VitalRouter, is a source-generator powered zero-allocation fast in-memory message passing library for games and other complex GUI applications. And the very thin layer that organize application data-flow. It is mainly focused on Unity, but also works with any .NET env.
Declarative Routing:
[Routes]
[Filter(typeof(Logging))]
[Filter(typeof(ExceptionHandling))]
[Filter(typeof(GameStateUpdating))]
public partial class ExamplePresenter
{
// Declare event handler
[Route]
void On(FooCommand cmd)
{
// Do something ...
}
// Declare event handler (async)
[Route]
async UniTask On(BarCommand cmd)
{
// Do something for await ...
}
// Declare event handler with extra filter
[Route]
[Filter(typeof(ExtraFilter))]
async UniTask On(BuzCommand cmd, CancellationToken cancellation = default)
{
// Do something after all filters runs on.
}
// Declare event handler with specifies behavior when async handlers are executed concurrently
[Route(CommandOrdering.Sequential)]
async UniTask On(BuzCommand cmd, CancellationToken cancellation = default)
{
// Do something after all filters runs on.
}
}
Alternatively, a style in which handlers are registered directly in lambda expressions without using class definitions is also possible.
// Lambda handlers
router.Subscribe<FooCommand>(cmd => { /* ... */ })
router.SubscribeAwait<FooCommand>(async (cmd, cancellationToken) => { /* ... */ }, CommandOrdering.Sequential);
// lambda interceptors
router
.WithFilter<FooCommand>(async (x, context) =>
{
if (condition) await next(x, context);
})
.Subscribe<FooCommand>(cmd => { /* .. */ });
Feature | Description |
---|---|
Declarative routing | The event delivery destination and interceptor stack are self-explanatory in the type definition. |
Simple event handler | Event handlers are registered directly in lambda expressions without using class definitions is also possible. |
Async/non-Async handlers | Integrate with async/await, and providing optimized fast pass for non-async way |
With DI and without DI | Auto-wiring the publisher/subscriber reference by DI (Dependency Injection). But can be used without DI for any project |
Fast, less allocations | The SourceGenerator eliminates meta-programming overhead and is more attentive to performance. See Performance section for details. |
Async sequence controlling (Parallel, FIFO, Drop, Switch) | The behavior when async processes are executed in parallel can be specified in detail. See Command ordering section for details. |
Extension | Description |
---|---|
Scripting with mruby (Optional) | You can write ruby scripts to publish messages to the C# async handlers. This is very useful for adding a layer to your game that allows scripted hot loading. See mruby scriptiong section for details. |
R3 Integration (Optional) | Support integration with R3 a new generation reactive extensions. See R3 Integration section for details. |
- Installation
- Getting Started
- Publish/Subscribe API
- Interceptors
- Command ordering
- DI scope
- Command pooling
- Extensions
- Performance
- Concept, Technical Explanation
- Lisence
THe foloowing NuGet packages are available.
Package | Latest version |
---|---|
VitalRouter | |
VitalRouter.Extensions.DependencyInjection |
Prerequirements:
- Unity 2022.2+
- This limitation is due to the use of the Incremental Source Generator.
- (Optional) Install UniTask >= 2.5.5
- If UniTask is installed in your project, the
VITALROUTER_UNITASK_INTEGRATION
flag is turned on and the optimized GC-free code is executed.
- If UniTask is installed in your project, the
- (Optional) Install VContainer >= 1.15.1
- For bringing in DI style, VitalRouter supports Integration with VContainer, a fast and lightweight DI container for Unity.
Then, add git URL from Package Manager:
https://github.com/hadashiA/VitalRouter.git?path=/src/VitalRouter.Unity/Assets/VitalRouter#1.5.0
First, define the data types of the event/message you want to dispatch. In VitalRouter this is called "command".
Any data type that implements ICommand
will be available as a command, no matter what the struct/class/record is.
public readonly struct FooCommand : ICommand
{
public int X { get; init; }
public string Y { get; init; }
}
public readonly struct BarCommand : ICommand
{
public Guid Id { get; init; }
public Vector3 Destination { get; init; }
}
Command is a data type (without any functionally). You can call it an event, a message, whatever you like. Forget about the traditional OOP "Command pattern" :) This library is intended for data-oriented design.
The name "command" is to emphasize that it is a operation that is "published" to your game system entirely. The word is borrowed from CQRS, EventStorming etc.
One of the main advantages of event being a data type is that it is serializable.
[Serializable] // < When you want to serialize to a scene or prefab in Unity.
[MessagePackObject] // < When you want to go through file or network I/O by MessagePack-Csharp.
[YamlObject] // < When you want to go through configuration files etc by VYaml.
public readonly struct CharacterSpawnCommand : ICommand
{
public long Id { get; init; }
public CharacterType Type { get; init; }
public Vector3 Position { get; init; }
}
In game development, the reason why the pub/sub model is used is because that any event will affect multiple sparse objects. See Concept, Technical Explanation section to more information.
Tip
Here we use the init-only property for simplicity. In your Unity project, you may need to add a definition of type System.Runtime.CompilerServices.IsExternalInit
as a marker.
However, this is not a requirement.
You are welcome to define the datatype any way you like.
Modern C# has additional syntax that makes it easy to define such data-oriented types. Using record or record struct is also a good option.
In fact, even in Unity, you can use the new syntax by specifying langVersion:11
compiler option or by doing dll separation. It would be worth considering.
Next, define the handler for the command. This can be done in two styles.
