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namespace DxMessaging.Core.Extensions
{
using Core;
using MessageBus;
using Messages;
/// <summary>
/// Convenience extension methods for emitting messages.
/// </summary>
/// <remarks>
/// These helpers select the correct dispatch overloads, handle by-ref messages for structs, and default to the
/// global bus when none is provided. Overloads exist for Unity <see cref="UnityEngine.GameObject"/> and
/// <see cref="UnityEngine.Component"/> to convert to <see cref="Core.InstanceId"/> implicitly.
/// </remarks>
/// <example>
/// <code>
/// // Untargeted (global)
/// var msg0 = new WorldRegenerated(42);
/// msg0.Emit();
///
/// // Targeted (InstanceId)
/// var target = (DxMessaging.Core.InstanceId)gameObject;
/// var heal = new Heal(10);
/// heal.EmitTargeted(target);
///
/// // Broadcast (from this GameObject)
/// var dmg = new TookDamage(5);
/// dmg.EmitGameObjectBroadcast(gameObject);
///
/// // Unity conveniences
/// var hello = new StringMessage("Hello");
/// hello.EmitGameObjectTargeted(gameObject);
/// var saved = new GlobalStringMessage("Saved");
/// saved.Emit();
/// </code>
/// </example>
public static class MessageExtensions
{
#if UNITY_2021_3_OR_NEWER
/// <summary>
/// Emits a TargetedMessage of the given type.
/// </summary>
/// <param name="message">TargetedMessage to emit.</param>
/// <param name="target">Target that this message is intended for.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitGameObjectTargeted<TMessage>(
this TMessage message,
UnityEngine.GameObject target,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : class, ITargetedMessage
{
InstanceId targetId = target;
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
if (typeof(TMessage) == typeof(ITargetedMessage))
{
resolvedBus.UntypedTargetedBroadcast(targetId, message);
return;
}
resolvedBus.TargetedBroadcast(ref targetId, ref message);
}
/// <summary>
/// Emits a TargetedMessage of the given type.
/// </summary>
/// <param name="message">TargetedMessage to emit.</param>
/// <param name="target">Target that this message is intended for.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitGameObjectTargeted<TMessage>(
this ref TMessage message,
UnityEngine.GameObject target,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : struct, ITargetedMessage
{
InstanceId targetId = target;
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
resolvedBus.TargetedBroadcast(ref targetId, ref message);
}
/// <summary>
/// Emits a TargetedMessage of the given type.
/// </summary>
/// <param name="message">TargetedMessage to emit.</param>
/// <param name="target">Target that this message is intended for.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitComponentTargeted<TMessage>(
this TMessage message,
UnityEngine.Component target,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : class, ITargetedMessage
{
InstanceId targetId = target;
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
if (typeof(TMessage) == typeof(ITargetedMessage))
{
resolvedBus.UntypedTargetedBroadcast(targetId, message);
return;
}
resolvedBus.TargetedBroadcast(ref targetId, ref message);
}
/// <summary>
/// Emits a TargetedMessage of the given type.
/// </summary>
/// <param name="message">TargetedMessage to emit.</param>
/// <param name="target">Target that this message is intended for.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitComponentTargeted<TMessage>(
this ref TMessage message,
UnityEngine.Component target,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : struct, ITargetedMessage
{
InstanceId targetId = target;
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
resolvedBus.TargetedBroadcast(ref targetId, ref message);
}
#endif
/// <summary>
/// Emits a TargetedMessage of the given type.
/// </summary>
/// <param name="message">TargetedMessage to emit.</param>
/// <param name="target">Target that this message is intended for.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitTargeted<TMessage>(
this TMessage message,
InstanceId target,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : class, ITargetedMessage
{
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
if (typeof(TMessage) == typeof(ITargetedMessage))
{
resolvedBus.UntypedTargetedBroadcast(target, message);
return;
}
resolvedBus.TargetedBroadcast(ref target, ref message);
}
/// <summary>
/// Emits a TargetedMessage of the given type.
/// </summary>
/// <param name="message">TargetedMessage to emit.</param>
/// <param name="target">Target that this message is intended for.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitTargeted<TMessage>(
this ref TMessage message,
InstanceId target,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : struct, ITargetedMessage
{
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
resolvedBus.TargetedBroadcast(ref target, ref message);
}
/// <summary>
/// Emits an UntargetedMessage of the given type.
