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fix: subscribing to a message channel while unsubscribing is pending [MTT-3756] #675

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Jul 13, 2022
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4 changes: 2 additions & 2 deletions Assets/Scenes/MainMenu.unity
Git LFS file not shown
6 changes: 4 additions & 2 deletions Assets/Scripts/Gameplay/GameState/ServerBossRoomState.cs
Original file line number Diff line number Diff line change
Expand Up @@ -71,12 +71,16 @@ void OnNetworkSpawn()
return;
}

m_Subscription = m_LifeStateChangedEventMessageSubscriber.Subscribe(OnLifeStateChangedEventMessage);

NetworkManager.Singleton.SceneManager.OnLoadComplete += OnServerLoadComplete;
NetworkManager.Singleton.SceneManager.OnUnloadComplete += OnServerUnloadComplete;
}

void OnNetworkDespawn()
{
m_Subscription?.Dispose();

NetworkManager.Singleton.SceneManager.OnLoadComplete -= OnServerLoadComplete;
NetworkManager.Singleton.SceneManager.OnUnloadComplete -= OnServerUnloadComplete;
}
Expand All @@ -96,7 +100,6 @@ void OnServerLoadComplete(ulong clientId, string sceneName, LoadSceneMode loadSc
NetworkManager.Singleton.SceneManager.OnSynchronizeComplete += OnSynchronizeComplete;

SessionManager<SessionPlayerData>.Instance.OnSessionStarted();
m_Subscription = m_LifeStateChangedEventMessageSubscriber.Subscribe(OnLifeStateChangedEventMessage);
}

void OnServerUnloadComplete(ulong clientId, string sceneName)
Expand All @@ -109,7 +112,6 @@ void OnServerUnloadComplete(ulong clientId, string sceneName)
NetworkManager.Singleton.OnClientDisconnectCallback -= OnClientDisconnect;
NetworkManager.Singleton.SceneManager.OnLoadEventCompleted -= OnLoadEventCompleted;
NetworkManager.Singleton.SceneManager.OnSynchronizeComplete -= OnSynchronizeComplete;
m_Subscription?.Dispose();
}

protected override void OnDestroy()
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61 changes: 42 additions & 19 deletions Assets/Scripts/Infrastructure/PubSub/MessageChannel.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,11 +8,10 @@ public class MessageChannel<T> : IMessageChannel<T>
{
readonly List<Action<T>> m_MessageHandlers = new List<Action<T>>();

/// <summary>
/// This queue of actions that would either add or remove subscriber is used to prevent problems from immediate modification
/// of the list of subscribers. It could happen if one decides to unsubscribe in a message handler etc.
/// </summary>
readonly Queue<Action> m_PendingHandlers = new Queue<Action>();
/// This dictionary of handlers to be either added or removed is used to prevent problems from immediate
/// modification of the list of subscribers. It could happen if one decides to unsubscribe in a message handler
/// etc.A true value means this handler should be added, and a false one means it should be removed
readonly Dictionary<Action<T>, bool> m_PendingHandlers = new Dictionary<Action<T>, bool>();

public bool IsDisposed { get; private set; } = false;

Expand All @@ -28,10 +27,18 @@ public virtual void Dispose()

public virtual void Publish(T message)
{
while (m_PendingHandlers.Count > 0)
foreach (var handler in m_PendingHandlers.Keys)
{
m_PendingHandlers.Dequeue()?.Invoke();
if (m_PendingHandlers[handler])
{
m_MessageHandlers.Add(handler);
}
else
{
m_MessageHandlers.Remove(handler);
}
}
m_PendingHandlers.Clear();

foreach (var messageHandler in m_MessageHandlers)
{
Expand All @@ -41,30 +48,46 @@ public virtual void Publish(T message)

public virtual IDisposable Subscribe(Action<T> handler)
{
Assert.IsTrue(!m_MessageHandlers.Contains(handler), "Attempting to subscribe with the same handler more than once");
// so we don't modify the handler list while iterating on it (which could happen if the handler unsubscribes). With this, we'd unsubscribe on next publish.
m_PendingHandlers.Enqueue(() => { DoSubscribe(handler); });

var subscription = new DisposableSubscription<T>(this, handler);
return subscription;
Assert.IsTrue(!IsSubscribed(handler), "Attempting to subscribe with the same handler more than once");

