I'm doing exactly what you're looking for in my rules engine, which uses CS-Script for dynamically compiling, loading, and running C#. It should be easily translatable into what you're looking for, and I'll give an example. First, the code (stripped-down):
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using CSScriptLibrary;
namespace RulesEngine
{
/// <summary>
/// Make sure <typeparamref name="T"/> is an interface, not just any type of class.
///
/// Should be enforced by the compiler, but just in case it's not, here's your warning.
/// </summary>
/// <typeparam name="T"></typeparam>
public class RulesEngine<T> where T : class
{
public RulesEngine(string rulesScriptFileName, string classToInstantiate)
: this()
{
if (rulesScriptFileName == null) throw new ArgumentNullException("rulesScriptFileName");
if (classToInstantiate == null) throw new ArgumentNullException("classToInstantiate");
if (!File.Exists(rulesScriptFileName))
{
throw new FileNotFoundException("Unable to find rules script", rulesScriptFileName);
}
RulesScriptFileName = rulesScriptFileName;
ClassToInstantiate = classToInstantiate;
LoadRules();
}
public T @Interface;
public string RulesScriptFileName { get; private set; }
public string ClassToInstantiate { get; private set; }
public DateTime RulesLastModified { get; private set; }
private RulesEngine()
{
@Interface = null;
}
private void LoadRules()
{
if (!File.Exists(RulesScriptFileName))
{
throw new FileNotFoundException("Unable to find rules script", RulesScriptFileName);
}
FileInfo file = new FileInfo(RulesScriptFileName);
DateTime lastModified = file.LastWriteTime;
if (lastModified == RulesLastModified)
{
// No need to load the same rules twice.
return;
}
string rulesScript = File.ReadAllText(RulesScriptFileName);
Assembly compiledAssembly = CSScript.LoadCode(rulesScript, null, true);
@Interface = compiledAssembly.CreateInstance(ClassToInstantiate).AlignToInterface<T>();
RulesLastModified = lastModified;
}
}
}
This will take an interface of type T, compile a .cs file into an assembly, instantiate a class of a given type, and align that instantiated class to the T interface. Basically, you just have to make sure the instantiated class implements that interface. I use properties to setup and access everything, like so:
private RulesEngine<IRulesEngine> rulesEngine;
public RulesEngine<IRulesEngine> RulesEngine
{
get
{
if (null == rulesEngine)
{
string rulesPath = Path.Combine(Application.StartupPath, "Rules.cs");
rulesEngine = new RulesEngine<IRulesEngine>(rulesPath, typeof(Rules).FullName);
}
return rulesEngine;
}
}
public IRulesEngine RulesEngineInterface
{
get { return RulesEngine.Interface; }
}
For your example, you want to call Run(), so I'd make an interface that defines the Run() method, like this:
public interface ITestRunner
{
void Run();
}
Then make a class that implements it, like this:
public class TestRunner : ITestRunner
{
public void Run()
{
// implementation goes here
}
}
Change the name of RulesEngine to something like TestHarness, and set your properties:
private TestHarness<ITestRunner> testHarness;
public TestHarness<ITestRunner> TestHarness
{
get
{
if (null == testHarness)
{
string sourcePath = Path.Combine(Application.StartupPath, "TestRunner.cs");
testHarness = new TestHarness<ITestRunner>(sourcePath , typeof(TestRunner).FullName);
}
return testHarness;
}
}
public ITestRunner TestHarnessInterface
{
get { return TestHarness.Interface; }
}
Then, anywhere you want to call it, you can just run:
ITestRunner testRunner = TestHarnessInterface;
if (null != testRunner)
{
testRunner.Run();
}
It would probably work great for a plugin system, but my code as-is is limited to loading and running one file, since all of our rules are in one C# source file. I would think it'd be pretty easy to modify it to just pass in the type/source file for each one you wanted to run, though. You'd just have to move the code from the getter into a method that took those two parameters.
Also, use your IRunnable in place of ITestRunner.