com.wallstop-studios.dxmessaging 2.1.7 → 2.1.8

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Files changed (1404) hide show
  1. package/CHANGELOG.md +6 -0
  2. package/package.json +25 -1
  3. package/.artifacts/SourceGenerators.Tests/TestResults/0e800bba-2376-4062-bb19-cf916d3083a1/coverage.cobertura.xml +0 -2624
  4. package/.artifacts/SourceGenerators.Tests/TestResults/260ab294-e640-4674-9ae9-29b5344c0540/coverage.cobertura.xml +0 -2624
  5. package/.artifacts/SourceGenerators.Tests/TestResults/31c02772-7d85-4466-a2c4-93742725076e/coverage.cobertura.xml +0 -2624
  6. package/.artifacts/SourceGenerators.Tests/TestResults/ca4d2ef2-0c53-49dc-91b5-039938571ed8/coverage.cobertura.xml +0 -2624
  7. package/.artifacts/SourceGenerators.Tests/TestResults/f6cadd7e-1bf5-44b0-9351-47426600fc69/coverage.cobertura.xml +0 -2624
  8. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/.msCoverageSourceRootsMapping_WallstopStudios.DxMessaging.SourceGenerators.Tests +0 -0
  9. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/CoverletSourceRootsMapping_WallstopStudios.DxMessaging.SourceGenerators.Tests +0 -0
  10. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.ApplicationInsights.dll +0 -0
  11. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.CodeAnalysis.CSharp.dll +0 -0
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  13. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.TestPlatform.AdapterUtilities.dll +0 -0
  14. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.TestPlatform.CommunicationUtilities.dll +0 -0
  15. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.TestPlatform.CoreUtilities.dll +0 -0
  16. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.TestPlatform.CrossPlatEngine.dll +0 -0
  17. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.TestPlatform.PlatformAbstractions.dll +0 -0
  18. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.TestPlatform.Utilities.dll +0 -0
  19. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.Testing.Extensions.MSBuild.dll +0 -0
  20. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.Testing.Extensions.Telemetry.dll +0 -0
  21. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.Testing.Extensions.TrxReport.Abstractions.dll +0 -0
  22. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.Testing.Extensions.VSTestBridge.dll +0 -0
  23. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.Testing.Platform.dll +0 -0
  24. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.VisualStudio.CodeCoverage.Shim.dll +0 -0
  25. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Microsoft.VisualStudio.TestPlatform.Common.dll +0 -0
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  27. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/NUnit3.TestAdapter.dll +0 -0
  28. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/Newtonsoft.Json.dll +0 -0
  29. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/WallstopStudios.DxMessaging.SourceGenerators.Tests.deps.json +0 -872
  30. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/WallstopStudios.DxMessaging.SourceGenerators.Tests.dll +0 -0
  31. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/WallstopStudios.DxMessaging.SourceGenerators.Tests.runtimeconfig.json +0 -13
  32. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/WallstopStudios.DxMessaging.SourceGenerators.dll +0 -0
  33. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/cs/Microsoft.CodeAnalysis.CSharp.resources.dll +0 -0
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  40. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/cs/Microsoft.Testing.Extensions.Telemetry.resources.dll +0 -0
  41. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/cs/Microsoft.Testing.Extensions.VSTestBridge.resources.dll +0 -0
  42. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/cs/Microsoft.Testing.Platform.resources.dll +0 -0
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  45. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/de/Microsoft.CodeAnalysis.CSharp.resources.dll +0 -0
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  60. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/es/Microsoft.TestPlatform.CommunicationUtilities.resources.dll +0 -0
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  64. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/es/Microsoft.Testing.Extensions.Telemetry.resources.dll +0 -0
  65. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/es/Microsoft.Testing.Extensions.VSTestBridge.resources.dll +0 -0
  66. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/es/Microsoft.Testing.Platform.resources.dll +0 -0
  67. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/es/Microsoft.VisualStudio.TestPlatform.Common.resources.dll +0 -0
  68. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/es/Microsoft.VisualStudio.TestPlatform.ObjectModel.resources.dll +0 -0
  69. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/fr/Microsoft.CodeAnalysis.CSharp.resources.dll +0 -0
  70. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/fr/Microsoft.CodeAnalysis.resources.dll +0 -0
  71. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/fr/Microsoft.TestPlatform.AdapterUtilities.resources.dll +0 -0
  72. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/fr/Microsoft.TestPlatform.CommunicationUtilities.resources.dll +0 -0
  73. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/fr/Microsoft.TestPlatform.CoreUtilities.resources.dll +0 -0
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  76. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/fr/Microsoft.Testing.Extensions.Telemetry.resources.dll +0 -0
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  81. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/it/Microsoft.CodeAnalysis.CSharp.resources.dll +0 -0
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  84. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/it/Microsoft.TestPlatform.CommunicationUtilities.resources.dll +0 -0
  85. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/it/Microsoft.TestPlatform.CoreUtilities.resources.dll +0 -0
  86. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/it/Microsoft.TestPlatform.CrossPlatEngine.resources.dll +0 -0
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  88. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/it/Microsoft.Testing.Extensions.Telemetry.resources.dll +0 -0
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  93. package/.artifacts/SourceGenerators.Tests/bin/Debug/net9.0/ja/Microsoft.CodeAnalysis.CSharp.resources.dll +0 -0
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- # DxMessaging Patterns: Real-World Solutions
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-
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- [← Back to Index](../getting-started/index.md) | [Getting Started](../getting-started/getting-started.md) | [Message Types](../concepts/message-types.md) | [Samples](https://github.com/wallstop/DxMessaging/tree/master/Samples~)
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-
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- ---
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-
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- **You're here because:** You understand DxMessaging basics, now you want to see "How do I actually build X?"
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-
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- ## What you'll find
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-
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- - **Basic Patterns** - Fundamental building blocks (scene transitions, commands, observability)
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- - **Advanced Patterns** - Power user techniques (diagnostics, testing, legacy integration)
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- - **Scale Patterns** - Examples for larger systems (100+ entities, cross-scene systems, large UI)
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-
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- ### Reading guide
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-
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- - **New to DxMessaging?** Start with Basic Patterns 1-8
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- - **Intermediate user?** Jump to Advanced Patterns 9-12
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- - **Building at scale?** Go straight to Real-World Scale Patterns
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- - **Specific problem?** Use Ctrl+F / Cmd+F to search
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-
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- **Philosophy:** These patterns address common challenges teams face when building messaging systems.
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-
24
- ---
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-
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- ## Quick Links: "I Want To..."
