http://wiki.unity3d.com/index.php?title=Advanced_CSharp_Messenger

Author: Ilya Suzdalnitski

Contents

[hide

Description

This is an advanced version of a messaging system for C#. It will automatically clean up its event table after a new level has been loaded. This will prevent the programmer from accidentally invoking destroyed methods and thus will help prevent many MissingReferenceExceptions. This messaging system is based on Rod Hyde'sCSharpMessenger and Magnus Wolffelt's CSharpMessenger Extended.

Foreword

Upon introduction of a messaging system into our project (CSharpMessenger Extended) we started facing very strange bugs. Unity3d would throw MissingReferenceExceptions every time a message was broadcasted. It would say that the class, where the message handler was declared in, was destroyed. The problem came out of nowhere and there was not a reasonable explanation behind it. However placing the message handler code within try-catch blocks solved the problem. We understood that it was not a good solution to have hundreds of try-catch blocks in our code. It took us some time to finally figure out where was the problem.

Cause behind the MissingReferenceException and solution

It turned out, that the MissingReferenceException bug appeared, when a new level was loaded (or current one was reloaded). For example, we have a message "start game", declared as follows:

public class MainMenu : MonoBehaviour {
void Start ()
{
Messenger.AddListener("start game", StartGame);
}
 
void StartGame()
{
Debug.Log("StartGame called in" + gameObject); //This is the line that would throw an exception
}
 
void StartGameButtonPressed()
{
Messenger.Broadcast("start game");
}
}

At first glance, there's no problem at all, but after the level has been reloaded, Unity3d will throw an exception, saying that MainMenu has been destroyed. However there's no code that would EVER destroy the MainMenu script.

What actually happened is:

  1. We added a "start game" message listener to our Messenger.
  2. StartGameButtonPressed was called which in turn broadcasted the "start game" message.
  3. We reloaded the level with Application.LoadLevel.
  4. Step 1 repeated.
  5. Step 2 repeated.

Here's how eventTable of the messenger looks like at corresponding steps:

  • At step 1: { "start game", mainMenu1- > StartGame(); }
  • At step 4: { "start game", mainMenu1- > StartGame(); } { "start game", mainMenu2- > StartGame(); }

So at step 4 we have two message handler for the same "start game" message - the first one is for the destroyed MainMenu object (got destroyed when reloaded a level), and the second one it for the current valid MainMenu object. It turns out that when we broadcast the "start game" message after reloading the level, the messenger invokes both - the destroyed and the valid message handlers. This is where the MissingReferenceException came from.

So the solution is obvious - clear the eventTable after unloading a level. There's nothing else the programmer has to do on his side to clean up the table, it's being done automatically.

The Messenger

We're happy to present you an advanced version of C# messaging system.

Usage

Event listener

void OnPropCollected( PropType propType ) {
if (propType == PropType.Life)
livesAmount++;
}

Registering an event listener

void Start() {
Messenger.AddListener< Prop >( "prop collected", OnPropCollected );
}

Unregistering an event listener

	Messenger.RemoveListener< Prop > ( "prop collected", OnPropCollected );

Broadcasting an event

public void OnTriggerEnter(Collider _collider)
{
Messenger.Broadcast< PropType > ( "prop collected", _collider.gameObject.GetComponent<Prop>().propType );
}

Cleaning up the messenger

The messenger cleans up its eventTable automatically when a new level loads. This will ensure that the eventTable of the messenger gets cleaned up and will save us from unexpected MissingReferenceExceptions. In case you want to clean up manager's eventTable manually, there's such an option by calling Messenger.Cleanup();

Permanent messages

If you want a certain message to survive the Cleanup, mark it with Messenger.MarkAsPermanent(string). This may be required if a certain class responds to messages broadcasted from across different levels.

Misc

Log all messages

For debugging purposes, you can set the shouldLogAllMessages flag in Messenger to true. This will log all calls to the Messenger.

Transition from other messengers

To quickly change all calls to messaging system from older CSharpMessenger's to the advanced, do the following steps:

  1. In MonoDevelop go to Search => Replace in files
  2. In Find field enter: Messenger<([^<>]+)>.([A-Za-z0-9_]+)
  3. In Replace field enter: Messenger.$2<$1>
  4. Select scope: Whole solution.
  5. Check the Regex search check box.
  6. Press the Replace button

Code

There're two files required for the messenger to work - Callback.cs and Messenger.cs.

