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Message Handling

davebaol edited this page Nov 5, 2015 · 12 revisions

Well-designed games tend to be event driven. With event handling, entities can make their usual business until an event message is broadcast to them. Then, if that message is pertinent, they can act upon it. Intelligent agents can use this technique to communicate to each other.

The Concept of Messages

At a core level, a message is a number or an enumerated type. However, the key is that these numbers have a shared meaning among independent systems, thus providing a common interface in which events can be communicated. At a higher level, a message is contained inside a data structure carrying some additional information such as a sender, a recipient, a time stamp, and possibly some extra data depending on the message itself. This data structure is called telegram. Basically, there are two types of telegrams:

  • Immediate Telegrams: They are immediately sent to the recipient. There's not much to say about these messages since their use is rather intuitive.
  • Delayed Telegrams: They store the time at which they should be delivered. That way the routing system that receives these message objects can retain them until it's time to be delivered, effectively creating timers. These message timers are best used when a game object sends a message to itself, at a later time, to create an internal event timer.

The idea is that you can send a telegram to any agent or system in your game. For example, if a character strikes an enemy, the message Attacked could be sent to that enemy and the enemy could respond appropriately to that message event. By having game objects communicate through messages, deep and responsive AI can be achieved fairly easily. Moreover, the technique of messages makes it easy to keep most behaviors event-driven, which is important for efficiency reasons.

Dispatching a Message

The creation, dispatch, and management of telegrams is handled by the class MessageDispatcher.

You can instantiate and use how many dispatchers you want at the same time, but if you need just one in your application you can use the singleton class MessageManager instead. This means that all occurrences of messageDispatcher below can be replaced with MessageManager.getInstance() that returns the singleton instance of the dispatcher.

Whenever an agent needs to send a message, it calls the dispatchMessage method like that

		delay,               // Immediate message if <= 0; delayed otherwise
		sender,              // It can be null
		recipient,           // It can be null, see the "Multiple Recipients" section below
		messageType,         // Any user-defined int code
		extraInfo,           // Optional data accompanying the message; it can be null
		needsReturnReceipt); // Whether the sender needs the return receipt or not

where delay is expressed in seconds. The MessageDispatcher uses this information to create a Telegram, which it either dispatches immediately (if the given delay is <= 0) or stores in a queue (when the given delay is > 0) ready to be dispatched at the correct time.

Note that there are a lot of overloaded versions of the dispatchMessage method that can be used for convenience. Just one argument is indeed mandatory, the messageType.

Multiple Recipients

If you send a message without specifying the recipient the message will be dispatched to all the agents listening to that message type. Agents can register and unregister their interest in specific message types. The following methods allow you to manage agent's interest.

// Lets the agent listent to msgCode
messageDispatcher.addListener(agent, msgCode);

// Lets the agent listent to the given selection of msgCodes
messageDispatcher.addListener(agent, msgCode1, msgCode2, ...);

// Removes msgCode from the interests of the agent
messageDispatcher.removeListener(agent, msgCode);

// Removes the given msgCodes from the interests of the agent
messageDispatcher.removeListener(agent, msgCode1, msgCode2, ...);

// Removes all the agents listening to msgCode

// Removes all the agents listening to the given selection of msgCodes
messageDispatcher.clearListeners(msgCode1, msgCode2, ...);

// Removes all the agents listening to any message type

Return Receipt

The return receipt feature makes the MessageDispatcher instantly send the telegram back to the sender as soon as all receivers have processed the message. Just before the telegram is sent back by the MessageDispatcher some of its fields are updated:

All the other fields, namely message and extraInfo, remain untouched.

A typical use case of the return receipt is to let the sender release the extraInfo (here we're assuming it's pooled, of course).

Also, it's worth noting that

  • the return receipt is normally useful for delayed telegrams. Indeed, for instant messages you can just release the extraInfo to the pool after the invocation of the dispatchMessage method in the sender's code.
  • if the sender is also one of the receivers, it will receive the telegram twice in the same frame: the first time just like all the other receivers with the field returnReceiptStatus set to RETURN_RECEIPT_NEEDED, the second time after all the other receivers with the field returnReceiptStatus set to RETURN_RECEIPT_SENT. The latter is the actual return receipt, so it's when you should release the extraInfo object to the pool (or do whatever you need to do).

Updating the Dispatcher

The queued telegrams are examined each update step by the method MessageDispatcher.update() which checks the front of the message queue to see if any telegrams have expired time stamps. If so, they are dispatched to their recipient and removed from the queue. The following call


must be placed in the game's main update loop to facilitate the correct and timely dispatch of any delayed messages. Notice that the message dispatcher internally calls GdxAI.getTimepiece() to get the current AI time and properly dispatch delayed messages. This means that

  • if you forget to update the timepiece the delayed messages won't be dispatched.
  • the timepiece should be updated before the message dispatcher.

Receiving a Message

When a telegram is received by an agent (actually a Telegraph), its method handleMessage(telegram) is invoked. This method returns a boolean value indicating whether the message has been handled successfully.


  • Pooling: Keep in mind that telegrams are pooled so to limit garbage collection. Also any telegram is automatically released to the pool as soon as it has been dispatched and the handleMessage method of the recipient agent has returned. This means that you should never keep a reference to the telegram.

Telegram Providers

In event driven games, new agents might want to gather informations of specific types as soon as they are created (or as soon as they start listening to that type of event) as well as during their whole lifecycle. When registering, a Telegraph cannot access some informations without hard references to the sources of those informations:

  • informations carried by Telegram dispatched before its registration
  • informations held by other agents

A TelegramProvider allows the MessageDispatcher to provide newly registered Telegraph with immediate Telegram. Providers can register and unregister their ability to provide informations for specific message types. The following methods allow you to manage provider's abilities:

// Lets the provider respond when a new Telegraph starts listening to msgCode
messageDispatcher.addProvider(provider, msgCode);

// Lets the provider respond when a new Telegraph starts listening to msgCode1, msgCode2, ...
messageDispatcher.addProviders(provider, msgCode1, msgCode2, ...);

// Removes all the providers

// Removes all the providers responding to new Telegraph listening to msgCode

// Removes all the providers responding to new Telegraph listening to msgCode1, msgCode2, ...
messageDispatcher.clearProviders(msgCode1, msgCode2, ...);

When a new Telegraph starts listening to a specific type of message, the TelegramProvider can decide to provide or not extra information that will be immediately delivered to the Telegraph by the MessageDispatcher.

	Object provideMessageInfo (int msg, Telegraph receiver);

... when returning null, there's no Telegram dispatch to the Telegraph by the TelegramProvider.

Saving and Restoring Pending Messages

Some games need to save a snapshot of the level at a given time T so it can be loaded later. In this situation you have to serialize and deserialize the status of the queue at time T, i.e. its pending messages.

You can save pending messages with the following code

	messageDispatcher.scanQueue(new PendingMessageCallback() {
		public void report (float delay, Telegraph sender, Telegraph receiver, int message, Object extraInfo) {
			// Here you can serialize the pending message.
			// Notice that pending messages are reported in any particular order.

To restore pending messages on deserialization you can simply add them to the queue through the dispatchMessage method as usual.

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