- Define a class that defines declarative routing
- Simply register an event handler.
Declarative routing:
using VitalRouter;
// Classes with the Routes attribute are the destinations of commands.
[Routes]
public partial class FooPresentor
{
// This is called when a FooCommand is published.
public void On(FooCommand cmd)
{
// Do something ...
}
// This is called when a BarCommand is published.
public async UniTask On(BarCommand cmd)
{
// Do something for await ...
// Here, by awaiting for async task, the next command will not be called until this task is completed.
}
}
Types with the [Routes]
attribute are analyzed at compile time and a method to subscribe to Command is automatically generated.
Methods that satisfy the following conditions are eligible.
- With public accesibility, or with
[Route]
attribute. - The argument matches one of the following
ICommand
ICommand
,CancellationToken
ICommand
,PublishContext
- The return value must be
void
, orUniTask
,Task
,ValueTask
,UnityEngine.Awaitable
.
For example, all of the following are eligible. Method names can be arbitrary.
public void On(FooCommand cmd) { /* .. */ }
public void On(FooCommand cmd, CancellationToken cancellation) { /* .. */ }
public void On(FooCommand cmd, PublishContext context) { /* .. */ }
public async UniTask On(FooCommand cmd) { /* .. */ }
public async UniTask On(FooCommand cmd, CancellationToken cancellation) { /* .. */ }
public async UniTask On(FooCommand cmd, PublishContext context) { /* .. */ }
[Route] // < `[Route]` attribute may be added instead of `public'.
void On(FooCommand cmd) { /* .. */ }
Note
There are no restrictions by Interface but it will generate source code that will be resolved at compile time, so you will be able to follow the code well enough.
Simply register an event handler:
// sync handler
Router.Default.Subscribe<FooCommand>(cmd => { /* ... */ });
// async handler
Router.Default.SubscribeAwait<FooCommand>(asaync (cmd, cancellationToken) => { /* ... */ });
// async handler with PublishContext
Router.Default.SubscribeAwait<FooCommand>(asaync (cmd, publishContext) => { /* ... */ });
Now, when and how does the routing defined here call? There are several ways to make it enable this.
If your project does not use DI, set it up in the way of bare bones.
Decralative Routing:
var presenter = new FooPresenter();
presenter.MapTo(Router.Default);
Simple event handler;
Router.Default.Subscribe<FooCommand>((command, ctx) => { /* ... */ });
Router.Default.SubscribeAwait<FooCommand>(async (command, ctx) => /* ... */ });
In this case, unmapping is required manually.
var subscription = presenter.MapTo(Router.Default);
// ...
subscription.Dispose();
var subscription = Router.Default.Subscribe<FooCommand>((command, ctx) => { /* ... */ });
// ...
subscription.Dispose();
In a naive Unity project, the easy way is to make MonoBehaviour into Routes.
[Routes] // < If routing as a MonoBehaviour
public class FooPresenter : MonoBehaviour
{
void Start()
{
MapTo(Router.Default); // < Start command handling here
}
}
MapTo
is an automatically generated instance method.- When the GameObject is Destroyed, the mapping is automatically removed.
If you publish the command as follows, FooPresenter
will be invoked.
await Router.Default.PublishAsync(new FooCommand
{
X = 111,
Y = 222,
}
If you want to split routing, you may create a Router instance. As follows.
var anotherRouter = new Router();
MapTo(anotherRouter);
anotherRouter.PublishAsync(..)
If DI is used, plain Map/Unmap management and dependency resolution can be automated in a DI container.
using VContainer;
using VitalRouter;
using VitalRouter.VContainer;
// VContaner's configuration
public class GameLifetimeScope : LifetimeScope
{
protected override void Configure(IContainerBuilder builder)
{
builder.RegisterVitalRouter(routing =>
{
routing.Map<FooPresenter>(); // < Register routing plain class
// Or, use MonoBehaviour instance with DI
routing.MapComponent(instance);
// Or, use MonoBehaviour in the scene
routing.MapComponentInHierarchy<MyRoutesComponent>();
// Or, use MonoBehaviour from prefab
routing.MapComponentInNewPrefab(prefab);
});
}
}
The instances mapped here are released with to dispose of the DI container.
In this case, publisher is also injectable.
class SomeMyComponent : MonoBehaviour
{
[SerializeField]
Button someUIBotton;
ICommandPublisher publisher;
[Inject]
public void Construct(ICommandPublisher publisher)
{
this.publisher = publisher;
}
void Start()
{
someUIButton.onClick += ev =>
{
publisher.PublishAsync(new FooCommand { X = 1, Y = 2 }).Forget();
}
}
}
Just register your Component with the DI container. References are auto-wiring.
public class GameLifetimeScope : LifetimeScope
{
protected override void Configure(IContainerBuilder builder)
{
+ builder.RegisterComponentInHierarchy<SomeMyComponent>(Lifetime.Singleton);
builder.RegisterVitalRouter(routing =>
{
routing.Map<FooPresenter>();
});
}
}
Also, the IPublisher
and ISubscribable
interfaces can also be obtained from the DI container.
public class HandlerA
{
public HandlerA(ISubscribable subscribable)
{
subscribable.Subscribe<FooCommand>(cmd => { /* ... */ })
}
}
using VitalRouter;
// Example of using Generic Host
var builder = Host.CreateApplicationBuilder();
builder.Services.AddVitalRouter(routing =>
{
// Map all `[Routes]` targets in the specified assembly.
routing.MapAll(GetType().Assembly);
// Map specific class.
routing.Map<FooPresenter>();
});
The instances mapped here are released with to dispose of the DI container.
