VitalRouter.MRuby
2.6.1
dotnet add package VitalRouter.MRuby --version 2.6.1
NuGet\Install-Package VitalRouter.MRuby -Version 2.6.1
<PackageReference Include="VitalRouter.MRuby" Version="2.6.1" />
<PackageVersion Include="VitalRouter.MRuby" Version="2.6.1" />
<PackageReference Include="VitalRouter.MRuby" />
paket add VitalRouter.MRuby --version 2.6.1
#r "nuget: VitalRouter.MRuby, 2.6.1"
#:package VitalRouter.MRuby@2.6.1
#addin nuget:?package=VitalRouter.MRuby&version=2.6.1
#tool nuget:?package=VitalRouter.MRuby&version=2.6.1
VitalRouter
VitalRouter is a high-performance, zero-allocation in-memory messaging library for C#. It is specifically designed for environments where performance and decoupling are critical, such as Unity games or complex .NET applications.
By using simple attributes, you can implement asynchronous handlers, middleware (interceptors), and advanced sequence control. VitalRouter leverages Roslyn Source Generators to produce highly efficient code, promoting a clean, unidirectional control flow with minimal overhead.
Documentation
Visit vitalrouter.hadashikick.jp for the full documentation.
Key Features
- Zero Allocation: Optimized for high-frequency messaging without GC pressure.
- Thread-Safe: Designed for safe use across multiple threads.
- Unidirectional Flow: Promotes a predictable data flow through your application.
- Declarative Routing: Use attributes like
[Routes]and[Route]to define handlers. - Async Interceptor Pipeline: Build sophisticated message processing chains.
- Versatile Compatibility: Works seamlessly in both Unity and standard .NET projects.
- DI Integration: Native support for VContainer (Unity) and Microsoft.Extensions.DependencyInjection.
Core Concepts
VitalRouter follows a simple messaging flow. A Publisher sends a Command to a Router, which then dispatches it through optional Interceptors to one or more Handlers.
---
config:
theme: dark
---
graph LR
Publisher[Publisher] -- PublishAsync --> Router[Router]
subgraph Pipeline
Router -- next --> Interceptor1[Interceptor A]
Interceptor1 -- next --> Interceptor2[Interceptor B]
end
Interceptor2 -- Invoke --> Handler[Handler/Presenter]
1. Define a Command
Commands are lightweight data structures representing events or actions.
// record structs are recommended for zero-allocation messaging
public readonly record struct MoveCommand(Vector3 Destination) : ICommand;
AOT/HybridCLR Note: While record struct is valid, ensure your AOT metadata is correctly generated for iOS/AOT environments if using tools like HybridCLR.
2. Create a Handler (Presenter)
Use the [Routes] attribute on a partial class to receive commands.
[Routes]
public partial class PlayerPresenter
{
// Use ValueTask for performance in pure .NET projects
[Route]
public async ValueTask On(MoveCommand cmd)
{
await MoveToAsync(cmd.Destination);
}
// Use UniTask for Unity-specific async handling
[Route]
public async UniTask On(SomeAsyncCommand cmd)
{
await DoSomethingAsync();
}
}
3. Map and Publish
Connect your handler to a router and start sending commands.
var router = new Router();
var presenter = new PlayerPresenter();
// MapTo returns a Subscription (IDisposable)
using var subscription = presenter.MapTo(router);
// Publish a message
await router.PublishAsync(new MoveCommand(new Vector3(1, 0, 0)));
(Optional) Simple Pub/Sub
You can also subscribe with lambdas instead of using the source generator.
// Simple subscription
router.Subscribe<MoveCommand>(cmd => { /* ... */ });
// Async subscription with ordering
router.SubscribeAwait<MoveCommand>(async (cmd, ct) =>
{
await DoSomethingAsync();
}, CommandOrdering.Sequential);
// Inline interceptors (Filters)
//
// `WithFilter(...)` returns a derived child router that owns the given filter.
// Subscribers registered on the child receive commands published on the parent
// (with the filter applied), just like an Rx `Where` chain forwards items from
// its source.
router
.WithFilter<MoveCommand>(async (cmd, context, next) =>
{
Console.WriteLine("Before");
await next(cmd, context);
Console.WriteLine("After");
})
.Subscribe(cmd => { /* ... */ });
// Publishing on the parent triggers the filter for subscribers on the child:
await router.PublishAsync(new MoveCommand(...));
// → "Before" → handler → "After"
Unity Integration
VitalRouter is highly optimized for Unity, especially when combined with UniTask.
