This library helps you manage dependencies that you want to bundle with your .NET standard assembly. Originally it was developed to be used with native shared libraries, but you can bundle any file you want.
The main feature of this library is cross-platform support. You tell it which dependencies are for which platform, and LibraryManager
will extract and load relevant files under each patform.
Put your dependencies somewhere relative to your project. Let's assume you have one library compiled for each platform: TestLib.dll
for Windows, libTestLib.so
for Linux and libTestLib.dylib
for macOs. Add these files as embedded resources to your .csproj
as follows:
<Project Sdk="Microsoft.NET.Sdk">
<!-- Some other stuff here -->
<ItemGroup>
<EmbeddedResource Include="libTestLib.dylib" />
<EmbeddedResource Include="libTestLib.so" />
<EmbeddedResource Include="TestLib.dll" />
</ItemGroup>
</Project>
Now your dependencies will be compiled into your assembly as resources.
private static void Main(string[] args)
{
var accessor = new ResourceAccessor(Assembly.GetExecutingAssembly());
var libManager = new LibraryManager(
new LibraryItem(Platform.MacOs, Bitness.x64,
new LibraryFile("libTestLib.dylib", accessor.Binary("libTestLib.dylib"))),
new LibraryItem(Platform.Windows, Bitness.x64,
new LibraryFile("TestLib.dll", accessor.Binary("TestLib.dll"))),
new LibraryItem(Platform.Linux, Bitness.x64,
new LibraryFile("libTestLib.so", accessor.Binary("libTestLib.so"))));
libManager.LoadNativeLibrary();
// Library is loaded, other code here
}
Each LibraryItem specifies a bundle of files that should be extracted for a specific platform. It this case we create 3 instances to
support Windows, Linux and MacOs โ all 64-bit. LibraryItem takes any number of LibraryFile objects. With these objects you specify
the extracted file name and an actual binary file in the form of byte array. This is where ResourceAccessor
comes in handy.
We should note that resource name you pass to ResourceAccessor is just a path to original file relative to project root with slashes
\\
replaced with dots .
So, for example, if we place some file in Foo\Bar\lib.dll
project folder, we would adderss it as:
accessor.Binary("Foo.Bar.lib.dll")
LibraryManager
extracts your dependencies to current process' current directory. This is the only reliable way to use [DllImport]
on all
three platforms.
If your current directory isn't writable, you are generally out of luck. You can use an overload of LibraryManager
's constructor which accepts
a custom target directory, but then you need to do one of the following:
- Ensure that target directory that you specify is discoverable by system library loader. The safest bet is to ensure it's on your
PATH
before the whole process starts. - Enable explicit library loading with
LibraryManager.LoadLibraryExplicit
(read the next section for details). This will not work on MacOs. If your target path is not discoverable by system library loader,dlopen
will succeed on MacOs, but your P/Invoke calls will fail. This problem can be mitigated by manually resolving function pointers, but this approach is not yet implemented in this library.
Warning! Explicit library loading on MacOs IS USELESS, and your P/Invoke call will fail unless library path is discoverable by system library
loader (by adding target path to LD_LIBRARY_PATH
or PATH
before running your app, for example).
In previous versions of NativeLibraryManager
the default behavior was to explicitly load every file using LoadLibraryEx
on Windows
and dlopen
on Linux (explit loading wasn't implemented for MacOs). This approach was quite rigid and caused at least two problems:
- There might have been some supporting files which didn't require explicit loading. You couldn't load some files and not load the others.
- You should have observed a specific order in which you defined
LibraryFile
s if some of them were dependent on others.
Starting from v. 1.0.21
explicit loading is disabled by default.
Nevertheless, sometimes you might want to load libraries explicitly. To do so, set LibraryManager.LoadLibraryExplicit
to True
before
calling LibraryManager.LoadNativeLibrary()
.
You can also set LibraryFile.CanLoadExplicitly
to False
for supporting files, which you want to exclude from explicit loading.
When LibraryManager.LoadLibraryExplicit
is True
, LoadLibraryEx
will be called to explicitly load libraries on Windows, and
dlopen
will be called on Linux and MacOs.
As mentioned earlier, there is a restriction when explicitly loading dependencies. If your native library depends on other native
libraries, which you would also like to bundle with you assembly, you should observe a special order in which you specify LibraryFile
items.
You should put libraries with no dependencies ("leaves") first, and dependent libraries last. Use ldd
on Linux or Dependency Walker
on
Windows to discover the dependecies in your libraries.
LibraryManager
writes a certain amount of logs in case you would like to debug something. This library uses .NET Core
Microsoft.Extensions.Logging
abstraction, so in order to enable logging, just obtain an instance of
Microsoft.Extensions.Logging.ILoggerFactory
and pass it as a parameter to LibraryManager
constructor.