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Event

Event - is a single file Lua module for the Defold game engine. It provides a simple and efficient way to manage events and callbacks in your game.

Features

  • Event Management: Create, subscribe, unsubscribe, and trigger events.
  • Cross-Context: You can subscribe to events from different scripts.
  • Callback Management: Attach callbacks to events with optional data.
  • Global Events: Create and subscribe global events that can be triggered from anywhere in your game.
  • Defer: Defer module provides a queuing mechanism for events. Unlike regular events which are immediately processed, deferred events are stored in a queue until they are explicitly handled by a subscriber
  • Logging: Set a logger to log event activities.
  • Memory Allocations Tracker: Detects if an event callback causes a huge memory allocations.

Setup

Open your game.project file and add the following line to the dependencies field under the project section:

Defold Event

https://github.com./Insality/defold-event/archive/refs/tags/11.zip

Library Size

Note: The library size is calculated based on the build report per platform Events and Defer module will be included in the build only if you use them.

Platform Event Size Events Size Defer Size
HTML5 1.85 KB 0.42 KB 1.07 KB
Desktop / Mobile 3.14 KB 0.71 KB 1.93 KB

Memory Allocation Tracking

Enabling in game.project

To monitor memory allocations for event callbacks, add to your game.project:

[event]
memory_threshold_warning = 50
  • memory_threshold_warning: Threshold in kilobytes for logging warnings about memory allocations. 0 disables tracking.

The event memory tracking is not 100% accurate and is used to check unexpected huge leaks in the event callbacks. The memory tracking applied additional memory allocations for tracking purposes.

Memory allocation tracking is turned off in release builds, regardless of the game.project settings.

Using xpcall to get detailed tracebacks

You can use xpcall to get detailed tracebacks in case of an error in the event callback. Usually, in case of an error, you will get a line with event.trigger and traceback ended in event module. To get a detailed traceback to help with debug, you can use use_xpcall:

[event]
use_xpcall = 1

In this case, you will get a detailed traceback with the exact line of the error in the event callback. But the drawback of it is memory allocations per event:trigger call. Should be used only for debugging purposes.

API Reference

Quick API Reference

local event = require("event.event")
event.set_logger(logger)
event.set_memory_threshold(threshold)

local event_instance = event.create([callback], [callback_context])
event_instance:subscribe(callback, [callback_context])
event_instance:unsubscribe(callback, [callback_context])
event_instance:is_subscribed(callback, [callback_context])
event_instance:trigger(...)
event_instance:is_empty()
event_instance:clear()

local events = require("event.events")
events.subscribe(event_id, callback, [callback_context])
events.unsubscribe(event_id, callback, [callback_context])
events.is_subscribed(event_id, callback, [callback_context])
events.trigger(event_id, ...)
events.is_empty(event_id)
events.clear(event_id)
events.clear_all()

local defer = require("event.defer")
defer.push(event_id, data, [on_handle], [context])
defer.subscribe(event_id, handler, [context])
defer.unsubscribe(event_id, handler, [context])
defer.process(event_id, handler, [context])
defer.get_events(event_id)
defer.clear_events(event_id)
defer.clear_subscribers(event_id)
defer.clear_all()

For detailed API documentation, please refer to:

Use Cases

Read the Use Cases file to see several examples of how to use the Event module in your Defold game development projects.

License

This project is licensed under the MIT License - see the LICENSE file for details.

Used libraries:

Issues and suggestions

If you have any issues, questions or suggestions please create an issue.

👏 Contributors

Changelog

V1

- Initial release

V2

- Add global events module
- The `event:subscribe` and `event:unsubscribe` now return boolean value of success

V3

- Event Trigger now returns value of last executed callback
- Add `events.is_empty(name)` function
- Add tests for Event and Global Events modules

V4

- Rename `lua_script_instance` to `event_context_manager` to escape conflicts with `lua_script_instance` library
- Fix validate context in `event_context_manager.set`
- Better error messages in case of invalid context
- Refactor `event_context_manager`
- Add tests for event_context_manager
- Add `event.set_memory_threshold` function. Works only in debug builds.

V5

- The `event:trigger(...)` can be called as `event(...)` via `__call` metamethod
- Add default pprint logger. Remove or replace it with `event.set_logger()`
- Add tests for context changing

V6

- Optimize memory allocations per event instance
- Localize functions in the event module for better performance

V7

- Optimize memory allocations per event instance
- Default logger now empty except for errors

V8

- Optimize memory allocations per subscription (~35% less)

V9

- Better error tracebacks in case of error in subscription callback
- Update annotations

V10

- The `event:unsubscribe` now removes all subscriptions with the same function if `callback_context` is not provided
- You can use events instead callbacks in `event:subscribe` and `event:unsubscribe`. The subcribed event will be triggered by the parent event trigger.
- Update docs and API reference

V11

- Introduced behavior in the `defer` module. The Defer module provides a queuing mechanism for events. Unlike regular events which are immediately processed, deferred events are stored in a queue until they are explicitly handled by a subscriber. This is useful for events that need to persist until they can be properly handled.
- Add `use_xpcall` option to get detailed tracebacks in case of an error in the event callback.
- Moved detailed API documentation to separate files
- Remove annotations files. Now all annotations directly in the code.

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