MonoBehaviour Example
When using MapTo in a MonoBehaviour, always bind the subscription to the object's lifecycle.
[Routes]
public partial class CharacterController : MonoBehaviour
{
private void Start()
{
// Bind the subscription to this GameObject's lifecycle
this.MapTo(Router.Default).AddTo(destroyCancellationToken);
}
[Route]
public void On(MoveCommand cmd)
{
transform.position = cmd.Destination;
}
}
Assembly Definition (.asmdef): You must reference VitalRouter in your .asmdef file for the Source Generator to process your [Routes] attributes.
UniTask Integration
UniTask is a fast async/await library for Unity. VitalRouter actively supports UniTask. Requires: UniTask >= 2.5.5
If UniTask is installed, the VITALROUTER_UNITASK_INTEGRATION flag is defined automatically, enabling optimized GC-free code paths.
Installation
Requirements
- Unity projects: Unity 2022.2+ required for incremental source generator support.
- Standard .NET projects: .NET 6.0+.
Packages
Unity Installation
Since version 2.0, Unity distribution has moved to NuGet.
- Install NuGetForUnity.
- Search for and install the
VitalRouterpackages in the NuGet window.
Optional Extensions for Unity
Install the following package to use Unity-specific features, including integration with VContainer/UniTask.
https://github.com/hadashiA/VitalRouter.git?path=/src/VitalRouter.Unity/Assets/VitalRouter#2.6.1
Advanced Features
Async Interceptor Pipeline
You can pipeline async interceptors for published messages. This is a powerful general-purpose pattern for message processing.
<img src="./website/docs/assets/diagram_interceptors.svg" alt="Interceptor Diagram" width="50%" />
R3 Integration
R3 is a next-generation Reactive Extensions implementation for C#. VitalRouter integrates with R3.
MRuby Scripting
Control command publishing via external MRuby scripts. MRuby fibers and C# async/await are fully integrated.
Appendix: Best Practices
Based on large-scale production usage (e.g., HybridFrame):
- Prefer record structs: For commands that are pure data,
record structprovides equality comparison and zero-allocation benefits. - Explicit Lifecycles: Always use
.AddTo(destroyCancellationToken)or manualDispose()to avoid memory leaks and ghost event handling. - UniTask for Unity: Use
UniTaskorUniTaskVoidas return types in Unity handlers to leverage optimized pooling. UseValueTaskfor pure .NET projects. - Contextual Metadata: Use
PublishContextfor cross-cutting concerns (logging IDs, cancellation tokens, user permissions) instead of adding those fields to your command structs. - Sequential by Default for UI: Use
CommandOrdering.Sequentialfor UI animations or dialogue sequences to prevent race conditions. - DI Integration: In Unity, VContainer (>= 1.16.6) is highly recommended for managing router lifecycles and handler registration.
License
MIT
Author
@hadashiA
| 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 is compatible. 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 is compatible. 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
- ChibiRuby (>= 1.2.1)
- ChibiRuby.Serializer (>= 1.2.1)
- VitalRouter (>= 2.6.1)
-
net8.0
- ChibiRuby (>= 1.2.1)
- ChibiRuby.Serializer (>= 1.2.1)
- VitalRouter (>= 2.6.1)
-
net9.0
- ChibiRuby (>= 1.2.1)
- ChibiRuby.Serializer (>= 1.2.1)
- VitalRouter (>= 2.6.1)
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 |
|---|---|---|
| 2.6.1 | 80 | 6/3/2026 |
| 2.6.0 | 80 | 6/3/2026 |
| 2.5.0 | 93 | 5/29/2026 |
| 2.4.1 | 101 | 5/12/2026 |
| 2.4.0 | 98 | 5/11/2026 |
| 2.3.0 | 101 | 5/2/2026 |
| 2.2.0 | 149 | 2/18/2026 |
| 2.1.0 | 124 | 2/11/2026 |
| 2.0.5 | 133 | 12/31/2025 |
| 2.0.4 | 287 | 12/15/2025 |
| 2.0.3 | 201 | 11/7/2025 |
| 2.0.2 | 236 | 11/3/2025 |
| 2.0.1 | 220 | 10/31/2025 |
| 2.0.0 | 221 | 10/5/2025 |