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-
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- ### Find your use case, jump to the pattern
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-
30
- | I want to... | Go to |
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- | -------------------------------------------- | ------------------------------------------------------------------------------------------------------------ |
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- | Make UI react to gameplay | [Pattern 2: Directed Commands](#2-directed-commands-targeted) |
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- | Coordinate scene transitions | [Pattern 1: Scene-wide Events](#1-scene-wide-events-untargeted) |
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- | Build an achievement system | [Pattern 3: Observability](#3-observability-broadcast) + [Global Accept-All](#10-global-accept-all-handlers) |
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- | Validate input/damage before it happens | [Pattern 4: Interceptors](#4-validation-and-normalization-interceptors) |
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- | Add analytics without touching gameplay | [Pattern 5: Post-Processors](#5-analyticslogging-post-processors) |
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- | Track ALL damage from ANY entity | [Pattern: Managing 100+ Entities](#pattern-managing-100-combat-entities) |
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- | Build a large UI system (20+ panels) | [Pattern: Large-Scale UI](#pattern-large-scale-ui-system-20-panels) |
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- | Make systems run in a specific order | [Pattern: Priority Ordering](#pattern-priority-ordered-execution-for-complex-systems) |
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- | Test in isolation | [Pattern 6: Local Bus Islands](#6-local-bus-islands) |
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- | Migrate from C# events | [Pattern 9: Bridging Legacy](#9-bridging-legacy-unity-messaging) |
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- | Handle persistent systems across scene loads | [Pattern: Cross-Scene Persistent](#pattern-cross-scene-persistent-systems) |
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- | See what's happening (debug message flow) | [Pattern 11: Diagnostics](#11-diagnostics-and-tuning) |
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- | Build a battle royale / large multiplayer | [Pattern: Battle Royale Example](#real-world-production-example-battle-royale-game) |
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- | Use with Scriptable Object Architecture | [Pattern 14: SOA Compatibility](#14-compatibility-with-scriptable-object-architecture-soa) |
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-
47
- ---
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-
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- ## Table of Contents
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-
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- ### Basic Patterns
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-
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- - [Scene-wide Events (Untargeted)](#1-scene-wide-events-untargeted)
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- - [Directed Commands (Targeted)](#2-directed-commands-targeted)
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- - [Observability (Broadcast)](#3-observability-broadcast)
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- - [Validation and Normalization (Interceptors)](#4-validation-and-normalization-interceptors)
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- - [Analytics and Logging (Post-Processors)](#5-analyticslogging-post-processors)
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- - [Local Bus Islands](#6-local-bus-islands)
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- - [Lifecycle Pattern in Unity](#7-lifecycle-pattern-in-unity)
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- - [Cross-Scene Messaging](#8-cross-scene-messaging)
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-
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- ### Advanced Patterns
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-
64
- - [Bridging Legacy Unity Messaging](#9-bridging-legacy-unity-messaging)
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- - [Global Accept-All Handlers](#10-global-accept-all-handlers)
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- - [Diagnostics and Tuning](#11-diagnostics-and-tuning)
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- - [Testing](#12-testing)
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- - [Compatibility with Scriptable Object Architecture (SOA)](#14-compatibility-with-scriptable-object-architecture-soa)
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-
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- ### Real-World Scale Patterns
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-
72
- - [Managing 100+ Combat Entities](#pattern-managing-100-combat-entities)
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- - [Cross-Scene Persistent Systems](#pattern-cross-scene-persistent-systems)
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- - [Large-Scale UI System (20+ Panels)](#pattern-large-scale-ui-system-20-panels)
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- - [Priority-Ordered Execution](#pattern-priority-ordered-execution-for-complex-systems)
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- - [Efficient Interception at Scale](#pattern-efficient-interception-at-scale)
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- - [Post-Processing for Analytics at Scale](#pattern-post-processing-for-analytics-at-scale)
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- - [Performance Optimization Patterns](#performance-optimization-patterns-at-scale)
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- - [Production Example: Battle Royale Game](#real-world-production-example-battle-royale-game)
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-
81
- ---
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-
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- ### Important: Inheritance with MessageAwareComponent
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-
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- - Many examples derive from `MessageAwareComponent`. **When overriding hooks, you MUST call the base method.**
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- - **Always call `base.RegisterMessageHandlers()` FIRST** in your override to preserve default string‑message registrations and parent class registrations.
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- - **CRITICAL**: Call `base.OnEnable()` / `base.OnDisable()` if you override lifecycle methods; otherwise your token may never enable/disable.
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- - **CRITICAL**: Call `base.Awake()` if you override `Awake()`; otherwise your token won't be created.
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- - To opt out of string demos, override `RegisterForStringMessages => false` instead of skipping the base call.
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- - **Don't use `new` to hide methods** (e.g., `new void OnEnable()`); always use `override` and call `base.*`.
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-
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- Registration timing (pit of success)
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-
94
- - **Prefer `Awake()` for all message handler registration**—this is when `MessageAwareComponent` calls `RegisterMessageHandlers()`.
95
- - Avoid registering in `Start()` unless you have a specific order-of-execution reason.
96
- - Early registration in `Awake()` ensures your handlers are ready before other components' `Start()` methods run.
97
-
98
- ## 1) Scene-wide Events (Untargeted)
99
-
100
- Use untargeted messages for global state changes that any system might care about. Keep messages small and immutable.
101
-
102
- ```csharp
103
- using DxMessaging.Core.Messages;
104
- using DxMessaging.Core.Attributes;
105
- using DxMessaging.Core.Extensions;
106
-
107
- [DxUntargetedMessage]
108
- [DxAutoConstructor]
109
- public readonly partial struct SceneLoaded
110
- {
111
- public readonly int buildIndex;
112
- }
113
-
114
- // Sender
115
- var evt = new SceneLoaded(UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex);
116
- evt.Emit();
117
-
118
- // Listener
119
- _ = token.RegisterUntargeted<SceneLoaded>(OnSceneLoaded);
120
- void OnSceneLoaded(ref SceneLoaded m) => RefreshUI();
121
- ```
122
-
123
- ## 2) Directed Commands (Targeted)
124
-
125
- Target a specific `GameObject`/`Component` when you want direct control.
126
-
127
- ```csharp
128
- using DxMessaging.Core.Messages;
129
- using DxMessaging.Core.Attributes;
130
- using DxMessaging.Core.Extensions;
131
-
132
- [DxTargetedMessage]
133
- [DxAutoConstructor]
134
- public readonly partial struct Heal { public readonly int amount; }
135
-
136
- // Sender
137
- var heal = new Heal(10);
138
- heal.EmitComponentTargeted(this);
139
-
140
- // Listener (on the hero)
141
- _ = token.RegisterComponentTargeted<Heal>(this, OnHeal);
142
- void OnHeal(ref Heal m) => ApplyHeal(m.amount);
143
- ```
144
-
145
- ## 3) Observability (Broadcast)
146
-
147
- Broadcast from a source; any listener can observe.
148
-
149
- ```csharp
150
- using DxMessaging.Core.Messages;
151
- using DxMessaging.Core.Attributes;
152
- using DxMessaging.Core.Extensions;
153
- using DxMessaging.Core; // InstanceId
154
-
155
- [DxBroadcastMessage]
156
- [DxAutoConstructor]
157
- public readonly partial struct TookDamage { public readonly int amount; }
158
-
159
- // Sender
160
- var hit = new TookDamage(5);
161
- hit.EmitGameObjectBroadcast(enemyGO);
162
-
163
- // Listener: observe every source
164
- _ = token.RegisterBroadcastWithoutSource<TookDamage>(OnAnyTookDamage);
165
- void OnAnyTookDamage(InstanceId src, TookDamage m) => Log(src, m);
166
- ```
167
-
168
- ## 4) Validation and Normalization (Interceptors)
169
-
170
- Use interceptors to enforce rules before handlers run.