In this case, publisher is also injectable.
class HogeController
{
readonly ICommandPublisher publisher;
public HogeController(ICommandPublisher publisher)
{
this.publisher = publisher;
}
public void DoSomething()
{
publisher.PublishAsync(new FooCommand { X = 1, Y = 2 }).Forget();
}
}
ICommandPublisher
has an awaitable publish method.
ICommandPublisher publisher = Router.Default;
await publisher.PublishAsync(command);
await publisher.PublishAsync(command, cancellationToken);
If you await PublishAsync
, you will await until all Subscribers ([Routes]
class etc.) have finished all processing.
await publisher.PublishAsync(command1); // Wait until all subscribers have finished processing command1
await publisher.PublishAsync(command2); // Wait until all subscribers have finished processing command2
// ...
Note that by default, when Publish is executed in parallel, Subscribers is also executed in parallel.
publisher.PublishAsync(command1).Forget(); // Start processing command1 immediately
publisher.PublishAsync(command2).Forget(); // Start processing command2 immediately
publisher.PublishAsync(command3).Forget(); // Start processing command3 immediately
// ...
If you want to treat the commands like a queue to be sequenced, see Command ordering section for more information.
Of course, if you do await
, you can try/catch all subscriber/routes exceptions.
try
{
await publisher.PublishAsync(cmd);
}
catch (Exception ex)
{
// ...
}
A non-generic version of PublishAsync is also available for restoring commands saved as a collection.
var commands = new List<ICommand> { fooCommand, barCommand, .. };
foreach (var cmd in commands)
{
await publisher.PublishAsync(cmd.GetType(), cmd);
}
ICommandSubscriber
provides a low-level API for consuming Commands as events.
You can use this directly without using the [Routes] attribute.
ICommandSubscribale router = Router.Default;
// Subscribe handler via lambda expression
router.Subscribe<FooCommand>(cmd => { /* ... */ });
// Subscribe async handler via lambda expression
router.SubscribeAwait<FooCommand>(async cmd => { /* ... */ });
// Subscribe handler
router.Subscribe(new Subscriber());
class Subscriber : ICommandSubscriber
{
pubilc void Receive<T>(T cmd, PublishContext ctx) where T : ICommand { /* ... */ }
}
// Subscribe async handler
router.SubscribeAwait(new AsyncSubscriber());
class AsyncSubscriber : IAsyncCommandSubscriber
{
pubilc ValueTask Receive<T>(T cmd, PublishContext ctx) where T : ICommand { /* ... */ }
}
// Add interceptor via lambda expresion
router.Filter<FooCommand>(async (cmd, ctx, next) => { /* ... */ });
PublishContext
has the following structure.
public class PublishContext
{
/// <summary>
/// Cancellation token set by Publisher. Used to cancel this entire Publish.
/// </summary>
public CancellationToken CancellationToken { get; set; }
/// <summary>
/// A general-purpose shared data area that is valid only while it is being Publish.
/// </summary>
public IDictionary<string, object?> Extensions { get; }
}
Interceptors can intercede additional processing before or after the any published command has been passed and consumed to subscribers.
Arbitrary interceptors can be created by implementing ICommandInterceptor
.
Example 1: Some kind of processing is interspersed before and after the command is consumed.
class Logging : ICommandInterceptor
{
public async ValueTask InvokeAsync<T>(
T command,
CancellationToken cancellation,
Func<T, CancellationToken, ValueTask> next)
where T : ICommand
{
UnityEngine.Debug.Log($"Start {typeof(T)}");
// Execute subsequent routes.
await next(command, cancellation);
UnityEngine.Debug.Log($"End {typeof(T)}");
}
}
Example 2: try/catch all subscribers exceptions.
class ExceptionHandling : ICommandInterceptor
{
public async ValueTask InvokeAsync<T>(
T command,
CancellationToken cancellation,
Func<T, CancellationToken, ValueTask> next)
where T : ICommand
{
try
{
await next(command, cancellation);
}
catch (Exception ex)
{
// Error tracking you like
UnityEngine.Debug.Log($"oops! {ex.Message}");
}
}
}
Example 3: Filtering command.
class MyFilter : ICommandInterceptor
{
public async ValueTask InvokeAsync<T>(
T command,
CancellationToken cancellation,
Func<T, CancellationToken, ValueTask> next)
where T : ICommand
{
if (command is FooCommand { X: > 100 } cmd)
{
// Deny. Skip the rest of the subscribers.
return;
}
// Allow.
await next(command, cancellation);
}
}
There are three levels to enable interceptor
- Apply globally to the
Router
. - Apply it to all methods in the
[Routes]
class. - Apply only to specific methods in the
[Routes]
class.
// 1. Apply globally to the router.
Router.Default
.Filter(new Logging())
.Filter(new ErrorHandling);
// 1. Apply to the router with VContaienr.
builder.RegisterVitalRouter(routing =>
{
routing.Filters.Add<Logging>();
routing.Filters.Add<ErrorHandling>();
});
// 1. Apply to the router with Microsoft.Extensions.DependencyInjection.
builder.AddVitalRouter(routing =>
{
routing.Filters.Add<Logging>();
routing.Filters.Add<ErrorHandling>();
});
[Routes]
[Filter(typeof(Logging))] // 2. Apply to the type
public partial class FooPresenter
{
[Filter(typeof(ExtraInterceptor))] // 3. Apply to the method
public void On(CommandA cmd)
{
// ...
