XuToWei.ReactiveBinding
2.0.2
dotnet add package XuToWei.ReactiveBinding --version 2.0.2
NuGet\Install-Package XuToWei.ReactiveBinding -Version 2.0.2
<PackageReference Include="XuToWei.ReactiveBinding" Version="2.0.2" />
<PackageVersion Include="XuToWei.ReactiveBinding" Version="2.0.2" />
<PackageReference Include="XuToWei.ReactiveBinding" />
paket add XuToWei.ReactiveBinding --version 2.0.2
#r "nuget: XuToWei.ReactiveBinding, 2.0.2"
#:package XuToWei.ReactiveBinding@2.0.2
#addin nuget:?package=XuToWei.ReactiveBinding&version=2.0.2
#tool nuget:?package=XuToWei.ReactiveBinding&version=2.0.2
ReactiveBinding
中文文档 | English
A compile-time reactive data binding system using C# Source Generator.
Overview
ReactiveBinding provides attribute-based reactive data binding that generates change detection code at compile time. This eliminates the need for manual change detection logic while avoiding runtime reflection overhead.
QQ Group:949482664
Installation
Unity (UPM)
Unity Package Manager > Add package from git URL:
https://github.com/XuToWei/ReactiveBinding.git?path=Unity
.NET (NuGet)
For non-Unity .NET projects (or Unity via NuGetForUnity):
dotnet add package XuToWei.ReactiveBinding
The NuGet package bundles both the runtime types and the source generator, so no extra setup is needed.
Quick Start
using ReactiveBinding;
public partial class PlayerUI : IReactiveObserver
{
private PlayerData playerData;
// Property source
[ReactiveSource]
private int Health => playerData.Health;
// Method source with complex calculation
[ReactiveSource]
private int GetTotalDamage() => playerData.BaseDamage + playerData.BonusDamage * playerData.DamageMultiplier;
// Single source binding
[ReactiveBind(nameof(Health))]
private void OnHealthChanged(int oldValue, int newValue)
{
healthBar.SetValue(newValue);
}
// Multi-source binding - triggered when ANY source changes
[ReactiveBind(nameof(Health), nameof(GetTotalDamage))]
private void OnStatsChanged(int newHealth, int newDamage)
{
statsText.text = $"HP: {newHealth} DMG: {newDamage}";
}
// Auto-inference binding - automatically detects referenced sources
[ReactiveBind]
private void OnCombatStatsChanged()
{
// Automatically binds to Health and GetTotalDamage
var ratio = Health / (float)GetTotalDamage();
combatRating.SetValue(ratio);
}
}
// Usage
void Update()
{
playerUI.ObserveChanges();
}
Generated code:
partial class PlayerUI
{
private bool __reactive_initialized;
private int __reactive_Health;
private int __reactive_GetTotalDamage;
public void ObserveChanges()
{
if (!__reactive_initialized)
{
__reactive_initialized = true;
__reactive_Health = Health;
__reactive_GetTotalDamage = GetTotalDamage();
OnHealthChanged(__reactive_Health, __reactive_Health);
OnStatsChanged(__reactive_Health, __reactive_GetTotalDamage);
OnCombatStatsChanged(); // Auto-inferred binding
return;
}
bool __changed_Health = false;
bool __changed_GetTotalDamage = false;
int __old_Health = __reactive_Health;
int __old_GetTotalDamage = __reactive_GetTotalDamage;
int __current_Health = Health;
if (__current_Health != __reactive_Health)
{
__changed_Health = true;
__reactive_Health = __current_Health;
OnHealthChanged(__old_Health, __reactive_Health);
}
int __current_GetTotalDamage = GetTotalDamage();
if (__current_GetTotalDamage != __reactive_GetTotalDamage)
{
__changed_GetTotalDamage = true;
__reactive_GetTotalDamage = __current_GetTotalDamage;
}
if (__changed_Health || __changed_GetTotalDamage)
{
OnStatsChanged(__reactive_Health, __reactive_GetTotalDamage);
OnCombatStatsChanged(); // Auto-inferred binding
}
}
public void ResetChanges()
{
__reactive_initialized = false;
}
}
Features
- Compile-time code generation - Zero runtime reflection overhead
- Multiple source types - Fields, properties, and methods
- Flexible callbacks - 0, N, or 2N parameters
- Multi-source binding - Bind multiple sources to one callback
- Auto-inference binding - Automatically detect referenced sources from method body
- First-call initialization - Automatic initial callback trigger
- Reset support -