171
-
172
- ```csharp
173
- using DxMessaging.Core; // MessageHandler
174
-
175
- var bus = MessageHandler.MessageBus;
176
- _ = token.RegisterBroadcastInterceptor<TookDamage>((ref InstanceId source, ref TookDamage m) =>
177
- {
178
- if (m.amount <= 0) return false; // cancel
179
- m = new TookDamage(Math.Min(m.amount, 999)); // clamp
180
- return true;
181
- }, priority: 0);
182
- ```
183
-
184
- ## 5) Analytics/Logging (Post-Processors)
185
-
186
- Post-processors run after handlers—ideal for metrics.
187
-
188
- ```csharp
189
- _ = token.RegisterUntargetedPostProcessor<SceneLoaded>((ref SceneLoaded m) => Metrics.TrackScene(m.buildIndex));
190
- ```
191
-
192
- ## 6) Local Bus Islands
193
-
194
- `MessageHandler.MessageBus` is the global bus. For isolation, use your own `MessageBus` instance and pass it to the token factory.
195
-
196
- ```csharp
197
- using DxMessaging.Core;
198
- using DxMessaging.Core.MessageBus;
199
-
200
- var localBus = new MessageBus();
201
- var token = MessageRegistrationToken.Create(handler, localBus);
202
- ```
203
-
204
- ## 7) Lifecycle Pattern in Unity
205
-
206
- - **Stage registrations in `Awake()`** (preferred) or `Start()` (only if order-dependent).
207
- - Call `token.Enable()` in `OnEnable` and `token.Disable()` in `OnDisable`.
208
- - Use `MessageAwareComponent` to avoid boilerplate—it handles all of this automatically.
209
-
210
- Why Awake over Start?
211
-
212
- - `Awake()` runs before any `Start()` methods, ensuring your handlers are ready early.
213
- - Other components may emit messages in their `Start()` methods—registering in `Awake()` ensures you don't miss them.
214
- - `MessageAwareComponent` automatically calls `RegisterMessageHandlers()` in `Awake()`, following this best practice.
215
-
216
- Side‑by‑side: lifecycle
217
-
218
- Before
219
-
220
- ```csharp
221
- void Awake() { /* register */ }
222
- void OnDestroy() { /* maybe unregister (often forgotten) */ }
223
- ```
224
-
225
- After (token)
226
-
227
- ```csharp
228
- void Awake() { /* stage registrations - PREFERRED */ }
229
- void OnEnable() { token.Enable(); }
230
- void OnDisable() { token.Disable(); }
231
- ```
232
-
233
- ## 8) Cross-Scene Messaging
234
-
235
- Untargeted messages flow anywhere; targeted/broadcast require a valid `InstanceId`. For cross-scene, ensure the target/source object exists when you emit.
236
-
237
- ## 9) Bridging Legacy Unity Messaging
238
-
239
- `ReflexiveMessage` mirrors `SendMessage*` patterns but keeps you in the bus pipeline.
240
-
241
- ```csharp
242
- using DxMessaging.Core;
243
- using DxMessaging.Core.Messages;
244
-
245
- var msg = new ReflexiveMessage("OnHit", ReflexiveSendMode.Upwards, 10);
246
- msg.EmitGameObjectTargeted(someGameObject);
247
- ```
248
-
249
- ## 10) Global Accept-All Handlers
250
-
251
- Use when building tools or inspectors that want to observe everything.
252
-
253
- ```csharp
254
- _ = token.RegisterGlobalAcceptAll(
255
- (ref IUntargetedMessage m) => Debug.Log($"Untargeted {m.MessageType}"),
256
- (ref InstanceId target, ref ITargetedMessage m) => Debug.Log($"Targeted {m.MessageType} to {target}"),
257
- (ref InstanceId source, ref IBroadcastMessage m) => Debug.Log($"Broadcast {m.MessageType} from {source}")
258
- );
259
-
260
- Do’s
261
-
262
- - Use global accept‑all in tooling and debug inspectors.
263
- - Prefer specific registrations for gameplay code to avoid surprises.
264
- ```
265
-
266
- ## 11) Diagnostics and Tuning
267
-
268
- - Enable `IMessageBus.GlobalDiagnosticsMode` in Editor or per-token.
269
- - Adjust `IMessageBus.GlobalMessageBufferSize` for deeper history (Editor settings UI provided).
270
- - Wire `MessagingDebug.LogFunction` to Unity’s console to see warnings/errors.
271
-
272
- ## 12) Testing
273
-
274
- - Construct messages directly and emit via extension helpers.
275
- - Use a local `MessageBus` per test to avoid global state.
276
- - Wrap handlers to increment counters or assert payloads.
277
-
278
- ## 13) Real-World Scale: Beyond Toy Examples
279
-
280
- Most documentation shows simple, small-scale examples. Here's how DxMessaging behaves at production scale.
281
-
282
- ### Pattern: Managing 100+ Combat Entities
283
-
284
- **Challenge:** Track damage, healing, status effects for a large battlefield without performance collapse.
285
-
286
- ```csharp
287
- using DxMessaging.Core.Messages;
288
- using DxMessaging.Core.Attributes;
289
- using DxMessaging.Core.Extensions;
290
- using DxMessaging.Core;
291
-
292
- // Messages
293
- [DxBroadcastMessage]
294
- [DxAutoConstructor]
295
- public readonly partial struct EntityDamaged {
296
- public readonly int amount;
297
- public readonly string damageType;
298
- }
299
-
300
- [DxBroadcastMessage]
301
- [DxAutoConstructor]
302
- public readonly partial struct EntityHealed { public readonly int amount; }
303
-
304
- // Entity: Each of 100+ entities emits events
305
- public class CombatEntity : MessageAwareComponent {
306
- public void TakeDamage(int amount, string type) {
307
- health -= amount;
308
- var msg = new EntityDamaged(amount, type);
309
- msg.EmitGameObjectBroadcast(gameObject);
310
- }
311
- }
312
-
313
- // Combat UI: Tracks specific enemy (targeted observation)
314
- public class EnemyHealthBar : MessageAwareComponent {
315
- [SerializeField] private GameObject trackedEnemy;
316
-
317
- protected override void RegisterMessageHandlers() {
318
- // Only listens to ONE enemy, not all 100
319
- _ = Token.RegisterGameObjectBroadcast<EntityDamaged>(trackedEnemy, OnDamaged);
320
- }
321
-
322
- void OnDamaged(ref EntityDamaged msg) => UpdateBar();
323
- }
324
-
325
- // Analytics: Observes ALL entities (global observation)
326
- public class CombatAnalytics : MessageAwareComponent {
327
- private readonly Dictionary<InstanceId, int> totalDamageByEntity = new();
328
-
329
- protected override void RegisterMessageHandlers() {
330
- // Listens to all 100+ entities with ONE registration
331
- _ = Token.RegisterBroadcastWithoutSource<EntityDamaged>(OnAnyDamage);
332
- }
333
-
334
- void OnAnyDamage(InstanceId source, EntityDamaged msg) {
335
- if (!totalDamageByEntity.ContainsKey(source))
336
- totalDamageByEntity[source] = 0;
337
- totalDamageByEntity[source] += msg.amount;
338
- }
339
- }
340
- ```
341
-
342
- #### Scale characteristics
343
-
344
- - ✅ Each entity broadcasts ~10-50 messages/second → No GC allocations (struct messages)
345
- - ✅ Targeted listeners (health bars) only receive relevant messages → O(1) lookup
346
- - ✅ Global listeners (analytics) receive all messages → Single handler, not N handlers
347
- - ✅ Adding/removing entities doesn't break registrations (no manual wiring)
348
-
349
- ##### Performance notes
350
-
351
- - Disable diagnostics in production (`IMessageBus.GlobalDiagnosticsMode = false`)
352
- - Use `RegisterBroadcastWithoutSource` sparingly (it's called for every emit)
353
- - Profile with Unity Profiler to find hotspots
354
-
355
- ### Pattern: Cross-Scene Persistent Systems
356
-
357
- **Challenge:** Maintain event flow across scene loads (achievements, save system, analytics).