Callback.cs

public delegate void Callback();
public delegate void Callback<T>(T arg1);
public delegate void Callback<T, U>(T arg1, U arg2);
public delegate void Callback<T, U, V>(T arg1, U arg2, V arg3);

Messenger.cs

/*
* Advanced C# messenger by Ilya Suzdalnitski. V1.0
*
* Based on Rod Hyde's "CSharpMessenger" and Magnus Wolffelt's "CSharpMessenger Extended".
*
* Features:
* Prevents a MissingReferenceException because of a reference to a destroyed message handler.
* Option to log all messages
* Extensive error detection, preventing silent bugs
*
* Usage examples:
1. Messenger.AddListener<GameObject>("prop collected", PropCollected);
Messenger.Broadcast<GameObject>("prop collected", prop);
2. Messenger.AddListener<float>("speed changed", SpeedChanged);
Messenger.Broadcast<float>("speed changed", 0.5f);
*
* Messenger cleans up its evenTable automatically upon loading of a new level.
*
* Don't forget that the messages that should survive the cleanup, should be marked with Messenger.MarkAsPermanent(string)
*
*/
 
//#define LOG_ALL_MESSAGES
//#define LOG_ADD_LISTENER
//#define LOG_BROADCAST_MESSAGE
#define REQUIRE_LISTENER
 
using System;
using System.Collections.Generic;
using UnityEngine;
 
static internal class Messenger {
#region Internal variables
 
//Disable the unused variable warning
#pragma warning disable 0414
//Ensures that the MessengerHelper will be created automatically upon start of the game.
static private MessengerHelper messengerHelper = ( new GameObject("MessengerHelper") ).AddComponent< MessengerHelper >();
#pragma warning restore 0414
 
static public Dictionary<string, Delegate> eventTable = new Dictionary<string, Delegate>();
 
//Message handlers that should never be removed, regardless of calling Cleanup
static public List< string > permanentMessages = new List< string > ();
#endregion
#region Helper methods
//Marks a certain message as permanent.
static public void MarkAsPermanent(string eventType) {
#if LOG_ALL_MESSAGES
Debug.Log("Messenger MarkAsPermanent \t\"" + eventType + "\"");
#endif
 
permanentMessages.Add( eventType );
}
 
 
static public void Cleanup()
{
#if LOG_ALL_MESSAGES
Debug.Log("MESSENGER Cleanup. Make sure that none of necessary listeners are removed.");
#endif
 
List< string > messagesToRemove = new List<string>();
 
foreach (KeyValuePair<string, Delegate> pair in eventTable) {
bool wasFound = false;
 
foreach (string message in permanentMessages) {
if (pair.Key == message) {
wasFound = true;
break;
}
}
 
if (!wasFound)
messagesToRemove.Add( pair.Key );
}
 
foreach (string message in messagesToRemove) {
eventTable.Remove( message );
}
}
 
static public void PrintEventTable()
{
Debug.Log("\t\t\t=== MESSENGER PrintEventTable ===");
 
foreach (KeyValuePair<string, Delegate> pair in eventTable) {
Debug.Log("\t\t\t" + pair.Key + "\t\t" + pair.Value);
}
 
Debug.Log("\n");
}
#endregion
 
#region Message logging and exception throwing
static public void OnListenerAdding(string eventType, Delegate listenerBeingAdded) {
#if LOG_ALL_MESSAGES || LOG_ADD_LISTENER
Debug.Log("MESSENGER OnListenerAdding \t\"" + eventType + "\"\t{" + listenerBeingAdded.Target + " -> " + listenerBeingAdded.Method + "}");
#endif
 
if (!eventTable.ContainsKey(eventType)) {
eventTable.Add(eventType, null );
}
 
Delegate d = eventTable[eventType];
if (d != null && d.GetType() != listenerBeingAdded.GetType()) {
throw new ListenerException(string.Format("Attempting to add listener with inconsistent signature for event type {0}. Current listeners have type {1} and listener being added has type {2}", eventType, d.GetType().Name, listenerBeingAdded.GetType().Name));
}
}
 
