debug</Configuration>

If the $(Configuration) property is not defined, then by default it will be Debug. This is useful when you want to compile a particular plugin project with dotnet build, to ensure that the configuration is set even if its value is an empty string.

ProjectRootDir
<ProjectRootDir>$([MSBuild]::GetDirectoryNameOfFileAbove($(MSBuildThisFileDirectory), 'MyApp.sln'))</ProjectRootDir>

GetDirectoryNameOfFileAbove is MSBuild property function that allows you to search for a specific file in the parent directories.

Function signature:

GetDirectoryNameOfFileAbove(string startingDirectory, string fileName)

Description:

Locate and return the directory of a file in either the directory specified or a location in the directory structure above that directory.

In this case this function is used to obtain the root directory of the project, so the idea is to search the MyApp.sln file until it is found.

$(MSBuildThisFileDirectory) will give us the path where the current Directory.Build.props file is located (in this case it is MyApp/src/Plugins/).

OutDir
<OutDir>$(ProjectRootDir)/src/HostApplication/bin/$(Configuration)/$(TargetFramework)/plugins/$(MSBuildProjectName)</OutDir>

Once the root directory of the project is obtained, it is necessary to indicate where the compilation result of our plugins should be copied.

OutDir will contain these possible values:

/home/admin/MyApp/src/HostApplication/bin/Debug/net8.0/plugins/MyPlugin1/
/home/admin/MyApp/src/HostApplication/bin/Debug/net8.0/plugins/MyPlugin2/
/home/admin/MyApp/src/HostApplication/bin/Debug/net8.0/plugins/MyPlugin3/

Remember that the host application needs to know where to locate the plugins in order to load it.

EnableDynamicLoading
<EnableDynamicLoading>true</EnableDynamicLoading>

NuGet references are copied locally.

See EnableDynamicLoading.

This tag is necessary because the third-party dependencies used by the plugin must be copied to the output directory; otherwise, the host application may throw an exception when loading the plugins, because the NuGet references are not found.

References to projects
<ProjectReference Include="$(ProjectRootDir)/src/Contracts/Contracts.csproj">
    <Private>false</Private>
    <ExcludeAssets>runtime</ExcludeAssets>
</ProjectReference>

These are the contracts shared between the host application and the plugins and in order not to have to copy this same reference in each .csproj file of a plugin, we can add it at once in the Directory.Build.props file.

<Private>false</Private>. This tells MSBuild not to copy Contracts.dll to the plugin output directory.

<ExcludeAssets>runtime</ExcludeAssets>. This setting has the same effect as <Private>false</Private> but works on package references that the Contracts project or one of its dependencies may include.

The Contracts.dll assembly must only be copied to the output directory of the host application; otherwise, the FindSubtypesOf method will always return an empty enumerable.

<PackageReference Include="CPlugin.Net.Attributes" Version="1.0.0">
    <ExcludeAssets>runtime</ExcludeAssets>
</PackageReference>

<ExcludeAssets>runtime</ExcludeAssets>. This avoids having to copy CPlugin.Net.Attributes.dll and its dependencies to the plugin output directory.

Some plugins have a reference to the CPlugin.Net.Attributes package, so you should not copy the CPlugin.Net.Attributes.dll assembly to the plugin output directory. This is because the host application already contains such an assembly; otherwise, the FindSubtypesOf method will always return an empty enumerable.

See this thread: Why can't I copy assemblies like Example.Contracts.dll and CPlugin.Net.Attributes.dll to the plugin output directory?

Copy plugins to publishing directory

You need to add the package called CopyPluginsToPublishDirectory in the project file of the host application. This package allows to copy the plugins directory from the output directory (e.g. bin/Debug/net8.0) to the publish directory.

Example:

<Project Sdk="Microsoft.NET.Sdk">

  <PropertyGroup>
    <OutputType>Exe</OutputType>
  </PropertyGroup>

  <ItemGroup>
    <PackageReference Include="CopyPluginsToPublishDirectory" Version="1.0.0" />
  </ItemGroup>

</Project>

NOTE: Do not forget to compile the plugins before publishing. The easiest way is to have a solution file (.sln) with all the plugins so you can compile it at once.

Samples

You can find a complete and functional example in these projects:

References

Contribution

Any contribution is welcome! Remember that you can contribute not only in the code, but also in the documentation or even improve the tests.

Follow the steps below:

  • Fork it
  • Create your feature branch (git checkout -b my-new-change)
  • Commit your changes (git commit -am 'Add some change')
  • Push to the branch (git push origin my-new-change)
  • Create new Pull Request
Product Compatible and additional computed target framework versions.
.NET net6.0 is compatible.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 is compatible.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 is compatible.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
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