ResetChanges()for object pooling/reuse - Reactive inheritance - Derived reactive classes can add their own bindings with automatic base chaining (
VersionFieldinheritance is intentionally unsupported) - Throttling - Control observation frequency
- Version containers - VersionList, VersionDictionary, VersionHashSet with efficient version-based change detection
- VersionField auto-generation - Auto-generate properties from private fields with version tracking and parent chain propagation
- Custom property attributes -
[VersionProperty: Attribute(...)]relays normal Attribute syntax to generated properties - Data synchronization - declare a class
: IVersionSyncto sync every[VersionField]; aSyncContextflat registry serializes into a caller-ownedBinaryWriter— a full snapshot (CaptureFull) or coalesced incremental deltas (CaptureDelta) - Full diagnostics - Compile-time error/warning codes
AI-Friendly
Designed for AI-assisted development (Claude, Cursor, GitHub Copilot, etc.):
| Traditional Approach | With ReactiveBinding + AI |
|---|---|
| Manually write change detection | Declare [ReactiveSource] and [ReactiveBind], done |
Maintain OnXxxChanged → UpdateYyy → RefreshZzz chains |
Automatic triggering, zero maintenance |
| Debug by tracing complex call stacks | Just verify binding data is correct, AI infers the rest |
| Forget to unsubscribe events, causing memory leaks | No subscription management, just poll ObserveChanges() |
| Scattered update logic across multiple files | All bindings visible in one class with attributes |
Why AI + ReactiveBinding works so well:
- What you see is what you get - Generated
.g.csfiles are plain C#, AI can read and reason about them directly - Fail fast - Compile-time diagnostics catch errors before runtime, AI gets immediate feedback
- Minimal context needed - AI only needs to understand "data source → callback", no framework internals
- Self-documenting - Attributes clearly express intent: "when X changes, call Y"
Attributes
ReactiveSourceAttribute
Marks a field, property, or method as a reactive data source.
[ReactiveSource]
public int Health; // Field
[ReactiveSource]
public int Mana => _mana; // Property
[ReactiveSource]
private int GetLevel() => _level; // Method (must have return value, no parameters)
ReactiveBindAttribute
Marks a method as a callback for data changes. Use nameof() to specify sources.
Callback signatures:
void Method()- No parametersvoid Method(T newValue)- New value only (single source)void Method(T1 new1, T2 new2)- New values only (multi-source)void Method(T old, T new)- Old and new values (single source)void Method(T1 old1, T1 new1, T2 old2, T2 new2)- Old and new pairs (multi-source)
// Single source, old and new values
[ReactiveBind(nameof(Health))]
private void OnHealthChanged(int oldValue, int newValue) { }
// Multi-source, no parameters
[ReactiveBind(nameof(Health), nameof(Mana))]
private void OnStatsChanged() { }
// Multi-source, new values only
[ReactiveBind(nameof(Health), nameof(Mana))]
private void OnStatsChangedNew(int newHealth, int newMana) { }
Auto-Inference Mode
When [ReactiveBind] is used without parameters, the generator automatically analyzes the method body to find referenced [ReactiveSource] members:
[ReactiveSource]
private int Health => playerData.Health;
[ReactiveSource]
private int Mana => playerData.Mana;
// Auto-infer: detects Health and Mana references in method body
[ReactiveBind]
private void OnStatsChanged()
{
var total = Health + Mana; // Both are auto-bound
UpdateUI(total);
}
Notes:
- Auto-inferred methods must have no parameters
- Supports: direct access (
Health), this access (this.Health), method calls (GetDamage()) - Local variable shadowing is handled correctly
ReactiveThrottleAttribute
Controls how often ObserveChanges() actually performs checks.
[ReactiveThrottle(10)] // Only check every 10th call
public partial class PlayerUI : IReactiveObserver
{
// ...
}
ReactiveObserveIgnoreAttribute
Ignores the RB10009 warning when ObserveChanges() is not called within the class. Use this when ObserveChanges() is called externally (e.g., by a manager or framework).
