Awesome
Creating Platform Plugins
There are a few ways to create a plugin or bait-and-switch library which permits the use of platform-specific code from a cross-platform project:
- Shared Project
All the code exists in a single shared project, controlled with#if
preprocessor directives. This is good for projects with a large API but only a small set of platform-specific code. - Mixed Projects
The code exists in both the shared and platform projects. The code still has a few#if
preprocessor directives, but the main implementation logic has been moved to the platform projects. This is good for projects that have a few platform differences, but those differences require more complex code. - Abstracted Project
The code is split between a base/core project which defines the public API using a set of interfaces, and then a series of platform projects which independently define the implementation of those interfaces. This is good for projects with larger APIs as well as for libraries that needs to support third-party extensions or platforms. - Mixed Projects with Abstraction
The code exists in both the shared and platform projects. Instead of relying of many API matching or numerous#if
preprocessor directives, the public API is abstracted out into an interface which can be implemented on each platform separately. - Multi-Targeting
All the code lives in a single project, which is set up to produce multiple platform assemblies. The actual implementation may be to use a set of#if
preprocessor directives or it may be to abstract interfaces. - Generated Projects
All the code lives in the platform projects, and then the cross-platform code is genertaed using GenAPI. This is good for projects that have a cross-platform API, but has a large amount of platform-specific code.
Bait-And-Switch
The concept of a bait-and-switch NuGet is very simple and consists of 2 or more assemblies with the same name:
- a dummy assembly, named
AssemblyName.dll
- the real assembly, also named
AssemblyName.dll
The process of using a bait-and-switch is to compile against the dummy assembly and then to run against the real assembly.
The Problem
The reason this whole process is required is simply because a .NET Standard library or PCL cannot reference a platform-specific project.
An example scenario would be to fetch the current device's screen density. This is a very device-specific process, and there is no way to do this from a .NET Standard library.
A .NET Standard library may be required because the app is a Xamarin.Forms app, which is designed to be written in a .NET Standard library. Or the library may be targeting multiple platforms, and needs to be consumable from any .NET Standard-compliant platform - such as .NET Core or Unity.
The Solution
Bait-and-switch is a process in which to "trick" the app into thinking that it is using a .NET Standard library, but in fact is using a platform library. This is typically easy to do as assemblies are loaded by name. So, as long as the final assembly names match, the app will never know that the assembly it is running with is not the same as the one it was compiled with.
Obviously, the public types must also match otherwise there will be a runtime error when the app attempts to access a member, but it does not exist.
The dummy assembly doesn't have to do anything (it usually just throws an exception), it just needs to have the same name as the platform assembly and have the same public types and members.
An Example Library
Assume that there is some requirement for a .NET Standard library that fetches the screen density. Assume this is the required/desired API:
public static class Screen
{
public static double GetDensity();
}
As can be seen, the API is pure BCL and does not appear to require any platform types. Since nothing can be done in the dummy .NET Standard library to fetch the screen density, the only thing to do is to throw an exception:
public static class Screen
{
public static double GetDensity()
{
throw new PlatformNotSupportedException();
}
}
The exception should never actually be thrown at runtime, because this assembly is never going to make it into the final app. This assembly is purely for the compiler during the compilation of the consumer .NET Standard library.
But, the actual implementation is very platform-specific - such as with the iOS implementation:
public static class Screen
{
public static double GetDensity()
{
return UIScreen.MainScreen.Scale;
}
}
The type UIScreen
is only available on iOS, will only ever be available on
iOS and this type will never reach .NET Standard definition. The only way to
create this library is to create an iOS library, but this means that it will
not be consumable from any .NET Standard library.
Both the dummy .NET Standard library and the platform library must be compiled with the same name. Then, the consumer .NET Standard library references the dummy .NET Standard library and the consumer app references the platform library.
If a NuGet is created, then the work will be done automatically and the only step that needs to be taken is to ensure that both the app and the consumer .NET Standard library reference that NuGet.
The NuGet Package
Since most of the work is actually done by NuGet, the definition of the .nuspec (or the .csproj for multi-targeting) is very important. NuGet will always choose the more specific platform.
If there is an assembly for netstandard
, MonoAndroid
and MonoAndroid70
,
depending on the destination project, NuGet will select the assembly that best
fits:
- for a Android v7.0+ project, the
MonoAndroid70
assembly will be selected - for a Android v1.0+ project, the
MonoAndroid
assembly will be selected - for any other project type, the
netstandard
assembly will be selected
More information on creating NuGet packages can be found in the NuGet
documentation:
https://docs.microsoft.com/en-us/nuget/create-packages/creating-a-package
Example NuGet Package
There are many elements that can be used to customize the package, but only a few are required to create a bait-and-switch package:
<?xml version="1.0"?>
<package>
<metadata>
<!-- the unique package ID -->
<id>PackageId</id>
<!-- the current version of the package -->
<version>1.0.0</version>
<!-- the authors text for the gallery -->
<authors>FirstName LastName</authors>
<!-- the description for the package manager UI -->
<description>Package description here.</description>
</metadata>
<files>
<!-- the platform-specific assembly for Android -->
<file src="output/android/Library.dll" target="lib/MonoAndroid" />
<!-- the platform-specific assembly for iOS -->
<file src="output/ios/Library.dll" target="lib/Xamarin.iOS" />
<!-- the platform-specific assembly for UWP -->
<file src="output/uwp/Library.dll" target="lib/uap10.0" />
<!-- the bait assembly -->
<file src="output/netstandard/Library.dll" target="lib/netstandard" />
</files>
</package>