}
}
All of these are executed in the order in which they are registered, from top to bottom.
If you take the way of 2 or 3, the Interceptor instance is resolved as follows.
- If you are using DI, the DI container will resolve this automatically.
- if you are not using DI, you will need to pass the instance in the
MapTo
call.-
MapTo(Router.Default, new Logging(), new ErrorHandling());
-
// auto-generated public Subscription MapTo(ICommandSubscribable subscribable, Logging interceptor1, ErrorHandling interceptor2) { /* ... */ }
-
If you are using Unity 2022.3.12f1 or newer, you can use langVersion:preview
allows parts of C# 11 features.
If C# 11 is available, generic attributes can be used for interceptor settings.
[Filter<AInterceptor>] // < Generic attribute
public partial class FooPresenter
{
// ...
}
How to enable C# 11 in Unity 2022.3.12f1 or newer:
- Setup the C# compiler for unity.
- Add a text file named csc.rsp with the following contents under your Assets/.
-
-langVersion:preview -nullable
-
- Note:
- If you are using assembly definition, put it in the same folder as the asmdef.
- Setup the C# compiler for your IDE.
- Install CsProjModifier
- Add a text file named LangVersion.props with the following contents
-
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <PropertyGroup> <LangVersion>11</LangVersion> <Nullable>enable</Nullable> </PropertyGroup> </Project>
-
- Open Project Settings and [C# Project Modifier] section under the [Editor].
- Add the .props file you just created, to the list of [Additional project imports].
A method is provided to control the behavior of async handlers when they can be executed in duplicate.
It is possible to specify CommandOrdering
at each level, such as per Router instance, SubscribeAwait argument, Route method, etc.
public enum CommandOrdering
{
/// <summary>
/// If commands are published simultaneously, subscribers are called in parallel.
/// </summary>
Parallel,
/// <summary>
/// If commands are published simultaneously, wait until the subscriber has processed the first command.
/// </summary>
Sequential,
/// <summary>
/// If commands are published simultaneously, ignore commands that come later.
/// </summary>
Drop,
/// <summary>
/// If the previous asynchronous method is running, it is cancelled and the next asynchronous method is executed.
/// </summary>
Switch,
}
// Set sequential constraint to the globally.
Router.Default.Filter(CommandOrdering.Sequential);
// Or
var fifoRouter = new Router(CommandOrdering.Sequential);
// Or Configure sequential routing via DI
builder.RegisterVitalRouter(routing =>
{
routing.CommandOrdering = CommandOrdering.Sequential;
});
// Command ordering per class level
[Routes(CommandOrdering.Sequential)]
public FooPresenter
{
public async UniTask On(FooCommand cmd)
{
}
}
[Routes]
public FooPresenter
{
// Command ordering per method level
[Route(CommandOrdering.Sequential)]
public async UniTask On(FooCommand cmd)
{
}
}
// Command ordering per per lambda expressions
router.SubscribeAwait(async (cmd, ctx) =>
{
/* ... */
}, CommandOrdering.Sequential);
If you want to group the awaiting subscribers, you can use FanOutInterceptor
var fanOut = new FanOutInterceptor();
var groupA = new Router(CommandOrdering.Sequential)
var groupB = new Router(CommandOrdering.Sequential);
fanOut.Add(groupA);
fanOut.Add(groupB);
Router.Default.Filter(fanOut);
// Map routes per group
presenter1.MapTo(groupA);
presenter2.MapTo(groupA);
presente3.MapTo(groupB);
presente4.MapTo(groupB);
With Microsoft.Extensions.DependencyInjection
builder.AddVitalRouter(routing =>
{
routing
.FanOut(groupA =>
{
groupA.Ordering = CommandOrdering.Sequential;
groupA.Map<Presenter1>();
groupA.Map<Presenter2>();
})
.FanOut(groupB =>
{
groupB.Ordering = CommandOrdering.Sequential;
groupB.Map<Presenter3>();
groupB.Map<Presenter4>();
})
});
With VContainer (Unity)
public class SampleLifetimeScope : LifetimeScope
{
public override void Configure(IContainerBuilder builder)
{
builder.RegisterVitalRouter(routing =>
{
routing
.FanOut(groupA =>
{
groupA.Ordering = CommandOrdering.Sequential;
groupA.Map<Presenter1>();
groupA.Map<Presenter2>();
})
.FanOut(groupB =>
{
groupB.Ordering = CommandOrdering.Sequential;
groupB.Map<Presenter3>();
groupB.Map<Presenter4>();
})
});
}
}
VContainer can create child scopes at any time during execution.
RegisterVitalRouter
inherits the Router defined in the parent.
For example,
public class ParentLifetimeScope : LifetimeScope
{
protected override void Configure(IContainerBuilder builder)
{
builder.RegisterVitalRouter(routing =>
{
routing.Map<PresenterA>();
});
builder.Register<ParentPublisher>(Lifetime.Singleton);
}
}
public class ChildLifetimeScope : LifetimeScope
{
protected override void Configure(IContainerBuilder builder)
{
builder.RegisterVitalRouter(routing =>
{
routing.Map<PresenterB>();
});
builder.Register<MyChildPublisher>(Lifetime.Singleton);
}
}
- When an instance in the parent scope publishes used
ICommandPublisher
, PresenterA and PresenterB receive it. - When an instance in the child scope publishes
ICommandPublisher
, also PresenterA and PresenterB receives.