[ReactiveObserveIgnore]
public partial class PlayerUI : IReactiveObserver
{
// ObserveChanges() is called by an external manager, not within this class
}
VersionField Auto-Generation
Use [VersionField] to automatically generate properties from private fields with change tracking. When the property value changes, the version is incremented and propagated up through the parent chain.
Basic Usage
public partial class PlayerData : IVersion
{
[VersionField] private int __Health;
[VersionField] private float __Speed;
[VersionField] private string __Name;
}
The generated property name strips the __ prefix and capitalizes the first letter (__Health → Health, __playerName → PlayerName).
Generated Code
partial class PlayerData
{
public ReactiveBinding.IVersion __Parent { get; set; }
public int __Version { get; set; }
public void __IncrementVersion()
{
__Version = ReactiveBinding.VersionCounter.__Next();
if (__Parent != null) __Parent.__IncrementVersion();
}
public int Health
{
get => __Health;
set
{
if (value != __Health)
{
__Health = value;
__IncrementVersion();
}
}
}
public float Speed
{
get => __Speed;
set
{
if (System.Math.Abs(value - __Speed) > 1e-6f)
{
__Speed = value;
__IncrementVersion();
}
}
}
// ...
}
Members whose names begin with __ are an internal protocol for generated code and the ReactiveBinding runtime;
user code cannot read, write, invoke, or capture them (VF10012). Use Version to inspect the
current version and Reset() for subtree reuse. Through an IVersionSync reference, the interface's default
forwarders expose read-only SyncId, SyncContext, and IsDirty properties. A standalone VersionSync*
container is configured through InitSync(...).
Custom Property Attributes
Use the ReactiveBinding-owned VersionProperty: target to add attributes to generated properties.
Constructor arguments, named arguments, enums, typeof, arrays, and nameof are bound at compile time;
the generator emits self-contained, fully qualified Attribute code. A bundled diagnostic suppressor handles
the compiler's unknown-target warning only when the list belongs to a real [VersionField] field.
public partial class PlayerData : IVersion
{
[VersionField]
[VersionProperty: JsonIgnore]
private int __Health;
[VersionField]
[VersionProperty: Obsolete("Use NewName")]
private string __Name;
[VersionField]
[VersionProperty: JsonIgnore, Obsolete("Use NewSpeed")]
private float __Speed;
}
Generated:
[Newtonsoft.Json.JsonIgnoreAttribute]
public int Health { get => __Health; set { ... } }
[System.Obsolete("Use NewName")]
public string Name { get => __Name; set { ... } }
[Newtonsoft.Json.JsonIgnoreAttribute]
[System.Obsolete("Use NewSpeed")]
public float Speed { get => __Speed; set { ... } }
The relayed Attribute must support AttributeTargets.Property. Field-only attributes stay directly on
the backing field; for example, Unity serialization uses [SerializeField], not VersionProperty::
[VersionField]
[SerializeField]
private int __Health;
Nested IVersion Fields
When a field type implements IVersion, the generator automatically manages the parent chain:
public partial class GameData : IVersion
{
[VersionField] private PlayerData __Player; // PlayerData : IVersion
}
// Generated setter:
public PlayerData Player
{
get => __Player;
set
{
if (value != __Player)
{
if (__Player != null) __Player.__Parent = null; // Clear old parent
__Player = value;
if (value != null) value.__Parent = this; // Set new parent
__IncrementVersion();
}
}
}
Version Propagation
Version changes propagate up through the entire parent chain:
GameData (__Parent=null)
└── PlayerData (__Parent=GameData)
└── WeaponData (__Parent=PlayerData)
When WeaponData.Damage changes:
→ WeaponData.Version changes
→ PlayerData.Version changes
→ GameData.Version changes
Container Fields
Version containers can also be used as fields with automatic parent chain management:
public partial class InventoryData : IVersion
{
[VersionField] private VersionList<ItemData> __Items;
[VersionField] private int __Gold;
}
public partial class TeamData : IVersion
{
[VersionField] private VersionDictionary<string, PlayerData> __Players;
}
Complex Hierarchy Example
A complete example with 3-level nesting and containers:
// Level 3 - Leaf
public partial class SkillData : IVersion
{
[VersionField] private int __Damage;
[VersionField] private float __CoolDown;
}
// Level 2 - Middle (with container)
public partial class CharacterData : IVersion
{
[VersionField] private int __Health;
[VersionField] private VersionList<SkillData> __Skills;
}
// Level 1 - Root (with both single and container)
public partial class GameData : IVersion
{
[VersionField] private CharacterData __MainCharacter;
[VersionField] private VersionList<CharacterData> __AllCharacters;
}
// Usage:
var game = new GameData();
var player = new CharacterData();
var skill = new SkillData();
game.MainCharacter = player; // player.__Parent = game
player.Skills.Add(skill); // skill.__Parent = player.Skills, Skills.__Parent = player
skill.Damage = 100; // All versions change:
// skill.Version ↑
// player.Skills.Version ↑
// player.Version ↑
// game.Version ↑
Requirements
- Class must be
partial - Class must implement
IVersion - Fields must have
__prefix - Fields must be
private - A class with
[VersionField]cannot inherit from anotherIVersion/IVersionSyncimplementation (VF10003) - An
IVersioninstance can occupy only one generated field or container slot; duplicate ownership throwsInvalidOperationException
For nested types, every containing type must also be partial so generated partial declarations can be emitted safely.
