Why Build a Plugin System?
Key Concepts of a Plugin System
-
A shared contract (interface or base class) – This defines what every plugin should look like.
-
A way to load DLL files at runtime – This lets us bring in plugins without hardcoding them.
- A method to run the plugin logic – Once loaded, we need to execute the plugin’s work.
Step-by-Step Implementation
1. Define a Plugin Contract
Create a new Class Library project called PluginContracts. Inside, add this code:
public interface IPlugin
{
string Name { get; }
void Execute();
}
-
The Name property is just to identify the plugin.
-
The Execute() method is where the plugin will perform its work.
2. Create a Plugin Project
Now let’s build our first plugin. Create a Class Library project called HelloPlugin and add this code:
public class HelloPlugin : IPlugin
{
public string Name => "Hello Plugin";
public void Execute()
{
Console.WriteLine("Hello from the plugin!");
}
}
Key points:
-
This plugin implements IPlugin.
-
Its Execute() method prints a simple message.
- Build this project and you’ll get a .dll file (for example, HelloPlugin.dll).
3. Load Plugins in the Main App
In your main app, create a class called PluginLoader:
using System.Reflection;
using PluginContracts;
public class PluginLoader
{
public static IEnumerable<IPlugin> LoadPlugins(string pluginPath)
{
var plugins = new List<IPlugin>();
foreach (var file in Directory.GetFiles(pluginPath, "*.dll"))
{
var asm = Assembly.LoadFrom(file);
var types = asm.GetTypes().Where(t => typeof(IPlugin).IsAssignableFrom(t) && !t.IsInterface);
foreach (var type in types)
{
if (Activator.CreateInstance(type) is IPlugin plugin)
{
plugins.Add(plugin);
}
}
}
return plugins;
}
}
Here’s what happens:
-
The app looks inside a folder (like /Plugins) for all .dll files.
-
It loads each DLL into memory using Assembly.LoadFrom().
- It checks if the DLL has any classes that implement IPlugin.
- If yes, it creates an instance of that plugin and adds it to the list.
4. Run the Plugins
Now let’s actually run them:
var plugins = PluginLoader.LoadPlugins("Plugins");
foreach (var plugin in plugins)
{
Console.WriteLine($"Running {plugin.Name}...");
plugin.Execute();
}
This will:
-
Find all plugins in the Plugins folder.
-
Print their names.
- Run their Execute() method.
So if you put HelloPlugin.dll in the folder, the app will output:
Running Hello Plugin...
Hello from the plugin!
Bonus: Advanced Enhancements
Real-World Use Cases
-
IDE extensions – Visual Studio and VS Code load plugins for themes, tools, and language support.
-
Game mods – Many games allow fans to add custom weapons, maps, or logic using plugins.
- Business rule engines – Enterprises add new policies or calculation rules without changing the main system.
- Reporting tools – Add new types of reports as plugins without touching the base app.
Wrapping Up
-
More flexible
-
Easier to customize
- Ready for the future
Conclusion
-
Upgrade old apps,
-
Add modular functionality, or
- Build a new extensible system from scratch...
Ready to make your .NET app future-proof? Let’s talk about building your plugin-powered system today.
Brijesh Hirapara
A highly skilled .NET Full Stack Developer proficient in MVC, .NET Core, C#, SQL, jQuery. Committed to delivering efficient, high-quality solutions by simplifying complex projects with technical expertise and innovative thinking.
Reply