358
-
359
- ```csharp
360
- using UnityEngine;
361
- using DxMessaging.Unity;
362
- using DxMessaging.Core.Attributes;
363
- using DxMessaging.Core.Extensions;
364
-
365
- // Persistent singleton that survives scene loads
366
- public class PersistentAchievementSystem : MessageAwareComponent {
367
- private static PersistentAchievementSystem instance;
368
-
369
- void Awake() {
370
- if (instance != null) {
371
- Destroy(gameObject);
372
- return;
373
- }
374
- instance = this;
375
- DontDestroyOnLoad(gameObject);
376
- }
377
-
378
- protected override void RegisterMessageHandlers() {
379
- // Listen to ALL broadcasts from ANY scene
380
- _ = Token.RegisterBroadcastWithoutSource<EntityDamaged>(OnAnyDamage);
381
- _ = Token.RegisterUntargeted<LevelCompleted>(OnLevelComplete);
382
- }
383
-
384
- void OnAnyDamage(InstanceId src, EntityDamaged msg) {
385
- totalDamage += msg.amount;
386
- CheckAchievements();
387
- }
388
-
389
- void OnLevelComplete(ref LevelCompleted msg) {
390
- UnlockAchievement($"Complete_Level_{msg.levelIndex}");
391
- }
392
- }
393
-
394
- // Scene-specific objects emit messages normally
395
- public class Boss : MessageAwareComponent {
396
- void Die() {
397
- var msg = new BossDefeated(bossName);
398
- msg.EmitGameObjectBroadcast(gameObject);
399
- // PersistentAchievementSystem hears this even though it's in DontDestroyOnLoad
400
- }
401
- }
402
- ```
403
-
404
- **Key insight:** Persistent listeners (`DontDestroyOnLoad`) stay registered across scenes. Scene-specific emitters come/go, but the observer remains.
405
-
406
- **Gotcha:** If you emit `Targeted` or `Broadcast` messages, ensure the target/source `InstanceId` is still valid after scene loads. For cross-scene communication, prefer `Untargeted` messages.
407
-
408
- ### Pattern: Large-Scale UI System (20+ Panels)
409
-
410
- **Challenge:** Coordinate 20+ UI panels reacting to game state without tight coupling.
411
-
412
- ```csharp
413
- // Game state messages (global)
414
- [DxUntargetedMessage]
415
- [DxAutoConstructor]
416
- public readonly partial struct PlayerStatsChanged {
417
- public readonly int health;
418
- public readonly int mana;
419
- public readonly int gold;
420
- }
421
-
422
- [DxUntargetedMessage]
423
- [DxAutoConstructor]
424
- public readonly partial struct InventoryChanged { public readonly int itemCount; }
425
-
426
- // Each UI panel listens independently
427
- public class HealthPanel : MessageAwareComponent {
428
- protected override void RegisterMessageHandlers() {
429
- _ = Token.RegisterUntargeted<PlayerStatsChanged>(OnStats);
430
- }
431
- void OnStats(ref PlayerStatsChanged msg) => UpdateHealth(msg.health);
432
- }
433
-
434
- public class ManaPanel : MessageAwareComponent {
435
- protected override void RegisterMessageHandlers() {
436
- _ = Token.RegisterUntargeted<PlayerStatsChanged>(OnStats);
437
- }
438
- void OnStats(ref PlayerStatsChanged msg) => UpdateMana(msg.mana);
439
- }
440
-
441
- public class GoldPanel : MessageAwareComponent {
442
- protected override void RegisterMessageHandlers() {
443
- _ = Token.RegisterUntargeted<PlayerStatsChanged>(OnStats);
444
- }
445
- void OnStats(ref PlayerStatsChanged msg) => UpdateGold(msg.gold);
446
- }
447
-
448
- public class InventoryPanel : MessageAwareComponent {
449
- protected override void RegisterMessageHandlers() {
450
- _ = Token.RegisterUntargeted<InventoryChanged>(OnInventory);
451
- }
452
- void OnInventory(ref InventoryChanged msg) => Refresh();
453
- }
454
-
455
- // Game systems emit once, all panels update
456
- public class PlayerStats : MonoBehaviour {
457
- void UpdateStats() {
458
- var msg = new PlayerStatsChanged(health, mana, gold);
459
- msg.Emit(); // All 3 panels update automatically
460
- }
461
- }
462
- ```
463
-
464
- #### Benefits at scale
465
-
466
- - ✅ Add/remove panels without touching game logic
467
- - ✅ Panels can be enabled/disabled freely (tokens handle lifecycle)
468
- - ✅ Easy to add "observer panels" (e.g., debug overlays) without modifying existing code
469
-
470
- ##### Anti-pattern to avoid
471
-
472
- ```csharp
473
- // ❌ DON'T: Separate message per UI element (too granular)
474
- [DxUntargetedMessage] public struct HealthChanged { public int health; }
475
- [DxUntargetedMessage] public struct ManaChanged { public int mana; }
476
- [DxUntargetedMessage] public struct GoldChanged { public int gold; }
477
- // This creates 3x message traffic and registration overhead
478
-
479
- // ✅ DO: Batch related updates into one message
480
- [DxUntargetedMessage] public struct PlayerStatsChanged {
481
- public int health;
482
- public int mana;
483
- public int gold;
484
- }
485
- ```
486
-
487
- ### Pattern: Priority-Ordered Execution for Complex Systems
488
-
489
- **Challenge:** Ensure SaveSystem runs before SceneLoader, AudioSystem fades before UI transitions.
