In this example, we will show how to use the ObservedQueue class in Unity to manage a message queue for multiplayer networking. The idea is to receive incoming network messages on a separate thread, and notify subscribers whenever a new message is added to the queue.
1. Define the NetworkMessage class
First, let's define a simple class to represent a network message:
Next, let's create the MultiplayerNetworkManager class that will handle the message queue and subscribers:
usingSystem.Collections.Generic;usingUnityEngine;usingObserved;publicclassMultiplayerNetworkManager:MonoBehaviour{privateObservedQueue<NetworkMessage> messageQueue =newObservedQueue<NetworkMessage>();privateList<Action<NetworkMessage>> subscribers =newList<Action<NetworkMessage>>();privatevoidStart() { // Subscribe to the messageQueue's eventsmessageQueue.Subscribe((message, changeType) => {if (changeType ==ChangeType.Added) { // Notify subscribers of new messageforeach (var subscriber in subscribers) {subscriber(message); } } }); // Start the worker thread that listens for incoming network messagesStartCoroutine(ReceiveMessages()); }privateIEnumeratorReceiveMessages() {while (true) { // Pretend to receive a network messageNetworkMessage receivedMessage =newNetworkMessage(0,"Hello from player 0");messageQueue.Enqueue(receivedMessage);yieldreturnnull; } }publicvoidSubscribeToNetworkMessages(Action<NetworkMessage> callback) {subscribers.Add(callback); }publicvoidUnsubscribeFromNetworkMessages(Action<NetworkMessage> callback) {subscribers.Remove(callback); }}
3. Create a subscriber class
Finally, let's create a class that will be a subscriber to the message queue:
usingUnityEngine;publicclassNetworkMessageDisplay:MonoBehaviour{privatevoidStart() { // Subscribe to network messagesMultiplayerNetworkManager networkManager =GetComponent<MultiplayerNetworkManager>();networkManager.SubscribeToNetworkMessages(OnNetworkMessageReceived); }privatevoidOnNetworkMessageReceived(NetworkMessage message) {Debug.Log($"Received message from player {message.senderId}: {message.message}"); }}
With these classes, you now have a basic setup for receiving and handling network messages in a multi-threaded environment in Unity. The ObservedQueue class allows you to efficiently manage and notify subscribers of changes to the message queue, making it a great solution for multiplayer networking.