If you want to create a dedicated Router for a child scope, do the following.
builder.RegisterVitalRouter(routing =>
{
+ routing.Isolated = true;
routing.Map<PresenterB>();
});
If Command is struct, VitalRouter avoids boxing, so no heap allocation occurs. This is the reson of using sturct is recommended.
In some cases, however, you may want to use class. Typically, when Command is treated as a collection element, boxing is unavoidable.
So we support the ability to pooling commands when classes are used.
public class MyBoxedCommmand : IPoolableCommand
{
public ResourceA ResourceA { ge; set; }
void IPoolableCommand.OnReturnToPool()
{
ResourceA = null!;
}
}
// To publish, use CommandPool for instantiation.
var cmd = CommandPool<MyBoxedCommand>.Shared.Rent(() => new MyBoxedCommand());
// Lambda expressions are used to instantiate objects that are not in the pool. Any number of arguments can be passed from outside.
var cmd = CommandPool<MyBoxedCommand>.Shared.Rent(arg1 => new MyBoxedCommand(arg1), extraArg);
var cmd = CommandPool<MyBoxedCommand>.Shared.Rent((arg1, arg2) => new MyBoxedCommand(arg1, arg2), extraArg1, extraArg2);
// ...
// Configure value
cmd.ResourceA = resourceA;
// Use it
publisher.PublishAsync(cmd);
// It is convenient to use the `CommandPooling` Interceptor to return to pool automatically.
Router.Default.Filter(CommandPooling.Instance);
// Or, return to pool manually.
CommandPool<MyBoxedCommand>.Shard.Return(cmd);
With VitalRouter, you can use commands to describe events in the game. At this time, it is very powerful if the publishing of commands can be controlled by external data.
For example, when implementing a game scenario, most of the time we do not implement everything in C# scripts. It is common to express large amounts of text data, branching, flag management, etc. in a simple scripting language or data format.
VitalRouter offers an optional package for this purpose before integrating mruby. (blog / blog (Japanease) )
Ruby has very little syntax noise and is excellent at creating DSLs (Domain Specific Languages) that look like natural language. Its influence can still be seen in modern languages (like Rust and Kotlin, etc).
mruby is a lightweight Ruby interpreter for embedded use, implemented by the original author of Ruby himself.
- mruby can write DSLs that more closely resemble natural language.
- lua has smaller functions and smaller library size. But mruby would be small enough.
- The size of mruby minimum shared library less than 700KB.
- mruby operates with a memory usage of about 100KB.
- Moreover, it is possible to custom-build
libmruby
as a single library by selecting only the necessary features.
For example, let's prepare the following Ruby script:
# Publish to C# handlers. (Non-blocking) Same as `await PublishAsync<CharacterMoveCommand>()`
cmd :move, id: "Bob", to: [5, 5]
# Send log to Unity side (default: UnityEngine.Debug.Log)
log "mruby works"
# You can use any ruby control-flow
3.times do
cmd :speak, id: "Bob", text: "Hello Hello Ossu Ossu"
# Non-blocking waiting. Same as `await UniTask.Delay(TimeSpan.FromSeconds(1))`
wait 1.sec
end
# You can set any variable you want from Unity.
if state[:flag_1]
cmd :speak, id: "Bob", body: "Flag 1 is on!"
end
Ruby is good at creating DSLs.
For example, you can easily write cmd
to your liking by adding method and class definitions.
# When the method is defined...
def move(id, to) = cmd :move, id:, to:
# It can be written like this
move "Bob", [5, 5]
# Making full use of class definitions and instance_eval...
class CharacterContext
def initialize(id)
@id = id
end
def move(to)
cmd :move, id: @id, to: to
end
end
def with(id, &block)
CharacterContext.new(id).instance_eval(block)
end
# It can be written like this.
with(:Bob) do
move [5, 5]
end
Each time the cmd
call is made, VitalRouter publishes an ICommand
.
The way to subscribe to this is the same as in the usual VitalRouter.
A notable feature is that while C# is executing async/await, the mruby side suspends and waits without blocking the main thread.
Internally, it leverages mruby's Fiber
, which can be controlled externally to suspend and resume.
This means that you can freely manipulate C# async handlers from mruby scripts. It should work effectively even in single-threaded environments like Unity WebGL.
The mruby extension is a completely separate package. To install it, please add the following URL from the Unity Package Manager.
https://github.com/hadashiA/VitalRouter.git?path=/src/VitalRouter.Unity/Assets/VitalRouter.MRuby#1.5.0
Note
Currently VitalRouter.MRuby is only support for Unity.
To execute mruby scripts, first create an MRubyContext
.
var context = MRubyContext.Create();
context.Router = Router.Default; // ... 1
context.CommandPreset = new MyCommandPreset()); // ... 2
- Set the
Router
for VitalRouter. Commands published from mruby are passed to the Router specified here. (Default: Router.Default) - The
CommandPreset
is a marker that represents the list of commands you want to publish from mruby. You create it as follows:
[MRubyCommand("move", typeof(CharacterMoveCommand))] // < Your custom command name and type list here
[MRubyCommand("speak", typeof(CharacterSpeakCommand))]
partial class MyCommandPreset : MRubyCommandPreset { }
// Your custom command decralations
[MRubyObject]
partial struct CharacterMoveCommand : ICommand
{
public string Id;
public Vector3 To;
}
[MRubyObject]
partial struct CharacterSpeakCommand : ICommand
{
public string Id;
public string Text;
}
To execute a script with MRubyContext
, do the following:
// Your ruby script source here
var rubySource = "cmd :speak, id: 'Bob', text: 'Hello'"
using MRubyScript script = context.CompileScript(rubySource);
await script.RunAsync();
In mruby source, the first argument of cmd
is any name registered with [MRubyCommand("...")].