490
-
491
- ```csharp
492
- [DxUntargetedMessage]
493
- [DxAutoConstructor]
494
- public readonly partial struct GameExit { }
495
-
496
- public class SaveSystem : MessageAwareComponent {
497
- protected override void RegisterMessageHandlers() {
498
- // Priority 0 = runs FIRST
499
- _ = Token.RegisterUntargeted<GameExit>(OnExit, priority: 0);
500
- }
501
-
502
- void OnExit(ref GameExit msg) {
503
- SaveGame(); // Must complete before audio fades
504
- }
505
- }
506
-
507
- public class AudioSystem : MessageAwareComponent {
508
- protected override void RegisterMessageHandlers() {
509
- // Priority 5 = runs AFTER SaveSystem
510
- _ = Token.RegisterUntargeted<GameExit>(OnExit, priority: 5);
511
- }
512
-
513
- void OnExit(ref GameExit msg) {
514
- FadeOutMusic(); // Runs after save
515
- }
516
- }
517
-
518
- public class UISystem : MessageAwareComponent {
519
- protected override void RegisterMessageHandlers() {
520
- // Priority 10 = runs LAST
521
- _ = Token.RegisterUntargeted<GameExit>(OnExit, priority: 10);
522
- }
523
-
524
- void OnExit(ref GameExit msg) {
525
- ShowExitAnimation(); // Runs after audio fade starts
526
- }
527
- }
528
-
529
- // Emit once, all systems execute in priority order
530
- var msg = new GameExit();
531
- msg.Emit();
532
- ```
533
-
534
- **Key insight:** Lower priority numbers run first. Use priority to eliminate race conditions and ensure deterministic ordering.
535
-
536
- #### Recommended priority ranges
537
-
538
- - **-100 to -50:** Critical systems (save, validation)
539
- - **-10 to 0:** Core gameplay logic
540
- - **0 to 10:** UI updates
541
- - **10 to 20:** Visual effects
542
- - **20+:** Analytics, logging, non-critical
543
-
544
- ### Pattern: Efficient Interception at Scale
545
-
546
- **Challenge:** Validate 1000s of messages without duplicating logic.
547
-
548
- ```csharp
549
- // Single interceptor validates ALL damage
550
- public class DamageValidator : MessageAwareComponent {
551
- protected override void RegisterMessageHandlers() {
552
- // Interceptors run BEFORE handlers
553
- _ = Token.RegisterBroadcastInterceptor<EntityDamaged>(ValidateDamage, priority: -100);
554
- }
555
-
556
- bool ValidateDamage(ref InstanceId source, ref EntityDamaged msg) {
557
- // Validation logic runs once per message, not per handler
558
- if (msg.amount <= 0) return false; // Cancel invalid
559
- if (msg.amount > 9999) {
560
- msg = new EntityDamaged(9999, msg.damageType); // Clamp
561
- }
562
- return true; // Allow to proceed to handlers
563
- }
564
- }
565
-
566
- // Handlers can trust data is valid (no duplicate checks needed)
567
- public class CombatEntity : MessageAwareComponent {
568
- protected override void RegisterMessageHandlers() {
569
- _ = Token.RegisterComponentBroadcast<EntityDamaged>(this, OnDamaged);
570
- }
571
-
572
- void OnDamaged(ref EntityDamaged msg) {
573
- // No need to validate - interceptor already did it
574
- health -= msg.amount;
575
- }
576
- }
577
- ```
578
-
579
- **Scale benefit:** Validation runs O(1) per message, not O(N) per handler. For 100 handlers, this saves 99 validation calls per message.
580
-
581
- ### Pattern: Post-Processing for Analytics at Scale
582
-
583
- **Challenge:** Track metrics without polluting gameplay code.
584
-
585
- ```csharp
586
- public class GameAnalytics : MessageAwareComponent {
587
- protected override void RegisterMessageHandlers() {
588
- // Post-processors run AFTER all handlers
589
- _ = Token.RegisterBroadcastWithoutSourcePostProcessor<EntityDamaged>(LogDamage, priority: 100);
590
- _ = Token.RegisterUntargetedPostProcessor<LevelCompleted>(LogLevelComplete, priority: 100);
591
- }
592
-
593
- void LogDamage(InstanceId source, EntityDamaged msg) {
594
- // Analytics code is completely isolated from gameplay
595
- SendAnalyticsEvent("damage_dealt", new {
596
- source = source.ToString(),
597
- amount = msg.amount,
598
- type = msg.damageType
599
- });
600
- }
601
-
602
- void LogLevelComplete(ref LevelCompleted msg) {
603
- SendAnalyticsEvent("level_complete", new { level = msg.levelIndex });
604
- }
605
- }
606
- ```
607
-
608
- **Key insight:** Post-processors let you add analytics, logging, and telemetry WITHOUT touching existing handlers. Add/remove analytics system without modifying game logic.
609
-
610
- ### Performance Optimization Patterns at Scale
611
-
612
- #### Optimization 1: Disable Diagnostics in Builds
613
-
614
- ```csharp
615
- #if UNITY_EDITOR
616
- IMessageBus.GlobalDiagnosticsMode = true;
617
- IMessageBus.GlobalMessageBufferSize = 100; // Keep history for debugging
618
- #else
619
- IMessageBus.GlobalDiagnosticsMode = false; // Production builds
620
- #endif
621
- ```
622
-
623
- **Impact:** Diagnostics adds ~5-10% overhead per message. Disable in production.
624
-
625
- #### Optimization 2: Use Specific Registrations Over GlobalAcceptAll
626
-
627
- ```csharp
628
- // ❌ SLOW: Receives ALL messages, even irrelevant ones
629
- _ = Token.RegisterGlobalAcceptAll(
630
- (ref IUntargetedMessage m) => { /* called for every untargeted */ },
631
- (ref InstanceId t, ref ITargetedMessage m) => { /* called for every targeted */ },
632
- (ref InstanceId s, ref IBroadcastMessage m) => { /* called for every broadcast */ }
633
- );
634
-
635
- // ✅ FAST: Only receives relevant messages
636
- _ = Token.RegisterBroadcastWithoutSource<EntityDamaged>(OnDamage);
637
- _ = Token.RegisterUntargeted<LevelCompleted>(OnLevelComplete);
638
- ```
639
-
640
- **Impact:** Specific registrations use type-indexed lookups (O(1)). GlobalAcceptAll checks every message (O(N)).
641
-
642
- #### Optimization 3: Batch Message Emissions
643
-
644
- ```csharp
645
- // ❌ WASTEFUL: Emit after every tiny change
646
- void TakeDamage(int amount) {
647
- health -= amount;
648
- var msg = new HealthChanged(health);
649
- msg.Emit(); // Emits every frame
650
- }
651
-
652
- // ✅ EFFICIENT: Batch updates, emit once per frame
653
- private bool healthDirty = false;
654
-
655
- void TakeDamage(int amount) {
656
- health -= amount;
657
- healthDirty = true;
658
- }
659
-
660
- void LateUpdate() {
661
- if (healthDirty) {
662
- var msg = new HealthChanged(health);
663
- msg.Emit(); // Emits once per frame max
664
- healthDirty = false;
665
- }
666
- }
667
- ```
668
-
669
- **Impact:** Reduces message traffic by 10-100x in high-frequency scenarios.
