DLS.MessageSystem 2.0.0

There is a newer version of this package available.
See the version list below for details.
dotnet add package DLS.MessageSystem --version 2.0.0
                    
NuGet\Install-Package DLS.MessageSystem -Version 2.0.0
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="DLS.MessageSystem" Version="2.0.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="DLS.MessageSystem" Version="2.0.0" />
                    
Directory.Packages.props
<PackageReference Include="DLS.MessageSystem" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add DLS.MessageSystem --version 2.0.0
                    
#r "nuget: DLS.MessageSystem, 2.0.0"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package DLS.MessageSystem@2.0.0
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=DLS.MessageSystem&version=2.0.0
                    
Install as a Cake Addin
#tool nuget:?package=DLS.MessageSystem&version=2.0.0
                    
Install as a Cake Tool

Message System User Guide v2.0.0

Introduction

This guide provides a comprehensive overview of the Message System, detailing its features and usage. The system supports various messaging channels, allowing for robust communication within applications and games.

MessageChannels Enum

The MessageChannels enum defines various channels for message communication.

public enum MessageChannels
{
    System,
    Logging,
    Debug,
    Error,
    Warning,
    Info,
    Gameplay,
    Level,
    Quest,
    Achievement,
    Combat,
    AI,
    Physics,
    Animation,
    Player,
    PlayerStats,
    PlayerInventory,
    PlayerSkills,
    PlayerActions,
    PlayerHealth,
    PlayerMovement,
    Enemy,
    EnemyStats,
    EnemyAI,
    EnemyHealth,
    EnemyActions,
    Items,
    ItemPickup,
    ItemDrop,
    ItemUse,
    ItemCrafting,
    InventoryManagement,
    UI,
    UINotifications,
    UIMenus,
    UIButtons,
    UIDialogs,
    UILoadingScreen,
    UIPopup,
    Network,
    NetworkConnect,
    NetworkDisconnect,
    NetworkError,
    NetworkData,
    Audio,
    Music,
    SoundEffects,
    Voice,
    Input,
    KeyPress,
    MouseClick,
    Touch,
    Time,
    DayNightCycle,
    Timer,
    Weather,
    Environment,
    NPC,
    Scripting,
    SaveLoad,
    Cutscene,
    Tutorial,
    Economy,
    Trade,
    Dialogue,
    Camera,
    UI_HUD,
    UI_Inventory,
    UI_QuestLog,
    UI_SkillTree,
    Social,
    Chat,
    Mail,
    FriendRequest,
    Clan,
    Group
}

Core Components

IMessageChannel Interface

The IMessageChannel interface is the foundation for creating message channels. It allows for the definition of custom channels beyond the standard ones provided by the MessageChannels enum:

public interface IMessageChannel
{
    string Name { get; }
}

CustomChannel

A CustomChannel is used to define a custom message channel that may be specific to a particular use case or part of an application:

public class CustomChannel : IMessageCHannel
{
    public string Name { get; private set; }

    public CustomChannel(string name)
    {
        Name = name;
    }
}

DefaultMessageChannel

The DefaultMessageChannel simplifies the usage of predefined channels from the MessageChannels enum, encapsulating them into an easy-to-use object:

public class DefaultMessageCommand : IMessageCHannel
{
    public MessageChannels Channels { get; private set; }

    public DefaultMessageChannel(MessageChannels channels)
    {
        Channels = channels;
    }

    public string Name => Channels.ToString();
}

Message Envelope

The IMessageEnvelope interface and its implementation MessageEnvelope are used to wrap messages.

public interface IMessageEnvelope
{
    Type MessageType { get; }
}

public interface IMessageEnvelope<out T> : IMessageEnvelope
{
    T? Message { get; }
}

public class MessageEnvelope<T> : IMessageEnvelope, IMessageEnvelope<T?>
{
    public T? Message { get; private set; }
    public Type MessageType { get; private set; } = typeof(T);

    public MessageEnvelope(T? message)
    {
        Message = message;
    }
}

Message Manager

The MessageManager class handles the registration, sending, and processing of messages.

Registering Handlers

Register a handler for a specific channel with the MessageChannels enum.

MessageSystem.MessageManager.RegisterForChannel<GameplayMessage>(MessageChannels.Gameplay, GameplayMessageHandler);

Register a handler for multiple channels with the MessageChannels enum.

MessageSystem.MessageManager.RegisterForChannel<StringMessage>(StringMessageHandler, 0, MessageChannels.Gameplay, MessageChannels.System, MessageChannels.UI);

Register a handler using custom channels.

protected const string AwesomeTime = "AwesomeTime";
protected const string TacoString = "Taco";
protected IMessageChannel awesomeCustomChannel = new CustomChannel(AwesomeTime);
protected IMessageChannel tacoCustomChannel = new CustomChannel(TacoString);

MessageSystem.MessageManager.RegisterForChannel<GameplayMessage>(tacoCustomChannel, TacoCustomChannel);
MessageSystem.MessageManager.RegisterForChannel<SystemMessage>(AwesomeCustomChannelHandler, 0, awesomeCustomChannel, gamePlayChannel);
Unregistering Handlers

Unregister a handler for a specific channel with the MessageChannels enum.

MessageSystem.MessageManager.UnregisterForChannel<GameplayMessage>(MessageChannels.Gameplay, GameplayMessageHandler);

Unregister a handler for multiple channels with the MessageChannels enum

MessageSystem.MessageManager.UnregisterForChannel<GameplayMessage>(StringMessageHandler, MessageChannels.System, MessageChannels.Gameplay, MessageChannels.UI);

Unregister a handler using custom channels.