void DoSubscribe(Action<T> h)
if (m_PendingHandlers.ContainsKey(handler))
{
if (h != null && !m_MessageHandlers.Contains(h))
if (!m_PendingHandlers[handler])
{
m_MessageHandlers.Add(h);
m_PendingHandlers.Remove(handler);
}
}
else
{
m_PendingHandlers[handler] = true;
}

var subscription = new DisposableSubscription<T>(this, handler);
return subscription;
}

public void Unsubscribe(Action<T> handler)
{
m_PendingHandlers.Enqueue(() => { DoUnsubscribe(handler); });
Assert.IsTrue(IsSubscribed(handler), "Attempting to unsubscribe with a handler that is not subscribed");

void DoUnsubscribe(Action<T> h)
if (m_PendingHandlers.ContainsKey(handler))
{
m_MessageHandlers.Remove(h);
if (m_PendingHandlers[handler])
{
m_PendingHandlers.Remove(handler);
}
}
else
{
m_PendingHandlers[handler] = false;
}
}

bool IsSubscribed(Action<T> handler)
{
var isPendingRemoval = m_PendingHandlers.ContainsKey(handler) && !m_PendingHandlers[handler];
var isPendingAdding = m_PendingHandlers.ContainsKey(handler) && m_PendingHandlers[handler];
return m_MessageHandlers.Contains(handler) && !isPendingRemoval || isPendingAdding;
}
}
}
88 changes: 88 additions & 0 deletions Assets/Tests/Runtime/MessageChannelTest.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,88 @@
using System;
using NUnit.Framework;
using Unity.Multiplayer.Samples.BossRoom.Shared.Infrastructure;
using UnityEngine;

namespace Unity.Multiplayer.Samples.BossRoom.Tests.Runtime
{
public class MessageChannelTests
{
struct EmptyMessage { }

int m_NbSubscribers = 2;
int m_NbMessagesReceived;

IDisposable SubscribeToChannel(MessageChannel<EmptyMessage> channel)
{
var subscriptions = new DisposableGroup();
subscriptions.Add(channel.Subscribe(Subscription1));
subscriptions.Add(channel.Subscribe(Subscription2));

return subscriptions;
}

void Subscription1(EmptyMessage message)
{
m_NbMessagesReceived++;
}

void Subscription2(EmptyMessage message)
{
m_NbMessagesReceived++;
}


[SetUp]
public void Setup()
{
m_NbMessagesReceived = 0;
}

[Test]
public void MessagePublishedIsReceivedByAllSubscribers()
{
var messageChannel = new MessageChannel<EmptyMessage>();
var subscriptions = SubscribeToChannel(messageChannel);

messageChannel.Publish(new EmptyMessage());
Assert.AreEqual(m_NbSubscribers, m_NbMessagesReceived);
subscriptions.Dispose();
}

[Test]
public void MessagePublishedIsNotReceivedByAllSubscribersAfterUnsubscribing()
{
var messageChannel = new MessageChannel<EmptyMessage>();
var subscriptions = SubscribeToChannel(messageChannel);

messageChannel.Publish(new EmptyMessage());
Assert.AreEqual(m_NbSubscribers, m_NbMessagesReceived);

m_NbMessagesReceived = 0;

subscriptions.Dispose();

messageChannel.Publish(new EmptyMessage());
Assert.AreEqual(0, m_NbMessagesReceived);
}

[Test]
public void MessagePublishedIsReceivedByAllSubscribersAfterResubscribing()
{
var messageChannel = new MessageChannel<EmptyMessage>();
var subscriptions = SubscribeToChannel(messageChannel);

messageChannel.Publish(new EmptyMessage());
Assert.AreEqual(m_NbSubscribers, m_NbMessagesReceived);

m_NbMessagesReceived = 0;

subscriptions.Dispose();
subscriptions = SubscribeToChannel(messageChannel);

messageChannel.Publish(new EmptyMessage());
Assert.AreEqual(m_NbSubscribers, m_NbMessagesReceived);
subscriptions.Dispose();
}
}
}
11 changes: 11 additions & 0 deletions Assets/Tests/Runtime/MessageChannelTest.cs.meta

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2 changes: 1 addition & 1 deletion CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
### Removed
*
### Fixed
*
* Subscribing to a message channel while unsubscribing is pending (#675)

## [v1.3.0-pre] - 2022-06-23

Expand Down