Data Synchronization
Declare a [VersionField] class as : IVersionSync to make the object tree synchronizable. Sync is opt-in at the class level — every [VersionField] in an IVersionSync class is synced (there is no per-field attribute); a class declared : IVersion gets version tracking only. Synchronization is a flat registry + full snapshot, with optional coalesced deltas: a SyncContext holds every syncable node in a Dictionary<int, node> keyed by a stable id. The caller owns the stream — CaptureFull(writer) writes the whole registry into a BinaryWriter as a complete, self-contained snapshot (keyframe); after a baseline, CaptureDelta(writer) writes only ids enlisted on clean-to-dirty transitions plus tombstones for removed subtrees. Apply(reader) consumes exactly one self-delimiting frame and rebuilds the consumer to match.
public partial class PlayerData : IVersionSync // all [VersionField] below are synced
{
[VersionField] private int __Health;
[VersionField] private string __Name;
}
SyncContext
SyncContext is a registry kernel; seed the root with root.AttachTo(ctx):
public class SyncContext
{
public readonly Dictionary<int, IVersionSync> __Objects; // registry: id -> node (driven inline by generated code)
public int __NextId; // id allocator (root gets 1)
public void CaptureFull(BinaryWriter w); // write the whole registry as a full snapshot (keyframe), clear dirty
public void CaptureDelta(BinaryWriter w); // write only the nodes changed since the last capture (incremental)
public void Apply(BinaryReader r); // apply exactly one self-delimiting frame at the reader's position
public void Compact(); // release excess registry capacity at a maintenance point
public void TrimScratch(); // release excess reusable capture/apply scratch capacity
}
Compact and TrimScratch do not change ids or pending frame state. They rebuild the relevant dictionaries, sets, and lists so they also work on legacy Unity/.NET profiles without TrimExcess; call them only at low-frequency points such as a scene transition after a workload peak. Compact replaces the exposed __Objects dictionary instance, so do not retain an alias to that dictionary across the call.
Usage
// Producer: create a context and seed the root
var producerCtx = new SyncContext();
var producer = new PlayerData();
producer.AttachTo(producerCtx);
producer.Health = 100;
// CaptureFull writes the whole registry into a caller-owned writer as a full snapshot
var ms = new MemoryStream();
producerCtx.CaptureFull(new BinaryWriter(ms));
byte[] payload = ms.ToArray(); // normally you'd ship these bytes over a transport
// Consumer: seed the SAME root (both sides assign it id 1), then apply
var consumerCtx = new SyncContext();
var consumer = new PlayerData();
consumer.AttachTo(consumerCtx);
consumerCtx.Apply(new BinaryReader(new MemoryStream(payload)));
// Later: mutate, then ship an incremental delta (only changed nodes) onto the existing consumer state
producer.Health = 80;
var delta = new MemoryStream();
producerCtx.CaptureDelta(new BinaryWriter(delta));
consumerCtx.Apply(new BinaryReader(new MemoryStream(delta.ToArray())));
Apply updates existing nodes in place (object identity preserved), creates referenced nodes on first sight, and assigns one new version value to every touched sync node and sync ancestor at the end of the frame. Each affected node is updated at most once per frame, so ReactiveBind observes the change without repeated parent-chain propagation. Apply does not mark outbound sync state dirty, so it never creates a write-back loop. CaptureFull writes the complete state and prunes any unmentioned consumer node; CaptureDelta writes only enlisted dirty nodes and immediately removes producer-deleted consumer subtrees through its tombstone trailer.