static public void OnListenerRemoving(string eventType, Delegate listenerBeingRemoved) {
#if LOG_ALL_MESSAGES
Debug.Log("MESSENGER OnListenerRemoving \t\"" + eventType + "\"\t{" + listenerBeingRemoved.Target + " -> " + listenerBeingRemoved.Method + "}");
#endif
 
if (eventTable.ContainsKey(eventType)) {
Delegate d = eventTable[eventType];
 
if (d == null) {
throw new ListenerException(string.Format("Attempting to remove listener with for event type \"{0}\" but current listener is null.", eventType));
} else if (d.GetType() != listenerBeingRemoved.GetType()) {
throw new ListenerException(string.Format("Attempting to remove listener with inconsistent signature for event type {0}. Current listeners have type {1} and listener being removed has type {2}", eventType, d.GetType().Name, listenerBeingRemoved.GetType().Name));
}
} else {
throw new ListenerException(string.Format("Attempting to remove listener for type \"{0}\" but Messenger doesn't know about this event type.", eventType));
}
}
 
static public void OnListenerRemoved(string eventType) {
if (eventTable[eventType] == null) {
eventTable.Remove(eventType);
}
}
 
static public void OnBroadcasting(string eventType) {
#if REQUIRE_LISTENER
if (!eventTable.ContainsKey(eventType)) {
throw new BroadcastException(string.Format("Broadcasting message \"{0}\" but no listener found. Try marking the message with Messenger.MarkAsPermanent.", eventType));
}
#endif
}
 
static public BroadcastException CreateBroadcastSignatureException(string eventType) {
return new BroadcastException(string.Format("Broadcasting message \"{0}\" but listeners have a different signature than the broadcaster.", eventType));
}
 
public class BroadcastException : Exception {
public BroadcastException(string msg)
: base(msg) {
}
}
 
public class ListenerException : Exception {
public ListenerException(string msg)
: base(msg) {
}
}
#endregion
 
#region AddListener
//No parameters
static public void AddListener(string eventType, Callback handler) {
OnListenerAdding(eventType, handler);
eventTable[eventType] = (Callback)eventTable[eventType] + handler;
}
 
//Single parameter
static public void AddListener<T>(string eventType, Callback<T> handler) {
OnListenerAdding(eventType, handler);
eventTable[eventType] = (Callback<T>)eventTable[eventType] + handler;
}
 
//Two parameters
static public void AddListener<T, U>(string eventType, Callback<T, U> handler) {
OnListenerAdding(eventType, handler);
eventTable[eventType] = (Callback<T, U>)eventTable[eventType] + handler;
}
 
//Three parameters
static public void AddListener<T, U, V>(string eventType, Callback<T, U, V> handler) {
OnListenerAdding(eventType, handler);
eventTable[eventType] = (Callback<T, U, V>)eventTable[eventType] + handler;
}
#endregion
 
#region RemoveListener
//No parameters
static public void RemoveListener(string eventType, Callback handler) {
OnListenerRemoving(eventType, handler);
eventTable[eventType] = (Callback)eventTable[eventType] - handler;
OnListenerRemoved(eventType);
}
 
//Single parameter
static public void RemoveListener<T>(string eventType, Callback<T> handler) {
OnListenerRemoving(eventType, handler);
eventTable[eventType] = (Callback<T>)eventTable[eventType] - handler;
OnListenerRemoved(eventType);
}
 
//Two parameters
static public void RemoveListener<T, U>(string eventType, Callback<T, U> handler) {
OnListenerRemoving(eventType, handler);
eventTable[eventType] = (Callback<T, U>)eventTable[eventType] - handler;
OnListenerRemoved(eventType);
}
 
//Three parameters
static public void RemoveListener<T, U, V>(string eventType, Callback<T, U, V> handler) {
OnListenerRemoving(eventType, handler);
eventTable[eventType] = (Callback<T, U, V>)eventTable[eventType] - handler;
OnListenerRemoved(eventType);
}
#endregion
 