/// </summary>
/// <param name="message">UntargetedMessage to emit.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitUntargeted<TMessage>(
this TMessage message,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : class, IUntargetedMessage
{
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
if (typeof(TMessage) == typeof(IUntargetedMessage))
{
resolvedBus.UntypedUntargetedBroadcast(message);
return;
}
resolvedBus.UntargetedBroadcast(ref message);
}
/// <summary>
/// Emits an untargeted message (global broadcast).
/// </summary>
/// <remarks>
/// This is a convenience shorthand for <c>EmitUntargeted</c> that improves readability when emitting
/// messages globally. If <paramref name="messageBus"/> is <c>null</c>, the global bus is used.
/// </remarks>
/// <example>
/// <code>
/// [DxUntargetedMessage]
/// public readonly partial struct SceneLoaded { public readonly int buildIndex; }
///
/// var m = new SceneLoaded(3);
/// m.Emit(); // shorthand
/// m.EmitUntargeted(); // equivalent
/// m.Emit(MessageHandler.MessageBus); // explicit bus
/// </code>
/// </example>
/// <param name="message">Untargeted message to emit.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void Emit<TMessage>(
this TMessage message,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : class, IUntargetedMessage
{
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
if (typeof(TMessage) == typeof(IUntargetedMessage))
{
resolvedBus.UntypedUntargetedBroadcast(message);
return;
}
resolvedBus.UntargetedBroadcast(ref message);
}
/// <summary>
/// Emits an UntargetedMessage of the given type.
/// </summary>
/// <param name="message">UntargetedMessage to emit.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitUntargeted<TMessage>(
this ref TMessage message,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : struct, IUntargetedMessage
{
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
resolvedBus.UntargetedBroadcast(ref message);
}
/// <summary>
/// Emits an untargeted message (global broadcast).
/// </summary>
/// <remarks>
/// This is a convenience shorthand for <c>EmitUntargeted</c> that improves readability when emitting
/// struct messages globally by reference. If <paramref name="messageBus"/> is <c>null</c>, the global
/// bus is used.
/// </remarks>
/// <example>
/// <code>
/// [DxUntargetedMessage]
/// public readonly partial struct SettingsChanged { public readonly float volume; }
///
/// var m = new SettingsChanged(0.8f);
/// m.Emit(); // shorthand
/// m.EmitUntargeted(); // equivalent
/// </code>
/// </example>
/// <param name="message">Untargeted message to emit.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void Emit<TMessage>(
this ref TMessage message,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : struct, IUntargetedMessage
{
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
resolvedBus.UntargetedBroadcast(ref message);
}
/// <summary>
/// Emits a targeted message to the specified <see cref="InstanceId"/>.
/// </summary>
/// <remarks>
/// Simple shorthand for targeted emission using an <see cref="InstanceId"/>. In Unity, <see cref="InstanceId"/>
/// is implicitly convertible from both <see cref="UnityEngine.GameObject"/> and <see cref="UnityEngine.Component"/>.
/// Be explicit about what you intend to target:
/// - If your listeners registered via <c>RegisterGameObjectTargeted</c>, emit at a GameObject.
/// - If your listeners registered via <c>RegisterComponentTargeted</c>, emit at that Component.
///
/// Caution: passing <c>this</c> from a <c>MonoBehaviour</c> targets the Component, not its GameObject. If your
/// handlers were registered with <c>RegisterGameObjectTargeted</c>, they will not receive a Component-targeted
/// emission. Prefer the explicit helpers (<c>EmitGameObjectTargeted</c>/<c>EmitComponentTargeted</c>) when in doubt.
/// </remarks>
/// <example>
/// <code>
/// [DxTargetedMessage]
/// public readonly partial struct Heal { public readonly int amount; }
///
/// var heal = new Heal(10);
/// heal.EmitAt((InstanceId)gameObject); // OK: targets GameObject
/// heal.EmitGameObjectTargeted(gameObject); // explicit, preferred in Unity code
///
/// // Pitfall: targets the Component, not the GameObject
/// heal.EmitAt((InstanceId)this); // GameObject-targeted listeners will not receive this
/// </code>
/// </example>
public static void EmitAt<TMessage>(
this ref TMessage message,
InstanceId target,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : struct, ITargetedMessage
{
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
resolvedBus.TargetedBroadcast(ref target, ref message);
}
/// <summary>
/// Emits a broadcast message from the specified <see cref="InstanceId"/> source.
