I’m working on a little Java game in which all sorts of events can happen. There are at least a couple of dozen basic events that various event handlers may be interested in. There are also several places in the code where these events might be triggered. Rather than forcing the event listeners to know which class they need to register with, I’d like to create some sort of a centralized message-dispatching system, which some classes would submit events into and interested classes could hook into to listen for certain kinds of events.
But I have some questions. Firstly, this seems like an obvious and common problem. Are there favorite implementations of simple, in-VM messaging systems? Seems like there would be.
Secondly, and more importantly, I’m trying to work out a reasonably elegant way for the dispatching class to know as little as possible about types of messages. I’d love to be able to create new kinds of events without modifying the message dispatcher at all. However, I have an opposite concern. I’d really like for the method signatures of the handling methods to be clear. In other words, I would prefer the following:
public class CollisionConsoleHandler implements CollisionListener {
@Override
public void spaceshipCollidedWithMeteor( Spaceship spaceship, Meteor meteor ) {
//...
}
}
over something more generic and harder to read:
public class CollisionConsoleHandler implements GameMessageListener {
@Override
public void handleMessage( GameMessage message ) {
if( message instanceof SpaceshipCollisionMessage ) {
Spaceship spaceship = ((SpaeshipCollisionMessage)message).getSpaceship();
Meteor meteor = ((SpaeshipCollisionMessage)message).getMeteor();
//...
}
}
}
But I don’t see any good ways to keep type-specific knowledge out of the dispatcher while at the same time keeping the method signatures clean and readable.
Ideas?
If there is a specific listener interface for each event. Each event is able to issue listeners calls itself. Then, the role of the dispatcher is to identify target listeners and to trigger the event notification on them.
For example, a generic event definition can be:
If your CollisionListener is:
Then, the corresponding event can be:
You can imagine a dispatcher which is able to propagate this event on the target listeners like in the following scenario (Events is the dispatcher class):
In this scenario, the dispatcher did not require any knowledge on events and listeners. It triggers an individual event notification to each listener, using only the GameEvent interface. Each event/listener pair chooses it’s own dialog modalities (they can exchange many messages if they want).
A typical implementation of a such dispatcher should be something like:
I suppose its fulfills your requirements:
time (no possible mistake),
choose it’s own messages),
different events and/or listeners),
box,
know each other.