The subsequent key/value list represents the member values of the command type (in this case, CharacterSpeakCommand).
Tip
The Ruby cmd method waits until the await of the C# async handler completes but does not block the Unity main thread. It looks like a normal ruby method, but it's just like a Unity coroutine. VitalRouter.MRuby is fully integrated with C#'s async/await.
Types marked with [MRubyObject]
can be deserialized from the mruby side to the C# side.
- class, struct, and record are all supported.
- A partial declaration is required.
- Members that meet the following conditions are converted from mruby:
- public fields or properties, or fields or properties with the
[MRubyMember]
attribute. - And have a setter (private is acceptable).
- public fields or properties, or fields or properties with the
[MRubyObject]
partial struct SerializeExample
{
// this is serializable members
public string Id { get; private set; }
public string Foo { get; init; }
public Vector3 To;
[MRubyMember]
public int Z;
// ignore members
[MRubyIgnore]
public float Foo;
}
The list of properties specified by mruby is assigned to the C# member names that match the key names.
Note that the names on the ruby side are converted to CamelCase.
- Example: ruby's
foo_bar
maps to C#'sFooBar
.
You can change the member name specified from Ruby by using [MRubyMember("alias name")]
.
[MRubyObject]
partial class Foo
{
[MRubyMember("alias_y")]
public int Y;
}
Also, you can receive data from Ruby via any constructor by using the [MRubyConstructor]
attribute.
[MRubyObject]
partial class Foo
{
public int X { ge; }
[MRubyConstructor]
public Foo(int x)
{
X = x;
}
}
[MRubyObject]
works by deserializing mrb_value
directly to a C# type.
See the table below for the support status of mutually convertible types.
mruby | C# |
---|---|
Integer |
int , uint , long , ulong , shot , ushot , byte , sbyte , char |
Float |
float , double , decimal |
Array |
T , List<> , T[,] , T[,] , T[,,] , Tuple<...> , ValueTuple<...> , , Stack<> , Queue<> , LinkedList<> , HashSet<> , SortedSet<> , Collection<> , BlockingCollection<> , ConcurrentQueue<> , ConcurrentStack<> , ConcurrentBag<> , IEnumerable<> , ICollection<> , IReadOnlyCollection<> , IList<> , IReadOnlyList<> , ISet<> |
Hash |
Dictionary<,> , SortedDictionary<,> , ConcurrentDictionary<,> , IDictionary<,> , IReadOnlyDictionary<,> |
String |
string , Enum , byte[] |
[Float, Float] |
Vector2 , Resolution |
[Integer, Integer] |
Vector2Int |
[Float, Float, Float] |
Vector3 |
[Int, Int, Int] |
Vector3Int |
[Float, Float, Float, Float] |
Vector4 , Quaternion , Rect , Bounds , Color |
[Int, Int, Int, Int] |
RectInt , BoundsInt , Color32 |
nil |
T? , Nullable<T> |
If you want to customize the formatting behavior, implement IMrbValueFormatter
.
// Example type...
public struct UserId
{
public int Value;
}
public class UserIdFormatter : IMrbValueFormatter<UserId>
{
public static readonly UserIdFormatter Instance = new();
public UserId Deserialize(MrbValue mrbValue, MRubyContext context, MrbValueSerializerOptions options)
{
if (mrbValue.IsNil) return default;
retun new UserId { Value = mrbValue.IntValue };
}
}
To enable the custom formatter, set MrbValueSerializerOptions as follows.
StaticCompositeResolver.Instance
.AddFormatters(UserIdFormatter.Instance) // < Yoru custom formatters
.AddResolvers(StandardResolver.Instance); // < Default behaviours
// Set serializer options to context.
var context = MRubyContext.Create(...);
context.SerializerOptions = new MrbValueSerializerOptions
{
Resolver = StaticCompositeResolver
};
MRubyContext
provides several APIs for executing mruby scripts.
using var context = MRubyContext.Create(Router.Default, new MyCommandPreset());
// Evaluate arbitrary ruby script
context.Load(
"def mymethod(v)\n" +
" v * 100\n" +
"end\n");
// Evaluates any ruby script and returns the deserialized result of the last value.
var result = context.Evaluate<int>("mymethod(7)");
// => 700
// Syntax error and runtime error on the Ruby side can be supplemented with try/catch.
try
{
context.Evaluate<int>("raise 'ERRRO!'");
}
catch (Exception ex)
{
// ...
}
// Execute scripts, including the async method including VitalRouter, such as command publishing.
var script = context.CompileScript("3.times { |i| cmd :text, body: \"Hello Hello #{i}\" }");
await script.RunAsync();
// When a syntax error is detected, CompileScript throws an exception.
try
{
context.CompileScript("invalid invalid invalid");
}
catch (Exception ex)
{
}
// The completed script can be reused.
await script.RunAsync();
// You can supplement Ruby runtime errors by try/catch RunAsync.
try
{
await script.RunAsync();
}
catch (Exception ex)
{
// ...