670
-
671
- ### Scaling Guidelines
672
-
673
- | Entity Count | Message Rate | Recommendations |
674
- | ------------ | ------------ | ------------------------------------------------- |
675
- | 1-10 | Any | Default settings fine |
676
- | 10-50 | <1000/sec | Disable diagnostics in builds |
677
- | 50-100 | <5000/sec | Batch emissions, avoid GlobalAcceptAll |
678
- | 100-500 | <10k/sec | Use local buses for subsystems, profile carefully |
679
- | 500+ | <20k/sec | Consider ECS or native code for hot paths |
680
-
681
- **Rule of thumb:** If you're emitting >20,000 messages/second, you're likely using DxMessaging for something better suited to ECS or direct method calls.
682
-
683
- ### Real-World Production Example: Battle Royale Game
684
-
685
- **Scenario:** 100 players, each with health/armor/weapons. UI needs to show:
686
-
687
- - Your health/armor
688
- - Teammate health (4 players)
689
- - Kill feed (all 100 players)
690
- - Match stats (damage dealt, kills, etc.)
691
-
692
- ```csharp
693
- // Messages
694
- [DxBroadcastMessage]
695
- [DxAutoConstructor]
696
- public readonly partial struct PlayerDamaged {
697
- public readonly int playerId;
698
- public readonly int newHealth;
699
- public readonly int newArmor;
700
- }
701
-
702
- [DxBroadcastMessage]
703
- [DxAutoConstructor]
704
- public readonly partial struct PlayerKilled {
705
- public readonly int victimId;
706
- public readonly int killerId;
707
- }
708
-
709
- // YOUR health bar (targeted observation)
710
- public class SelfHealthUI : MessageAwareComponent {
711
- [SerializeField] private GameObject localPlayerObject;
712
-
713
- protected override void RegisterMessageHandlers() {
714
- _ = Token.RegisterGameObjectBroadcast<PlayerDamaged>(localPlayerObject, OnDamage);
715
- }
716
-
717
- void OnDamage(ref PlayerDamaged msg) => UpdateHealthBar(msg.newHealth, msg.newArmor);
718
- }
719
-
720
- // TEAMMATE health bars (selective observation)
721
- public class TeamHealthUI : MessageAwareComponent {
722
- [SerializeField] private List<GameObject> teammateObjects;
723
-
724
- protected override void RegisterMessageHandlers() {
725
- foreach (var teammate in teammateObjects) {
726
- _ = Token.RegisterGameObjectBroadcast<PlayerDamaged>(teammate, OnTeammateDamage);
727
- }
728
- }
729
-
730
- void OnTeammateDamage(ref PlayerDamaged msg) => UpdateTeammateBar(msg.playerId, msg.newHealth);
731
- }
732
-
733
- // KILL FEED (global observation)
734
- public class KillFeedUI : MessageAwareComponent {
735
- protected override void RegisterMessageHandlers() {
736
- _ = Token.RegisterBroadcastWithoutSource<PlayerKilled>(OnAnyKill);
737
- }
738
-
739
- void OnAnyKill(InstanceId source, PlayerKilled msg) {
740
- ShowKillFeedEntry(msg.killerId, msg.victimId);
741
- }
742
- }
743
-
744
- // MATCH STATS (analytics)
745
- public class MatchStats : MessageAwareComponent {
746
- private Dictionary<int, int> damageByPlayer = new();
747
-
748
- protected override void RegisterMessageHandlers() {
749
- _ = Token.RegisterBroadcastWithoutSourcePostProcessor<PlayerDamaged>(TrackDamage);
750
- }
751
-
752
- void TrackDamage(InstanceId source, PlayerDamaged msg) {
753
- // Track for post-game stats
754
- }
755
- }
756
- ```
757
-
758
- #### Key insights
759
-
760
- - Self health UI: 1 registration, receives ~10 messages/sec
761
- - Team health UI: 4 registrations, receives ~40 messages/sec
762
- - Kill feed UI: 1 registration, receives ALL kills (~5 messages/sec)
763
- - Match stats: Post-processor, doesn't affect gameplay latency
764
-
765
- **Total:** ~100 players × 10 damage/sec = 1000 messages/sec. DxMessaging handles this with negligible overhead (~0.06ms/frame).
766
-
767
- ---
768
-
769
- **Summary:** DxMessaging scales from small prototypes to large production games. Use targeted observation for specific entities, global observation for analytics, and post-processors for metrics. Disable diagnostics in production and batch emissions for optimal performance.
770
-
771
- ---
772
-
773
- ## 14) Compatibility with Scriptable Object Architecture (SOA)
774
-
775
- **Note:** Scriptable Object Architecture (SOA) is a debated pattern in the Unity community. It has both proponents who value its designer-friendly workflow and critics who raise concerns about scalability and maintainability. See [Anti-ScriptableObject Architecture](https://github.com/cathei/AntiScriptableObjectArchitecture) for one perspective on the criticisms. Teams should evaluate SOA based on their specific needs. Alternatives include dependency injection (Zenject, VContainer), reactive systems (UniRx), or messaging systems (DxMessaging, MessagePipe).
776
-
777
- That said, if your project uses or requires SOA, DxMessaging can work alongside it.
778
-
779
- ### What is Scriptable Object Architecture?
780
-
781
- **SOA Background:** Popularized by Ryan Hipple's [Unite Austin 2017 talk](https://www.youtube.com/watch?v=raQ3iHhE_Kk), SOA uses ScriptableObject assets as:
782
-
783
- 1. **Shared Variables** - `FloatVariable`, `IntVariable`, etc. (ScriptableObject assets that hold runtime state)
784
- 1. **Event Channels** - `GameEvent` + `GameEventListener` pattern (designer-created events)
785
- 1. **Runtime Sets** - Collections of active game objects (e.g., all enemies)
786
-
787
- **Core idea:** Systems communicate through serialized SO assets instead of direct references.
788
-
789
- #### Key resources
790
-
791
- - [Unite 2017 Talk by Ryan Hipple](https://www.youtube.com/watch?v=raQ3iHhE_Kk)
792
- - [Official Unity Guide](https://unity.com/how-to/architect-game-code-scriptable-objects)
793
- - [Reference Implementation](https://github.com/roboryantron/Unite2017)
794
- - [Community Package](https://github.com/DanielEverland/ScriptableObject-Architecture)
795
-
796
- ### Why SOA is Controversial
797
-
798
- From [Anti-ScriptableObject Architecture](https://github.com/cathei/AntiScriptableObjectArchitecture), key criticisms include:
799
-
800
- 1. **Wrong Purpose** - ScriptableObjects are designed for immutable design data, not runtime mutable state
801
- 1. **Redundant Complexity** - Standard C# objects achieve the same goals without SO restrictions
802
- 1. **Inspector Dependency** - Binds architecture to Unity's GUI, complicating debugging and maintenance
803
- 1. **Limited Scalability** - Runtime-created variables undermine the pattern; managing numerous assets becomes unwieldy
804
- 1. **Domain Reload Issues** - Disabled domain reloading causes ScriptableObjects to retain values unpredictably
805
- 1. **Testability Concerns** - SO assets persist between tests, requiring manual cleanup
806
-
807
- #### Recommended alternatives
808
-
809
- - **Dependency Injection** - Zenject, VContainer, Reflex (see [DxMessaging DI Integrations](../integrations/index.md))
810
- - **Reactive Systems** - UniRx, UniTask
811
- - **Messaging** - DxMessaging (this framework), MessagePipe
812
- - **Configuration Data** - Spreadsheet-based solutions (e.g., BakingSheet)
813
-
814
- Use ScriptableObjects for their intended purpose: **immutable design-time data** (configs, balance tables, prefab references).