MessageSystem.MessageManager.UnregisterForChannel<SystemMessage>(AwesomeCustomChannelHandler, awesomeCustomChannel, gamePlayChannel);
Sending Messages

Send a message immediately.

MessageSystem.MessageManager.SendImmediate(MessageChannels.Gameplay, new GameplayMessage("Hello"));

Send a message to be processed later.

MessageSystem.MessageManager.Send(MessageChannels.Gameplay, new GameplayMessage("Queued Message"));

Send a message immediately to multiple channels.

MessageSystem.MessageManager.SendImmediate(new StringMessage("Hello"), MessageChannels.Gameplay, MessageChannels.System, MessageChannels.UI);

Broadcast a message to all channels immediately.

MessageSystem.MessageManager.BroadcastImmediate(new GameplayMessage("Broadcast Message"));

Broadcast a message to all channels to be processed later.

MessageSystem.MessageManager.Broadcast(new GameplayMessage("Broadcast Message"));
Processing Messages

Process queued messages.

MessageSystem.MessageManager.ProcessMessages();

Process queued messages asynchronously.

await MessageSystem.MessageManager.ProcessMessagesAsync();
Sending Messages Asynchronously

Send a message immediately asynchronously.

await MessageSystem.MessageManager.SendImmediateAsync(MessageChannels.Gameplay, new GameplayMessage("Hello Async"));

Send a message to be processed later asynchronously.

await MessageSystem.MessageManager.SendAsync(MessageChannels.Gameplay, new GameplayMessage("Queued Message Async"));

Broadcast a message to all channels immediately asynchronously.

await MessageSystem.MessageManager.BroadcastImmediateAsync(new GameplayMessage("Broadcast Message Immediate Async"));

Broadcast a message to all channels to be processed later asynchronously.

await MessageSystem.MessageManager.BroadcastAsync(new GameplayMessage("Broadcast Message Async"));

Serialization

Serialize Message to JSON
var serializedMessage = MessageSystem.MessageManager.SerializeMessageToJson(new GameplayMessage("Serialize Test"));
Deserialize Message from JSON
var deserializedMessage = MessageSystem.MessageManager.DeserializeMessageFromJson<GameplayMessage>(serializedMessage);
Serialize Message to Binary
var serializedMessage = MessageSystem.MessageManager.SerializeMessageToBinary(new GameplayMessage("Serialize Test"));
Deserialize Message from Binary
var deserializedMessage = MessageSystem.MessageManager.DeserializeMessageFromBinary<GameplayMessage>(serializedMessage);

Examples

Sending a Complex Message

Here's an example of sending a complex message with multiple properties.

public struct ItemMessage
{
    public IItem Item { get; }
    public IActor? Source { get; }
    public IActor? Target { get; }

    public ItemMessage(IItem item, IActor? source, IActor? target)
    {
        Item = item;
        Source = source;
        Target = target;
    }
}

// Sending an ItemMessage
var item = new Item();
var sourceActor = new Actor();
var targetActor = new Actor();

MessageSystem.MessageManager.SendImmediate(MessageChannels.Items, new ItemMessage(item, sourceActor, targetActor));

Message Handlers

Example message handlers.

private void TacoCustomChannel(IMessageEnvelope message)
{
    if (!message.Message<GameplayMessage>().HasValue) return;
    var data = message.Message<GameplayMessage>().GetValueOrDefault();
    testObject.StringProp = data.Message;
}

private void AwesomeCustomChannelHandler(IMessageEnvelope message)
{
    if (!message.Message<SystemMessage>().HasValue) return;
    var data = message.Message<SystemMessage>().GetValueOrDefault();
    testObject.intField = data.TestObject.intField;
    testObject.stringField = data.TestObject.stringField;
}

private void StringMessageHandler(IMessageEnvelope message)
{
    if(!message.Message<StringMessage>().HasValue) return;
    var data = message.Message<StringMessage>().GetValueOrDefault();
    testObject.StringProp = data.Message;
}

private void GamePlayMessageHandler2(IMessageEnvelope message)
{
    if(!message.Message<GameplayMessage>().HasValue) return;
    var data = message.Message<GameplayMessage>().GetValueOrDefault();
    testObject.StringProp = data.Message;
}

private void SystemMessageHandler(IMessageEnvelope message)
{
    if(!message.Message<SystemMessage>().HasValue) return;
    var data = message.Message<SystemMessage>().GetValueOrDefault();
    testObject.intField = data.TestObject.intField;
    testObject.stringField = data.TestObject.stringField;
}

private void AnotherSystemHandler(IMessageEnvelope message)
{
    if (!message.Message<SystemMessage>().HasValue) return;
    var data = message.Message<SystemMessage>().GetValueOrDefault();
    testObject.intField = data.TestObject.intField;
    testObject.stringField = data.TestObject.stringField;
}

private void GameplayMessageHandler(IMessageEnvelope message)
{
    if(!message.Message<GameplayMessage>().HasValue) return;
    var data = message.Message<GameplayMessage>().GetValueOrDefault();
    testObject.stringField = data.Message;
}

Conclusion

This guide provides an overview of the Message System, detailing its core components, usage, and examples. For more information and advanced usage, refer to the source code and tests.

Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
.NET Core netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.1 is compatible. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last Updated
2.2.0 237 4/2/2025
2.1.0 215 6/4/2024
2.0.1 173 6/4/2024
2.0.0 164 6/4/2024
1.0.0 193 6/1/2024

Added Interface IMessageChannel to support custom message channels.,
     Cleaned up documentation and added more examples.,
     Organized code folder and file structure for better readability.,
     Added Backwards compatability to avoid problems with existing code bases for users upgrading to the new version.