}
script.Dispose();
if you want to handle logs sent from the mruby side, do as follows:
MRubyContext.GlobalLogHandler = message =>
{
UnityEngine.Debug.Log(messae);
};
The mruby embedded with VitalRouter contains only a portion of the standard library to reduce size. Please check the vitalrouter.gembox to see which mrbgem is enabled.
In addition to the standard mrbgem, the following extension APIs are provided for Unity integration.
# Wait for the number of seconds. (Non-blocking)
# It is equivalent to `await UniTask.Delay(TimeSpan.FromSeconds(1))`)
wait 1.0.sec
wait 2.5.secs
# Wait for the number of fames. (Non-blocking)
# It is equivalent to `await UniTask.DelayFrame(1)`)
wait 1.frame
wait 2.frames
# Send logs to the Unity side. Default implementation is `UnityEngine.Debug.Log`
log "Log to Unity !"
# Publish VitalRouter command
cmd :your_command_name, prop1: 123, prop2: "bra bra"
Note
"Non-blocking" means that after control is transferred to the Unity side, the Ruby script suspends until the C# await completes, without blocking the thread.
Arbitrary variables can be set from the C# side to the mruby side.
var context = MRubyScript.CreateContext(...);
context.SharedState.Set("int_value", 1234);
context.SharedState.Set("bool_value", true);
context.SharedState.Set("float_value", 678.9);
context.SharedState.Set("string_value", "Hoge Hoge");
context.SharedState.Set("symbol_value", "fuga_fuga", asSymbol: true);
SharedState can also be referenced via PublishContext.
router.Subscribe((cmd, publishContext) =>
{
// ...
publishContext.MRubySharedState().Set("x", 1);
// ...
});
router.SubscribeAwait(async (cmd, publishContext, cancellation) =>
{
// ...
publishContext.MRubySharedState().Set("x", 1);
// ...
});
[Routes]
class MyPresenter
{
public async UniTask On(FooCommand cmd, PublishContext publishContext)
{
publishContext.MRubySharedState().Set("x", 1);
}
}
Shared variables can be referenced from the ruby side as follows.
state[:int_value] #=> 1234
state[:bool_value] #=> true
state[:float_value] #=> 678.9
state[:string_value] #=> "Hoge Hoge"
state[:symbol_value] #=> :fuga_fuga
# A somewhat fuzzy matcher, the `is?` method, is available for shared states.
state[:a] #=> 'buz'
state[:a].is?('buz') #=> true
state[:a].is?(:buz) #=> true
VitalRouter.MRuby specifies Unity's UnsafeUtility.Malloc
for mruby's memory allocator.
Therefore, mruby's memory usage can be checked from MemoryProfiler, etc.
VitalRouter.MRuby embeds custom libmruby
as a Unity native plugin.
It will not work on platforms for which native binaries are not provided.
Please refer to the following table for current support status.
Platform | CPU Arch | Build | Tested the actual device |
---|---|---|---|
Windows | x64 | ✅ | ✅ |
arm64 | |||
Windows UWP | ? | ? | |
macOS | x64 | ✅ | ✅ |
arm64 (apple silicon) | ✅ | ✅ | |
Universal (x64 + arm64) | ✅ | ✅ | |
Linux | x64 | ✅ | Tested only the headless Editor (ubuntu) |
arm64 | ✅ | ||
iOS | arm64 | ✅ | (planed) |
x64 (Simulator) | ✅ | ✅ | |
Android | arm64 | ✅ | ✅ |
x64 | ✅ | ||
WebGL | wasm32 | ✅ | ✅ |
visionOS | arm64 | ✅ | |
x64 (Simulator) | ✅ |
- "Confirmation" means that the author has checked the operation on one or more types of devices. If you have any problems in your environment, please let us know by submitting an issue.
- Build is done in mruby's build_config.rb. If you want to add more environments to support, pull requests are welcome.
VitalRouter.MRuby.Native is simply renamed libmruby. (It is named for easy identification on crash logs and stack traces.)
The code for the native part of VitalRouter.MRuby is provided as an mruby mrbgem, which is output by the mruby build system into a single libmruby binary.
The steps to build VitalRouter.MRuby.Native.dll are as follows:
- Clone this repository.
- Follow the mruby build system and perform the following.
-
$ cd VitalRouter/src/vitalrouter-mruby/ext/mruby $ ``MRUBY_CONFIG=/path/to/build_config.rb rake`
- The MRUBY_CONFIG file should be prepared for each target platform.
- For existing files, they are located in the ./src/vitalrouter-mruby directory
- The mruby rake outputs a static library, but Unity does not support static libraries on some platforms. For this reason, VitalRouter performs conversion to a shared library in an additional task. This is called automatically.
- Copy the libmruby binary in the ./build/lib directory to unity assets.
- ./src/VitalRouter.Unity/Assets/VitalRouter.MRuby/Runtime/Plugins/
If you want to build VitalRouter.MRuby.Native for a new platform, you should need to create a new build_config file, referring to the existing build_config.*.rb files.
refs:
- https://github.com/mruby/mruby/blob/master/doc/guides/compile.md
- https://github.com/mruby/mruby/tree/master/build_config
Cysharp/R3 is a new Rx (Reactive extensions) library that works with Unity. It is the successor to the popular UniRx, with a more modern implementation, a refined API, and an abstraction layer. Check the R3 documentation for more details.