815
-
816
- ### Can DxMessaging Work with SOA?
817
-
818
- **Yes, but with caveats.** DxMessaging and SOA solve similar problems (decoupling, communication) with different philosophies:
819
-
820
- | Aspect | SOA | DxMessaging |
821
- | -------------------- | ----------------------------------------------------------------------------------- | ----------------------------------------- |
822
- | **Paradigm** | Asset-based, persistent state | Runtime message passing, transient |
823
- | **Designer-Centric** | ✅ High (create events in Inspector) | ❌ Low (code-driven) |
824
- | **Type Safety** | ⚠️ Mixed (SO refs typed, but UnityEvent inspector wiring loses compile-time safety) | ✅ Strong (compile-time validation) |
825
- | **Lifecycle** | ⚠️ Manual (SO assets persist) | ✅ Automatic (tokens clean up) |
826
- | **Debugging** | ⚠️ Inspector-dependent | ✅ Built-in diagnostics |
827
- | **Performance** | ⚠️ List iteration, UnityAction overhead | ✅ Zero-allocation structs |
828
- | **Use Case** | Shared state, designer-driven configs | Event-driven communication, runtime logic |
829
- | **Testability** | ⚠️ Requires SO asset cleanup | ✅ Isolated buses per test |
830
-
831
- **Summary:** For new projects, evaluate DxMessaging, DI frameworks, or other messaging approaches based on your needs. If you have existing SOA code, the patterns below show coexistence strategies.
832
-
833
- ### Pattern Overview
834
-
835
- | Pattern | What it shows | When to use | SOA involvement |
836
- | ------- | ------------------------------------------------------ | ----------------------------------------------------- | ---------------------------- |
837
- | **A** | SOA Events (GameEvent) forwarding to DxMessaging | Designer-created event assets, modern code downstream | ✅ Yes - SOA Event pattern |
838
- | **B** | ScriptableObjects for configs + DxMessaging for events | New projects / best practice | ❌ No - proper SO usage only |
839
-
840
- ### Pattern A: SOA → DxMessaging (Event Forwarding)
841
-
842
- **Use case:** Designer-created SOA events, but you want DxMessaging benefits downstream.
843
-
844
- **Strategy:** SOA GameEventListener forwards to DxMessaging.
845
-
846
- > **This uses the SOA GameEvent pattern:** If you're NOT using designer-created GameEvent assets
847
- > with `Raise()`/listener management, you don't need this pattern. For immutable config data,
848
- > see Pattern B instead.
849
-
850
- #### Example: Scene Transitions
851
-
852
- ```csharp
853
- using DxMessaging.Core.Messages;
854
- using DxMessaging.Core.Attributes;
855
- using DxMessaging.Core.Extensions;
856
- using UnityEngine;
857
- using UnityEngine.Events;
858
-
859
- // Traditional SOA event
860
- [CreateAssetMenu(menuName = "Events/Game Event")]
861
- public class GameEvent : ScriptableObject
862
- {
863
- private readonly List<UnityAction> listeners = new();
864
-
865
- public void Raise()
866
- {
867
- for (int i = listeners.Count - 1; i >= 0; i--)
868
- listeners[i]?.Invoke();
869
- }
870
-
871
- public void RegisterListener(UnityAction listener) => listeners.Add(listener);
872
- public void UnregisterListener(UnityAction listener) => listeners.Remove(listener);
873
- }
874
-
875
- // DxMessaging message (modern, type-safe)
876
- [DxUntargetedMessage]
877
- public readonly partial struct SceneTransitionRequested { }
878
-
879
- // Bridge: SOA Event → DxMessaging
880
- public class SOAEventBridge : MonoBehaviour
881
- {
882
- [SerializeField] private GameEvent onSceneTransitionSO; // Designer-created asset
883
-
884
- void OnEnable()
885
- {
886
- onSceneTransitionSO.RegisterListener(OnSOAEvent);
887
- }
888
-
889
- void OnDisable()
890
- {
891
- onSceneTransitionSO.UnregisterListener(OnSOAEvent);
892
- }
893
-
894
- void OnSOAEvent()
895
- {
896
- // Forward to DxMessaging
897
- var message = new SceneTransitionRequested();
898
- message.Emit();
899
- }
900
- }
901
-
902
- // Modern DxMessaging listeners (no SO dependency)
903
- public class AudioSystem : MessageAwareComponent
904
- {
905
- protected override void RegisterMessageHandlers()
906
- {
907
- base.RegisterMessageHandlers();
908
- _ = Token.RegisterUntargeted<SceneTransitionRequested>(OnTransition);
909
- }
910
-
911
- void OnTransition(ref SceneTransitionRequested msg)
912
- {
913
- FadeOutMusic(); // Type-safe, debuggable via DxMessaging Inspector
914
- }
915
- }
916
- ```
917
-
918
- ##### Benefits
919
-
920
- - ✅ Designers create events in Inspector (SOA workflow preserved)
921
- - ✅ Code uses DxMessaging (type-safe, lifecycle-safe)
922
-
923
- ###### Drawbacks
924
-
925
- - ⚠️ Bridge boilerplate for each SOA event
926
- - ⚠️ Double registration (SOA listener + DxMessaging handler)
927
-
928
- ### Pattern B: Proper ScriptableObject Usage (Recommended)
929
-
930
- **Use case:** ScriptableObjects for immutable config data, DxMessaging for runtime events.
931
-
932
- **Strategy:** Use each tool for its intended purpose; avoid bridging.
933
-
934
- > **Important:** This pattern uses ScriptableObjects CORRECTLY (immutable design data),
935
- > NOT as SOA (mutable runtime state). This is standard Unity best practice, not SOA.
936
- > If you're only using SOs for config data like this, you don't need SOA patterns at all.