Model
- Flat registry, snapshot + deltas. Each node has a stable
__SyncId. A frame is[byte isFull][positive varuint node id + payload ...][varuint 0][varuint tombstoneCount][varuint tombstone ids ...]; the zero id terminates node records, so multiple frames may be concatenated in one stream. Full capture visits every active id in ascending order (parent < descendants). Delta capture sorts and visits only ids enlisted when their node changed from clean to dirty, making an unchanged or lightly changed frame depend on dirty count rather than registry size. - Compact metadata. Node/reference ids, collection counts, list indexes, op counts, and tombstone ids are non-negative
intvalues encoded with 7-bit continuation bytes; zero remains the null-reference and record-terminator sentinel.SyncContextallocates ids only in1..int.MaxValue - 1, so allocation cannot overflow into negative ids. Field masks and scalar field payloads retain their type-specific fixed representations. - References, not recursion. An object/container field serializes as the referenced node's varuint
__SyncId(0 = null). The consumer creates a node the first time a reference is read (inline in the node's__Apply, viactx.__Objects) using the field's static type — no type tags travel on the wire. Node ids are assigned pre-order, so an ascending capture writes a parent's reference record before the referenced node's record. - Removal and versions are frame-scoped. Delta tombstones follow normal records, ensuring the parent reference/list operation applies before the old consumer subtree is reset and removed. A full snapshot additionally prunes unmentioned nodes. After the complete frame is applied, all touched sync nodes and sync ancestors receive the same newly allocated version once each; applied nodes finish clean and do not create write-back deltas.
- Collections. A synced
[VersionField]container must be aVersionSyncList/VersionSyncDictionary/VersionSyncHashSet(the version-onlyVersionList/etc. are not syncable → VS10001). They are registry nodes serialized as their full contents or a per-frame op log. List range mutations use range opcodes, dictionary writes to the same key collapse to the last operation, adjacent list writes to the same stable index collapse to the last value, and hash-set bulk changes emit add/remove differences. The recorder compares estimated encoded byte sizes and falls back to a full container record when that is smaller. In object containers (VersionSyncList<T>,VersionSyncDictionary<K,V>values, orVersionSyncHashSet<T>elements where the object type implementsIVersionSync), each object is its own registry node referenced by id, and syncs its own fields independently.
Supported field types
- Scalars:
bool/byte/sbyte/short/ushort/int/uint/long/ulong/float/double/char/decimal/string/enum - A nested concrete
IVersionSynctype VersionSyncList<T>whereTis a scalar or a concreteIVersionSynctype (object elements sync as their own nodes)VersionSyncDictionary<K,V>whereKis scalar andVis scalar or a concreteIVersionSynctype (object values sync as their own nodes)VersionSyncHashSet<T>whereTis a scalar or a concreteIVersionSynctype (object elements sync as their own nodes)
Limitations
- Both sides must seed the same root via
root.AttachTo(ctx)before the firstApply(both deterministically assign it id 1). - Synchronization is single-writer: only the producer may create/remove sync nodes between frames. If both peers independently allocate nodes, their context-local ids can collide; use separate authoritative streams or add an application-level writer/id namespace before attempting bidirectional graph mutation.
VersionField/IVersionSyncinheritance is not supported (VF10003); compose version nodes through fields/containers instead.- One
IVersion/IVersionSyncinstance may appear in only one field or container slot. Reuse the value only after removing/resetting it from its previous owner. SyncObject/container members must be concrete types instantiable withnew T(); interfaces/abstract/polymorphic are rejected with VS10003.VersionSyncDictionaryobject keys are not supported (VS10004); keys must be scalar.VersionSyncDictionarysupports only its default equality comparer; custom comparers are rejected because comparer semantics are not encoded on the wire.VersionHashSet<T>andVersionSyncHashSet<T>expose no custom-comparer constructors and useEqualityComparer<T>.Default. Elements must not change fields that affectEquals/GetHashCodewhile stored. Sync-object elements should normally keep reference equality because the consumer inserts a referenced node before applying that node's field record.- A standalone
VersionSync*container root must be initialized with itsInitSyncserializer/factory overload beforeAttachTo; generated[VersionField]owners do this automatically.
