Chickensoft.Collections
1.1.0
See the version list below for details.
dotnet add package Chickensoft.Collections --version 1.1.0
NuGet\Install-Package Chickensoft.Collections -Version 1.1.0
<PackageReference Include="Chickensoft.Collections" Version="1.1.0" />
paket add Chickensoft.Collections --version 1.1.0
#r "nuget: Chickensoft.Collections, 1.1.0"
// Install Chickensoft.Collections as a Cake Addin #addin nuget:?package=Chickensoft.Collections&version=1.1.0 // Install Chickensoft.Collections as a Cake Tool #tool nuget:?package=Chickensoft.Collections&version=1.1.0
Chickensoft Collections
Lightweight collections, utilities, and general interface types to help make maintainable code.
<p align="center"> <img alt="Cardboard Box with Chickensoft Logo" src="Chickensoft.Collections/icon.png" width="200"> </p>
Install
dotnet add package Chickensoft.Collections
Map
A typed facade over OrderedDictionary
. Provides a basic mechanism to store strongly typed keys and values while preserving key insertion order.
var map = new Map<string, int>() {
["b"] = 2,
["a"] = 1,
};
map.Keys.ShouldBe(["b", "a"]);
Set and IReadOnlySet
For whatever reason, netstandard does not include IReadOnlySet
. To workaround this, we've provided our own version of IReadOnlySet
and a Set
implementation that simply extends HashSet
and adds the interface to it.
AutoProp
AutoProp allows you to make observable properties in the style of IObservable
, but is implemented over plain C# events and modifies the API to be more ergonomic, a la Chickensoft style.
AutoProps are basically a simplified version of a BehaviorSubject
that only updates when the new value is not equal to the previous value, as determined by the equality comparer (or the default one if you don't provide one). They operate synchronously and make guarantees about the order of changes in a very simple, easy to reason about manner.
using Chickensoft.Collections;
public class MyObject : IDisposable {
// Read-only version exposed as interface.
public IAutoProp<bool> MyValue => _myValue;
// Read-write version.
private readonly AutoProp<bool> _myValue = new AutoProp<bool>(false);
public void Update() {
// Update our values based on new information.
_myValue.OnNext(true);
// ...
// Check the latest value.
if (_myValue.Value) {
// ...
}
// Subscribe to all future changes, **AND** get called immediately with the
// current value.
_myValue.Sync += OnMyValueChanged;
// Subscribe to all future changes.
_myValue.Changed += OnMyValueChanged;
// Subscribe to completed
_myValue.Completed += OnMyValueCompleted;
// Subscribe to errors
_myValue.Error += OnMyValueError;
// Optional: inform completed listeners we're done updating values
_myValue.OnCompleted();
// Optional: send error listeners an error value
_myValue.OnError(new System.InvalidOperationException());
// ...
// Always unsubscribe C# events when you're done :)
_myValue.Sync -= OnMyValueChanged;
_myValue.Changed -= OnMyValueChanged;
_myValue.Completed -= OnMyValueCompleted;
_myValue.Error -= OnMyValueError;
// Or clear all subscriptions at once:
_myValue.Clear();
// When your object is disposing:
_myValue.Dispose();
}
private void OnMyValueChanged(bool value) { }
private void OnMyValueCompleted() { }
private void OnMyValueError(Exception err) { }
// ...
}
✅ Uses plain C# events.
Observers are called one-at-a-time, in-order of subscription, on the invoking thread, and synchronously (and will always be that way unless Microsoft tampers with the underlying Multicast delegate implementation that powers C# events).
Chickensoft prefers to keep everything synchronous and deterministic in game development, only adding parallelization or asynchronicity where it's absolutely necessary for performance. Otherwise, simpler is better.
✅ Familiar API.
If you've ever used
IObservable
and/orBehaviorSubject
, you basically already know how to use this.✅ Guarantees order of events and allows updates from handlers.
If you change the value from a changed event handler, it will queue up the next value and process it synchronously afterwards. This allows it to pass through each desired value, guaranteeing callbacks will be called in the correct order for each value it passes through.