937
-
938
- #### Example: Combat with Designer-Tunable Data
939
-
940
- ```csharp
941
- using DxMessaging.Core.Messages;
942
- using DxMessaging.Core.Attributes;
943
- using DxMessaging.Unity;
944
- using UnityEngine;
945
-
946
- // ScriptableObject: Designer-tunable balance data (immutable at runtime)
947
- // This is CORRECT SO usage, NOT SOA
948
- [CreateAssetMenu(menuName = "Config/Weapon Stats")]
949
- public class WeaponStats : ScriptableObject
950
- {
951
- public int baseDamage = 10; // Designer tweaks in Inspector
952
- public float critMultiplier = 2f;
953
- }
954
-
955
- // DxMessaging: Runtime event (code-driven)
956
- [DxBroadcastMessage]
957
- [DxAutoConstructor]
958
- public readonly partial struct DamageDealt
959
- {
960
- public readonly int amount;
961
- public readonly bool wasCrit;
962
- }
963
-
964
- // Combat system: Reads immutable SO data, emits DxMessaging events
965
- public class Weapon : MessageAwareComponent
966
- {
967
- [SerializeField] private WeaponStats stats; // Immutable config (correct SO usage)
968
-
969
- public void Fire()
970
- {
971
- bool crit = Random.value < 0.1f;
972
- int damage = Mathf.RoundToInt(stats.baseDamage * (crit ? stats.critMultiplier : 1f));
973
-
974
- var msg = new DamageDealt(damage, crit);
975
- msg.EmitComponentBroadcast(this); // Runtime event via DxMessaging
976
- }
977
- }
978
-
979
- // Analytics: Pure DxMessaging (no SOA dependency)
980
- public class CombatAnalytics : MessageAwareComponent
981
- {
982
- protected override void RegisterMessageHandlers()
983
- {
984
- base.RegisterMessageHandlers();
985
- _ = Token.RegisterBroadcastWithoutSource<DamageDealt>(OnDamage);
986
- }
987
-
988
- void OnDamage(InstanceId source, DamageDealt msg)
989
- {
990
- Debug.Log($"{source} dealt {msg.amount} damage (crit: {msg.wasCrit})");
991
- }
992
- }
993
- ```
994
-
995
- ##### Benefits
996
-
997
- - ✅ **Best of both worlds** - ScriptableObjects for static configs, DxMessaging for runtime events
998
- - ✅ No bridging overhead
999
- - ✅ Uses each system correctly: SOs for their intended purpose (immutable design data), messaging for runtime communication
1000
- - ✅ This is NOT SOA - it's proper Unity architecture
1001
-
1002
- ###### This pattern separates concerns clearly
1003
-
1004
- ### When to Use Each Pattern
1005
-
1006
- | Pattern | Use When | Complexity | Performance |
1007
- | --------------------------- | ------------------------------------------------------- | ---------- | ----------- |
1008
- | **A: SOA → DxMessaging** | Designers create SOA events, modern code uses messaging | Medium | ⚠️ Medium |
1009
- | **B: Proper SO Usage** | Immutable configs only, messaging for events | Low | ✅ Good |
1010
- | **None (Pure DxMessaging)** | Greenfield project or full SOA migration | Lowest | ✅ Best |
1011
-
1012
- ### Migration Path: SOA → DxMessaging
1013
-
1014
- If you're moving away from SOA:
1015
-
1016
- 1. **Phase 1:** Identify SOA event usage (GameEvent/GameEventListener patterns)
1017
- 1. **Phase 2:** Create equivalent DxMessaging messages (Untargeted/Broadcast)
1018
- 1. **Phase 3:** Add bridges (Pattern A or B) to maintain compatibility
1019
- 1. **Phase 4:** Migrate listeners to DxMessaging incrementally
1020
- 1. **Phase 5:** Remove bridges and SOA assets once all references gone
1021
-
1022
- For SOA variables:
1023
-
1024
- 1. Convert read-only SO configs → Keep as-is (correct SO usage) or move to JSON/ScriptableObjects for data
1025
- 1. Convert mutable SO variables → DxMessaging messages or DI-injected services
1026
- 1. Convert RuntimeSets → DxMessaging global observers (`RegisterBroadcastWithoutSource`)
1027
-
1028
- ### Final Recommendations
1029
-
1030
- #### If you're using SOA
1031
-
1032
- - ✅ **Do:** Use Pattern B (Proper SO Usage) - SOs for immutable configs ONLY, DxMessaging for runtime events
1033
- - ✅ **Do:** Use Pattern A to bridge existing SOA GameEvent assets to DxMessaging during migration
1034
- - ✅ **Do:** Read [Anti-ScriptableObject Architecture](https://github.com/cathei/AntiScriptableObjectArchitecture) to understand risks
1035
- - ✅ **Do:** Consider gradual migration to DxMessaging or DI frameworks
1036
- - ❌ **Don't:** Use SOs for mutable runtime state (health, scores, etc.)
1037
- - ❌ **Don't:** Create new SOA event assets—use DxMessaging messages instead
1038
-
1039
- ##### If you're starting fresh
1040
-
1041
- - ✅ **Do:** Use DxMessaging for all messaging/events
1042
- - ✅ **Do:** Use ScriptableObjects ONLY for immutable design data (weapon stats, level configs)
1043
- - ✅ **Do:** Consider DI frameworks (Zenject/VContainer) for service dependencies
1044
- - ❌ **Don't:** Adopt SOA's GameEvent/Variable patterns—they're superseded by better tools
1045
-
1046
- ###### Resources
1047
-
1048
- - [Anti-ScriptableObject Architecture](https://github.com/cathei/AntiScriptableObjectArchitecture) - Detailed critique
1049
- - [Ryan Hipple Unite 2017 Talk](https://www.youtube.com/watch?v=raQ3iHhE_Kk) - Original SOA presentation
1050
- - [Unity Official Guide](https://unity.com/how-to/architect-game-code-scriptable-objects) - Unity's perspective
1051
- - [DxMessaging DI Integrations](../integrations/index.md) - Better alternatives for dependency management
1052
- - [Zenject](https://github.com/modesttree/Zenject) - Recommended DI framework
1053
- - [VContainer](https://github.com/hadashiA/VContainer) - Lightweight DI alternative
1054
-
1055
- ---
1056
-
1057
- ## Related Documentation
1058
-
1059
- ### Learn the Basics First?
1060
-
1061
- - → [Getting Started](../getting-started/getting-started.md) (10 min) — Complete introduction
1062
- - → [Message Types](../concepts/message-types.md) (10 min) — When to use what
1063
- - → [Visual Guide](../getting-started/visual-guide.md) (5 min) — Beginner-friendly pictures
1064
-
1065
- ### Try Real Examples
1066
-
1067
- - → [Mini Combat sample](https://github.com/wallstop/DxMessaging/blob/master/Samples~/Mini%20Combat/README.md) — Working combat example
1068
- - → [UI Buttons + Inspector sample](https://github.com/wallstop/DxMessaging/blob/master/Samples~/UI%20Buttons%20%2B%20Inspector/README.md) — Interactive diagnostics
1069
- - → [End-to-End Example](../examples/end-to-end.md) — Complete feature walkthrough
1070
-
1071
- ### Deep Dives
1072
-
1073
- - → [Interceptors & Ordering](../concepts/interceptors-and-ordering.md) — Control execution flow
1074
- - → [Design & Architecture](../architecture/design-and-architecture.md) — Internals and optimizations
1075
- - → [Performance](../architecture/performance.md) — Benchmarks and tuning
1076
-
1077
- ### Reference
1078
-
1079
- - → [Quick Reference](../reference/quick-reference.md) — Cheat sheet
1080
- - → [API Reference](../reference/reference.md) — Complete API