/// </summary>
/// <remarks>
/// Simple shorthand for sourced emission using an <see cref="InstanceId"/>. In Unity, <see cref="InstanceId"/>
/// is implicitly convertible from both <see cref="UnityEngine.GameObject"/> and <see cref="UnityEngine.Component"/>.
/// Be explicit about what you intend to identify as the source:
/// - If listeners registered via <c>RegisterGameObjectBroadcast</c>, emit from a GameObject.
/// - If listeners registered via <c>RegisterComponentBroadcast</c>, emit from that Component.
///
/// Caution: passing <c>this</c> from a <c>MonoBehaviour</c> identifies the Component as the source. If listeners
/// registered for GameObject sources, they will not receive it. Prefer the explicit helpers
/// (<c>EmitGameObjectBroadcast</c>/<c>EmitComponentBroadcast</c>) when in doubt.
/// </remarks>
/// <example>
/// <code>
/// [DxBroadcastMessage]
/// public readonly partial struct TookDamage { public readonly int amount; }
///
/// var dmg = new TookDamage(5);
/// dmg.EmitGameObjectBroadcast(gameObject); // explicit, preferred in Unity code
/// dmg.EmitFrom(gameObject); // shorthand from the same GameObject
///
/// // Pitfall: identifies the Component as source (won't match GO-source registrations)
/// dmg.EmitComponentBroadcast(this);
/// </code>
/// </example>
public static void EmitFrom<TMessage>(
this ref TMessage message,
InstanceId source,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : struct, IBroadcastMessage
{
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
resolvedBus.SourcedBroadcast(ref source, ref message);
}
#if UNITY_2021_3_OR_NEWER
/// <summary>
/// Emits a BroadcastMessage of the given type.
/// </summary>
/// <param name="message">BroadcastMessage to emit.</param>
/// <param name="source">Source of this message.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitGameObjectBroadcast<TMessage>(
this TMessage message,
UnityEngine.GameObject source,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : class, IBroadcastMessage
{
InstanceId sourceId = source;
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
if (typeof(TMessage) == typeof(IBroadcastMessage))
{
resolvedBus.UntypedSourcedBroadcast(sourceId, message);
return;
}
resolvedBus.SourcedBroadcast(ref sourceId, ref message);
}
/// <summary>
/// Emits a BroadcastMessage of the given type.
/// </summary>
/// <param name="message">BroadcastMessage to emit.</param>
/// <param name="source">Source of this message.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitGameObjectBroadcast<TMessage>(
this ref TMessage message,
UnityEngine.GameObject source,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : struct, IBroadcastMessage
{
InstanceId sourceId = source;
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
resolvedBus.SourcedBroadcast(ref sourceId, ref message);
}
/// <summary>
/// Emits a BroadcastMessage of the given type from the specified component.
/// </summary>
/// <param name="message">BroadcastMessage to emit.</param>
/// <param name="source">Source of this message.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitComponentBroadcast<TMessage>(
this TMessage message,
UnityEngine.Component source,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : class, IBroadcastMessage
{
InstanceId sourceId = source;
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
if (typeof(TMessage) == typeof(IBroadcastMessage))
{
resolvedBus.UntypedSourcedBroadcast(sourceId, message);
return;
}
resolvedBus.SourcedBroadcast(ref sourceId, ref message);
}
/// <summary>
/// Emits a BroadcastMessage of the given type from the specified component.
/// </summary>
/// <param name="message">BroadcastMessage to emit.</param>
/// <param name="source">Source of this message.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitComponentBroadcast<TMessage>(
this ref TMessage message,
UnityEngine.Component source,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : struct, IBroadcastMessage
{
InstanceId sourceId = source;
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
resolvedBus.SourcedBroadcast(ref sourceId, ref message);
}
#endif
/// <summary>
/// Emits a BroadcastMessage of the given type from the specified component.
/// </summary>
/// <param name="message">BroadcastMessage to emit.</param>
/// <param name="source">Source of this message.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitBroadcast<TMessage>(
this TMessage message,
InstanceId source,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : class, IBroadcastMessage
{
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
if (typeof(TMessage) == typeof(IBroadcastMessage))
{
resolvedBus.UntypedSourcedBroadcast(source, message);
return;
}
resolvedBus.SourcedBroadcast(ref source, ref message);
}
/// <summary>
/// Emits a BroadcastMessage of the given type from the specified component.