Version Containers
ReactiveBinding provides version-based containers for efficient collection change detection. Instead of comparing collection contents, only the version number is compared.
Available Containers
VersionList<T>- ImplementsIList<T>, IVersionVersionDictionary<K,V>- ImplementsIDictionary<K,V>, IVersionVersionHashSet<T>- ImplementsISet<T>, IVersion
Each modification (Add, Remove, Clear, etc.) increments the public Version property.
VersionHashSet<T> does not accept a custom comparer and always uses EqualityComparer<T>.Default. As with HashSet<T>, fields participating in Equals/GetHashCode must remain stable while the element is stored.
VersionList<T> and VersionSyncList<T> also provide SortIfNeeded(...): it first performs a linear orderedness check and only sorts, increments the version, and records sync state when the order actually needs to change.
Usage Example
public partial class InventoryUI : MonoBehaviour, IReactiveObserver
{
[ReactiveSource]
private VersionList<Item> Items = new();
// No parameters - just notified of change
[ReactiveBind(nameof(Items))]
private void OnItemsChanged()
{
RefreshUI();
}
// With container parameter - receives the container
[ReactiveBind(nameof(Items))]
private void OnItemsChangedWithParam(VersionList<Item> items)
{
Debug.Log($"Items count: {items.Count}");
}
void Update() => ObserveChanges();
}
Generated Code
partial class InventoryUI
{
private bool __reactive_initialized;
private int __reactive_Items_version = -1; // Stores version, not content
public void ObserveChanges()
{
if (!__reactive_initialized)
{
__reactive_initialized = true;
__reactive_Items_version = Items?.__Version ?? -1;
OnItemsChanged();
OnItemsChangedWithParam(Items);
return;
}
var __current_Items_version = Items?.__Version ?? -1;
if (__current_Items_version != __reactive_Items_version)
{
__reactive_Items_version = __current_Items_version;
OnItemsChanged();
OnItemsChangedWithParam(Items);
}
}
public void ResetChanges()
{
__reactive_initialized = false;
}
}
Callback Signatures for Version Containers
void Method()- No parametersvoid Method(ContainerType container)- Receives the container itself
Mixed Version Containers and Basic Types
Version containers can be combined with basic types in multi-source bindings:
[ReactiveSource]
private VersionList<Item> Items = new();
[ReactiveSource]
private int TotalCount;
// Mixed binding - version container gets container, basic type gets newValue
[ReactiveBind(nameof(Items), nameof(TotalCount))]
private void OnDataChanged(VersionList<Item> items, int count)
{
Debug.Log($"Items: {items.Count}, Total: {count}");
}
Note: When mixing version containers with basic types, 2N parameters (old/new pairs) are not supported since version containers cannot track previous state.
Inheritance
Derived classes can add their own reactive members. Each class handles its own [ReactiveSource] and [ReactiveBind], and the generated code chains automatically via base.ObserveChanges().
public partial class BaseUI : MonoBehaviour, IReactiveObserver
{
[ReactiveSource]
protected int Health => data.Health;
[ReactiveBind(nameof(Health))]
private void OnHealthChanged(int oldValue, int newValue) { }
}
public partial class DerivedUI : BaseUI
{
[ReactiveSource]
private int Mana => data.Mana;
[ReactiveBind(nameof(Mana))]
private void OnManaChanged(int newValue) { }
}
Generated for DerivedUI:
partial class DerivedUI
{
private bool __reactive_initialized;
private int __reactive_Mana = default!;
public override void ObserveChanges()
{
base.ObserveChanges(); // Handles Health change detection
if (!__reactive_initialized)
{
__reactive_initialized = true;
__reactive_Mana = Mana;
OnManaChanged(__reactive_Mana);
return;
}
// Mana change detection...