VitalRouter supports integration with R3.
publisher.AsObservable<TCommand>() // Convert pub/sub to R3 Observable
// Subscibe and bind publisher.
observable
.Select(x => new FooCommand { X = x }
.SubscribeToPublish(Router.Default);
// Subscibe and bind publisher and await for publishing all. (PublishAsync().Forget())
await observable
.Select(x => new FooCommand { X = x }
.ForEachPublishAndForgetAsync(Router.Default);
// Subscibe and bind publisher and await for publishing all. (await PublishAsync() one by one)
await observable
.Select(x => new FooCommand { X = x }
.ForEachPublishAndAwaitAsync(Router.Default);
Below is a benchmark for synchronous Publish. There is zero extra heap allocation due to publish; if ICommand is struct, no boxing occurs. Also, if interceptor is used, type-specific allocations occur the first time, but are cached the second and subsequent times. So it could be used for very granular messaging in games.
| Method | Mean | Error | StdDev | Median | Gen0 | Allocated |
|------------------------------------ |------------:|----------:|-----------:|------------:|-------:|----------:|
| 'Publish (ZeroMessenger)' | 48.55 ns | 0.626 ns | 0.585 ns | 48.55 ns | - | - |
| 'Publish (MessagePipe)' | 63.77 ns | 0.853 ns | 0.756 ns | 63.69 ns | - | - |
| 'Publish (R3 Subject)' | 71.61 ns | 1.259 ns | 1.499 ns | 71.51 ns | - | - |
| 'Publish (System.Reactive Subject)' | 76.56 ns | 0.656 ns | 0.582 ns | 76.32 ns | - | - |
| 'Publish (VitalRouter)' | 83.31 ns | 0.802 ns | 0.750 ns | 83.39 ns | - | - |
| 'Publish (MediatR)' | 260.63 ns | 2.586 ns | 2.419 ns | 260.59 ns | - | 64 B |
| 'Publish (PubSub)' | 515.71 ns | 6.076 ns | 5.683 ns | 516.50 ns | - | 248 B |
| 'Publish (Prism)' | 1,374.80 ns | 39.718 ns | 103.232 ns | 1,334.21 ns | 0.1000 | 1552 B |
By source generator, type of ICommand branches are pre-generated by static type caching. This is particularly fast compared to switch statements and dictionaries.
// Auto-generated example, Determination of subscriber
MethodTable<global::CharacterEnterCommand>.Value = static (source, command, cancellation) => source.On(command);
MethodTable<global::CharacterMoveCommand>.Value = static (source, command, cancellation) => source.On(command);
// Auto-generated example, Determination of interceptor
MethodTable<global::CharacterEnterCommand>.InterceptorFinder = static self => self.interceptorStackDefault;
MethodTable<global::CharacterMoveCommand>.InterceptorFinder = static self => self.interceptorStackDefault;
The challenge in implementing a thread-safe event handler is the contention for the subscriber collection: we want to enumerate all subscribers as they are dynamically added/removed.
The easiest solution would be to make a copy of each case just before it is enumerated. (Like ToArray
. Immutable Collection
, and so on).
In this case, however, allocation occurs.
In early implementations of VitalRouter, only FIFOs were implemented, so two collections were prepared in advance. Like double buffering.
The current implementation uses Free list. When an element is removed, its address becomes null and is reused later. When enumerating all cases, it does not take a lock and just "ignores" any nulls. This slows down enumeration when there is room, but does not require locking.
Note that this idea is mostly borrowed from Cysharp/R3.
Unity is a very fun game engine that is easy to work with, but handling communication between multiple GameObjects is a difficult design challenge.
In the game world, there are so many objects working in concert: UI, game system, effects, sounds, and various actors on the screen.
It is common for an event fired by one object to affect many objects in the game world. If we try to implement this in a naive OOP way, we will end up with complex... very complex N:N relationships.
More to the point, individual objects in the game are created and destroyed at a dizzying rate during execution, so this N:N would tend to be even more complex!
There is one problem. There is no distinction between "the one giving the orders" and "the one being given the orders." In the simplicity of Unity programming, it is easy to mix up the object giving the orders and the object being given the orders. This is one of the reasons why game design is so difficult.
When the relationship is N:N, bidirectional binding is almost powerless. This is because it is very fat for an object to resolve references to all related objects. Moreover, they all repeat their creation.
Most modern GUI application frameworks recommend an overall unidirectional control flow rather than bidirectional binding.
Games are more difficult to generalize than GUIs. However, it is still important to organize the "control flow".
A major concern in game development is creating a Visualize Component that is unique to that game.
The Component we create has very detailed state transitions. It will move every frame. Maybe. It will have complex parent-child relationships. Maybe.
But we should separate this very detailed state management from the state that is brought to the entire game system and to which many objects react.
It is the latter fact that should be "publich".
Each View Component should hide its own state inside.
So how should granular components expose their own events to the outside world? Be aware of ownership. An object with ownership of a fine-grained object communicates further outside of it.
The "Controller" in MVC is essentially not controlled by anyone. It is the entry point of the system. VitalRouter does not require someone to own the Controller, only to declare it in an attribute. So it encourages this kind of design.
An important advantage of giving a type for each type of event is that it is serializable.
For example,
- If you store your commands in order, you can implement game replays later by simply re-publishing them in chronological order.
- Commands across the network, your scenario data, editor data, whatever is datamined, are the same input data source.
A further data-oriented design advantage is the separation of "data" from "functionality.
The life of data is dynamic. Data is created/destroyed when certain conditions are met in a game. On the other hand, "functionality" has a static lifetime. This is a powerful tool for large code bases.
MIT
@hadashiA