/// </summary>
/// <param name="message">BroadcastMessage to emit.</param>
/// <param name="source">Source of this message.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitBroadcast<TMessage>(
this ref TMessage message,
InstanceId source,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
where TMessage : struct, IBroadcastMessage
{
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
resolvedBus.SourcedBroadcast(ref source, ref message);
}
/// <summary>
/// Emits a targeted <see cref="StringMessage"/> to the specified <see cref="InstanceId"/>.
/// </summary>
/// <remarks>
/// Shorthand helper for quick prototyping or diagnostics. In Unity, passing a <c>GameObject</c> vs
/// a <c>Component</c> will yield different targets. Ensure the target form matches your registration
/// (<c>RegisterGameObjectTargeted<StringMessage></c> vs <c>RegisterComponentTargeted<StringMessage></c>).
/// </remarks>
/// <param name="message">Message to send to the target.</param>
/// <param name="target">Target to send the message to.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void Emit(
this string message,
InstanceId target,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
{
StringMessage stringMessage = new(message);
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
resolvedBus.TargetedBroadcast(ref target, ref stringMessage);
}
/// <summary>
/// Emits a targeted <see cref="StringMessage"/> to the specified <see cref="InstanceId"/>.
/// </summary>
/// <remarks>
/// This is a naming-aligned shorthand identical to <c>Emit(string, InstanceId)</c>. Prefer explicit Unity
/// helpers when possible: <c>EmitGameObjectTargeted</c> vs <c>EmitComponentTargeted</c> on <see cref="StringMessage"/>.
/// Caution: passing a <c>Component</c> identifies the component, not its GameObject. Ensure your registration
/// side matches the target form.
/// </remarks>
/// <param name="message">String payload to send.</param>
/// <param name="target">Target to send the message to.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitAt(
this string message,
InstanceId target,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
{
StringMessage stringMessage = new(message);
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
resolvedBus.TargetedBroadcast(ref target, ref stringMessage);
}
/// <summary>
/// Emits an untargeted <see cref="GlobalStringMessage"/> containing the provided string.
/// </summary>
/// <remarks>
/// Shorthand helper for quick prototyping or diagnostics. For production code, prefer strongly typed
/// messages over strings for compile-time safety and discoverability.
/// </remarks>
/// <param name="message">Message to send globally.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void Emit(
this string message,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
{
GlobalStringMessage stringMessage = new(message);
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
resolvedBus.UntargetedBroadcast(ref stringMessage);
}
/// <summary>
/// Emits a broadcast <see cref="SourcedStringMessage"/> from the specified <see cref="InstanceId"/> source.
/// </summary>
/// <remarks>
/// Naming-aligned shorthand for sourced/broadcast string messages. In Unity, <see cref="InstanceId"/> can be
/// created from a <c>GameObject</c> or a <c>Component</c>. Make sure the form matches listener registration:
/// - <c>RegisterGameObjectBroadcast<SourcedStringMessage></c> receives GameObject sources only
/// - <c>RegisterComponentBroadcast<SourcedStringMessage></c> receives Component sources only
///
/// Caution: using <c>this</c> inside a <c>MonoBehaviour</c> identifies the Component, not its GameObject.
/// </remarks>
/// <param name="message">String payload to broadcast.</param>
/// <param name="source">Source of the message.</param>
/// <param name="messageBus">MessageBus to emit to. If null, uses the GlobalMessageBus.</param>
public static void EmitFrom(
this string message,
InstanceId source,
IMessageBus messageBus = null,
IMessageBusProvider messageBusProvider = null
)
{
SourcedStringMessage stringMessage = new(message);
IMessageBus resolvedBus = ResolveMessageBus(messageBus, messageBusProvider);
resolvedBus.SourcedBroadcast(ref source, ref stringMessage);
}
private static IMessageBus ResolveMessageBus(
IMessageBus explicitBus,
IMessageBusProvider messageBusProvider
)
{
if (explicitBus != null)
{
return explicitBus;
}
if (messageBusProvider != null)
{
IMessageBus providedBus = messageBusProvider.Resolve();
if (providedBus != null)
{
return providedBus;
}
}
return MessageHandler.MessageBus;
}
}
}