#region Broadcast
//No parameters
static public void Broadcast(string eventType) {
#if LOG_ALL_MESSAGES || LOG_BROADCAST_MESSAGE
Debug.Log("MESSENGER\t" + System.DateTime.Now.ToString("hh:mm:ss.fff") + "\t\t\tInvoking \t\"" + eventType + "\"");
#endif
OnBroadcasting(eventType);
 
Delegate d;
if (eventTable.TryGetValue(eventType, out d)) {
Callback callback = d as Callback;
 
if (callback != null) {
callback();
} else {
throw CreateBroadcastSignatureException(eventType);
}
}
}
 
//Single parameter
static public void Broadcast<T>(string eventType, T arg1) {
#if LOG_ALL_MESSAGES || LOG_BROADCAST_MESSAGE
Debug.Log("MESSENGER\t" + System.DateTime.Now.ToString("hh:mm:ss.fff") + "\t\t\tInvoking \t\"" + eventType + "\"");
#endif
OnBroadcasting(eventType);
 
Delegate d;
if (eventTable.TryGetValue(eventType, out d)) {
Callback<T> callback = d as Callback<T>;
 
if (callback != null) {
callback(arg1);
} else {
throw CreateBroadcastSignatureException(eventType);
}
}
}
 
//Two parameters
static public void Broadcast<T, U>(string eventType, T arg1, U arg2) {
#if LOG_ALL_MESSAGES || LOG_BROADCAST_MESSAGE
Debug.Log("MESSENGER\t" + System.DateTime.Now.ToString("hh:mm:ss.fff") + "\t\t\tInvoking \t\"" + eventType + "\"");
#endif
OnBroadcasting(eventType);
 
Delegate d;
if (eventTable.TryGetValue(eventType, out d)) {
Callback<T, U> callback = d as Callback<T, U>;
 
if (callback != null) {
callback(arg1, arg2);
} else {
throw CreateBroadcastSignatureException(eventType);
}
}
}
 
//Three parameters
static public void Broadcast<T, U, V>(string eventType, T arg1, U arg2, V arg3) {
#if LOG_ALL_MESSAGES || LOG_BROADCAST_MESSAGE
Debug.Log("MESSENGER\t" + System.DateTime.Now.ToString("hh:mm:ss.fff") + "\t\t\tInvoking \t\"" + eventType + "\"");
#endif
OnBroadcasting(eventType);
 
Delegate d;
if (eventTable.TryGetValue(eventType, out d)) {
Callback<T, U, V> callback = d as Callback<T, U, V>;
 
if (callback != null) {
callback(arg1, arg2, arg3);
} else {
throw CreateBroadcastSignatureException(eventType);
}
}
}
#endregion
}
 
//This manager will ensure that the messenger's eventTable will be cleaned up upon loading of a new level.
public sealed class MessengerHelper : MonoBehaviour {
void Awake ()
{
DontDestroyOnLoad(gameObject);
}
 
//Clean up eventTable every time a new level loads.
public void OnLevelWasLoaded(int unused) {
Messenger.Cleanup();
}
}

Advanced CSharp Messenger的更多相关文章

  1. 【转】Unity3D研究院之通过C#使用Advanced CSharp Messenger(五十)

    http://www.xuanyusong.com/archives/2165 Advanced CSharp Messenger 属于C#事件的一种. 维基百科中由详细的说明http://wiki. ...

  2. Unity3D之通过C#使用Advanced CSharp Messenger

    Advanced CSharp Messenger 属于C#事件的一种. 维基百科中由详细的说明http://wiki.unity3d.com/index.php?title=Advanced_CSh ...

  3. Unity消息简易框架 Advanced C# messenger

    Unity消息简易框架 Advanced C# messenger Unity C# 消息机制  [转载 雨凇MOMO博客] https://www.xuanyusong.com/archives/2 ...

  4. 【转】NGUI研究院之三种方式监听NGUI的事件方法(七)

    NGUI事件的种类很多,比如点击.双击.拖动.滑动等等,他们处理事件的原理几乎万全一样,本文只用按钮来举例. 1.直接监听事件 把下面脚本直接绑定在按钮上,当按钮点击时就可以监听到,这种方法不太好很不 ...

