多项目C#解决方案双向引用问题求助
AppName.Common the Best Solution? Short answer: Yes, it’s not just a good solution—it’s the standard approach for solving this exact circular dependency problem in .NET. Let me break this down for you:
Why Circular References Are a Problem
First, let’s recap why you can’t have AppName referencing AppName.Game and vice versa: .NET explicitly blocks circular project references to prevent tightly coupled code that’s hard to maintain, test, and compile. Your AppName.Game needing access to AppName’s Logger creates this exact conflict.
How AppName.Common Fixes This
The fix is to extract shared, cross-cutting components (like your Logger class) into a separate, neutral project that both AppName and AppName.Game can reference. Here’s how it works:
- Move your
Loggerclass (or even better, anILoggerinterface plus any shared logging utilities) intoAppName.Common. - Have
AppNamereference bothAppName.CommonandAppName.Game. - Have
AppName.Gamereference onlyAppName.Common.
This breaks the circular dependency, keeps your code DRY, and follows the Dependency Inversion Principle—both projects depend on an abstraction (the shared common project) rather than on each other.
Industry General Practices for .NET Solution Structuring
Beyond just fixing your logging issue, here’s how teams typically structure solutions like yours:
AppName.Common/AppName.Shared: For universal, non-business-specific code—logging, helper utilities, constants, base models, or shared interfaces.AppName.Core(optional but common): If you have domain-specific business logic, core entities, or business rules that multiple projects need, this is where they live. Sometimes teams merge this withCommonif the solution is small.AppName.Game: Your game simulator’s core logic, which depends only onCommon/Core(no direct dependency on the mainAppNameproject).AppName: The entry point (console app, WPF, etc.) that coordinates all other projects, referencesGameandCommon/Core, and handles startup logic.
Bonus: Use Dependency Injection for Even Looser Coupling
To take this a step further, define an ILogger interface in AppName.Common, then implement that interface in your main AppName project. Use .NET’s built-in dependency injection to pass the logger instance to AppName.Game when it’s initialized. This way, AppName.Game only depends on the abstract ILogger interface, not the concrete implementation in AppName—making your code even more flexible and testable.
A Quick Note on Over-Splitting
While splitting into projects is great, don’t overdo it. If your solution is small (just a main app and game module), a single AppName.Common project is more than enough. Only split further if you start adding more modules (like AppName.API, AppName.Controllers) that need their own shared components.
内容的提问来源于stack exchange,提问作者user5405648