✅ Doesn't update if the value hasn't changed.
Blackboard
A blackboard datatype is provided that allows reference values to be stored by type. It implements two interfaces, IBlackboard
and IReadOnlyBlackboard
.
var blackboard = new Blackboard();
blackboard.Set("string value");
var stringValue = blackboard.Get<String>();
blackboard.Set(new MyObject());
var myObj = blackboard.Get<MyObject>();
// ...and various other convenience methods.
🐣 Created with love by Chickensoft 🐤 — https://chickensoft.games
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. |
.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 (4)
Showing the top 4 NuGet packages that depend on Chickensoft.Collections:
Package | Downloads |
---|---|
Chickensoft.LogicBlocks
Human-friendly, hierarchical state machines for games and apps in C#. |
|
Chickensoft.Introspection
Generate type metadata at build time. |
|
Chickensoft.Serialization
Easy to use serializable models with AOT compilation support and System.Text.Json compatibility. |
|
Chickensoft.SaveFileBuilder
Chickensoft.SaveFileBuilder description. |
GitHub repositories (2)
Showing the top 2 popular GitHub repositories that depend on Chickensoft.Collections:
Repository | Stars |
---|---|
chickensoft-games/GameDemo
The Chickensoft Game Demo — a fully tested, third-person 3D game built with Godot and C#. Now with saving and loading!
|
|
chickensoft-games/LogicBlocks
Human-friendly, hierarchical and serializable state machines for games and apps in C#.
|
Version | Downloads | Last updated |
---|---|---|
1.12.1 | 49 | 11/8/2024 |
1.12.0 | 145 | 10/28/2024 |
1.11.2 | 606 | 10/18/2024 |
1.11.1 | 148 | 10/13/2024 |
1.11.0 | 115 | 10/12/2024 |
1.10.0 | 110 | 10/9/2024 |
1.9.4 | 170 | 10/9/2024 |
1.9.3 | 233 | 9/27/2024 |
1.9.2 | 390 | 9/25/2024 |
1.9.1 | 116 | 9/23/2024 |
1.9.0 | 271 | 9/17/2024 |
1.8.10 | 173 | 9/11/2024 |
1.8.9 | 184 | 9/7/2024 |
1.8.8 | 134 | 9/5/2024 |
1.8.7 | 213 | 9/3/2024 |
1.8.6 | 128 | 8/31/2024 |
1.8.5 | 546 | 8/20/2024 |
1.8.4 | 288 | 8/16/2024 |
1.8.3 | 170 | 8/14/2024 |
1.8.2 | 116 | 8/6/2024 |
1.8.1 | 102 | 7/31/2024 |
1.8.0 | 152 | 7/28/2024 |
1.7.5 | 312 | 7/24/2024 |
1.7.4 | 216 | 7/10/2024 |
1.7.3 | 98 | 7/8/2024 |
1.7.2 | 94 | 7/5/2024 |
1.7.1 | 216 | 6/12/2024 |
1.7.0 | 925 | 6/6/2024 |
1.6.0 | 1,752 | 6/3/2024 |
1.5.0-godot4.3.0-beta.1 | 46 | 6/3/2024 |
1.4.2-godot4.3.0-beta.1 | 56 | 5/31/2024 |
1.4.1 | 125 | 5/30/2024 |
1.4.0 | 117 | 5/29/2024 |
1.3.3 | 90 | 5/25/2024 |
1.3.2 | 114 | 5/22/2024 |
1.3.1 | 110 | 5/15/2024 |
1.3.0 | 153 | 5/4/2024 |
1.2.0 | 75 | 5/2/2024 |
1.1.0 | 126 | 4/27/2024 |
1.0.1 | 103 | 4/27/2024 |
1.0.0 | 107 | 4/27/2024 |
0.0.2 | 101 | 4/27/2024 |
0.0.1 | 98 | 4/27/2024 |
Chickensoft.Collections release.