  5. unity客户端基本框架(转载)

    框架概述: 基础系统的框架搭建,其中包括: UI框架(NGUI + MVC) 消息管理(Advanced CSharp Messenger) 网络层框架(Socket + Protobuf ) 表格数 ...

  6. 三种方式监听NGUI的事件方法

    NGUI研究院之三种方式监听NGUI的事件方法(七) NGUI事件的种类很多,比如点击.双击.拖动.滑动等等,他们处理事件的原理几乎万全一样,本文只用按钮来举例. 1.直接监听事件 把下面脚本直接绑定 ...

  7. (转)NGUI研究院之三种方式监听NGUI的事件方法

    NGUI事件的种类很多,比如点击.双击.拖动.滑动等等,他们处理事件的原理几乎万全一样,本文只用按钮来举例. 1.直接监听事件 把下面脚本直接绑定在按钮上,当按钮点击时就可以监听到,这种方法不太好很不 ...

  8. 《Unity 3D游戏客户端基础框架》消息系统

    功能分析: 首先,我们必须先明确一个消息系统的核心功能: 一个通用的事件监听器 管理各个业务监听的事件类型(注册和解绑事件监听器) 全局广播事件 广播事件所传参数数量和数据类型都是可变的(数量可以是 ...

  9. 《Unity 3D游戏客户端基础框架》概述

    框架概述: 做了那么久的业务开发,也做了一年多的核心战斗开发,最近想着自己倒腾一套游戏框架,当然暂不涉及核心玩法类型和战斗框架,核心战斗的设计要根据具体的游戏类型而定制,这里只是一些通用的基础系统的框 ...

随机推荐

  1. Java和Android注释规范

    1. 文件头注释 每一个文件的文件头都必须做文件头注释.文件头注释范例如下: /* * 文件名:LoginActivity * 描 述:对用户 * 作 者: * 时 间: * 版 权: */   2. ...

  2. AxureRP7.0教学大纲Tutorial directory

    参考: http://www.axurerp.cn/learn/2014/0812/5.html Axure RP7.0标准教程 http://bbs.yuanxingku.com/thread-5- ...

  3. 网站构建学习笔记(0)——基本概念了解及资源学习(copy自w3school)

    一.学习方面 1.WWW - 万维网 什么是 WWW? WWW 指万维网(World Wide Web) 万维网常被称为Web Web 是由遍布全球的计算机所组成的网络 所有 Web 中的计算机都可以 ...

  4. 中文在unicode中的编码范围

    以前写过一篇贴子是写中文在unicode中的编码范围 unicode中文范围,但写的不是很详细,今天再次研究了下unicode,并给出详细的unicode取值范围. 本次研究的unicode对象是un ...

  5. python map函数

    map()函数 map()是 Python 内置的高阶函数,它接收一个函数 f 和一个 list,并通过把函数 f 依次作用在 list 的每个元素上,得到一个新的 list 并返回. 例如,对于li ...

  6. javascript优化--06模式(对象)01

    命名空间: 优点:可以解决命名混乱和第三方冲突: 缺点:长嵌套导致更长的查询时间:更多的字符: 通用命名空间函数: var MYAPP = MYAPP || {}; MYAPP.namespace = ...

  7. this和$(this)区别

    This代表当前元素,是javascript关键词中的一个,表示上下文中的当前DOM元素,不能调用Jquery方法: $(this)返回一个Jquery对象,可调用多个方法.

  8. Repeatless Numbers[POJ2956]

    Repeatless Numbers Time Limit: 1000MS   Memory Limit: 65536K Total Submissions: 1719   Accepted: 726 ...

  9. BZOJ1075 : [SCOI2007]最优驾车drive

    设$f[i][j][k]$为到达$(i,j)$,用时为$\frac{k}{5lcm}$小时的最低耗油量,然后DP即可. #include<cstdio> const int N=12,M= ...

  10. Android WebView常见问题解决方案汇总

    问题目录: 1.为WebView自定义错误显示界面: 2.WebView cookies清理 3.清理cache 和历史记录 4.判断WebView是否已经滚动到页面底端 5.URL拦截 6.处理We ...