}
public override void ResetChanges()
{
base.ResetChanges();
__reactive_initialized = false;
}
}
- Only
[ReactiveBind]triggers code generation for derived classes;[ReactiveSource]alone does not - Every non-sealed reactive root generates
virtualmethods, so derived bindings also work across assembly/Unity asmdef boundaries - Derived classes without
[ReactiveBind]skip generation entirely (inherit from base) - Each class only handles its own
[ReactiveSource]and[ReactiveBind]members - Manual
ObserveChanges()/ResetChanges()is forbidden in allIReactiveObserverclasses (RB10005/RB10006) - Handwritten code cannot access or invoke
__*members emitted byReactiveBindGenerator(VF10012); generated code remains allowed
IReactiveObserver Interface
Classes using [ReactiveBind] must implement IReactiveObserver. The Source Generator automatically implements ObserveChanges() and ResetChanges().
public interface IReactiveObserver
{
void ObserveChanges();
void ResetChanges();
}
ObserveChanges()- Check for data changes and trigger bound callbacks. On first call (or after reset), callbacks receive the current value for both oldValue and newValue.ResetChanges()- Reset the reactive state so the nextObserveChanges()call behaves as the first call. Useful for object pooling/reuse scenarios.
Requirements
- Class must be
partial - Class must implement
IReactiveObserver [ReactiveBind]with explicit sources must usenameof()expressions (or use auto-inference without parameters)[ReactiveSource]methods must have return values and no parameters[ReactiveSource]properties must have getters- Custom struct types must implement
==and!=operators
For nested reactive classes, every containing type must also be partial.
Compiler Diagnostics
| Code | Type | Description |
|---|---|---|
| RB10001 | Error | Class must be partial |
| RB10002 | Error | Class must implement IReactiveObserver |
| RB10003 | Error | ReactiveThrottle value must be >= 1 |
| RB10004 | Error | ReactiveThrottle without IReactiveObserver |
| RB10005 | Error | Manual ObserveChanges() implementation not allowed |
| RB10006 | Error | Manual ResetChanges() implementation not allowed |
| RB10007 | Warning | ReactiveSource has no corresponding ReactiveBind |
| RB10008 | Error | ReactiveBind references non-existent source |
| RB10009 | Warning | ObserveChanges() not called in class, use [ReactiveObserveIgnore] to ignore |
| RB10010 | Error | ReactiveSource method returns void |
| RB10011 | Error | ReactiveSource property has no getter |
| RB10012 | Error | ReactiveSource method has parameters |
| RB10013 | Error | Unsupported ReactiveSource type |
| RB10014 | Error | Struct missing equality operator |
| RB10015 | Error | Duplicate ReactiveSource identifier |
| RB10016 | Error | ReactiveBind has no identities |
| RB10017 | Error | ReactiveBind method is static |
| RB10018 | Error | ReactiveBind method doesn't return void |
| RB10019 | Error | Invalid parameter count |
| RB10020 | Error | Parameter type mismatch |
| RB10021 | Error | Duplicate identities |
| RB10022 | Error | Not using nameof() |
| RB10023 | Error | Auto-inference found no sources in method body |
| RB10024 | Error | Auto-inferred method cannot have parameters |
| RB10025 | Error | Referenced member exists but not marked with [ReactiveSource] |
| RB10026 | Error | ReactiveBind callback is generic or uses ref/out/in parameters |
| VF10001 | Error | VersionField class must be partial |
| VF10002 | Error | VersionField class must implement IVersion |
| VF10003 | Error | VersionField/IVersionSync inheritance is not supported |
| VF10004 | Error | User member conflicts with reserved VersionField generated state |
| VF10005 | Error | VersionField must have __ prefix |
| VF10006 | Error | VersionField must be private |
| VF10007 | Error | Property name already exists |
| VF10008 | Error | VersionField cannot be static, readonly, or const |
| VF10009 | Error | VersionField produces an invalid property identifier |
| VF10010 | Error | Direct access to VersionField backing field not allowed |
| VF10011 | Error | VersionField must not have a default value initializer |
| VF10012 | Error | Direct access to a reserved IVersion/IVersionSync or generated IReactiveObserver __* member |
| VF10013 | Error | Invalid or non-property-compatible Attribute in a VersionProperty: target list |
| VF10014 | Error | An IVersion reference type cannot be used as a VersionDictionary/VersionSyncDictionary key |
| VS10001 | Error | Unsupported synced field type (a [VersionField] in an IVersionSync class) |
| VS10002 | Error | Synced object type must have a public parameterless constructor |
| VS10003 | Error | Synced object/interface type must be a concrete, non-abstract IVersionSync class |
| VS10004 | Error | VersionSyncDictionary key type must be scalar |
| Product | Versions 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. |
-
.NETStandard 2.1
- No dependencies.
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.