RUDPFramework/openspec/specs/network-main-thread-dispatch/spec.md

3.4 KiB

network-main-thread-dispatch Specification

Purpose

Define the main-thread dispatch boundary between background transport callbacks and Unity runtime message handling.

Requirements

Requirement: Transport callbacks enqueue network message dispatch work

The network application layer SHALL place a thread-safe queue between ITransport.OnReceive callbacks and message handler execution. When a transport callback produces a valid application envelope, the callback path MUST enqueue dispatch work and return without invoking registered business handlers inline.

Scenario: Valid payload is deferred instead of dispatched inline

  • WHEN a transport implementation raises OnReceive with a valid encoded application message
  • THEN the message layer enqueues one dispatch work item for that message
  • THEN the registered handler is not executed during the transport callback itself

Scenario: Invalid payload does not block later queued messages

  • WHEN the transport callback receives malformed bytes followed by a valid application message
  • THEN the malformed payload is handled as an error without enqueuing executable work
  • THEN the later valid message can still be enqueued and processed normally

Requirement: Main-thread drain executes queued handlers in receive order

The runtime SHALL provide an explicit main-thread drain step that executes queued network dispatch work in FIFO order. Message handlers, gameplay state mutation, and UI-facing reactions triggered by received messages MUST run only through this main-thread drain path.

Scenario: Drain executes queued work on demand

  • WHEN one or more network messages have been enqueued from transport callbacks
  • THEN no registered handler runs until the main-thread dispatcher performs a drain step
  • THEN each queued handler executes during that drain step on the Unity main thread path

Scenario: Messages preserve receive order through the dispatcher

  • WHEN multiple valid messages are enqueued in sequence for the same runtime
  • THEN the main-thread dispatcher invokes their handlers in the same order they were enqueued

Requirement: Runtime network host pumps the dispatcher each frame

The Unity-side runtime network host SHALL integrate a client-specific main-thread dispatcher implementation into its frame loop so queued network work is drained regularly while the network stack is running. That Unity dispatcher implementation MUST satisfy the shared host-dispatch abstraction used by the shared message-routing layer, while the transport background thread responsibilities remain limited to socket receive, KCP input/update, and transport-level error handling.

Scenario: Network host drains queued messages during runtime

  • WHEN the Unity client runtime has started networking and a message is queued from the transport layer
  • THEN the Unity client host performs dispatcher draining during its Unity update loop
  • THEN the queued handler runs without the transport layer directly touching Unity objects

Scenario: Transport layer remains free of Unity object mutation

  • WHEN developers inspect the responsibilities of the transport receive path after the shared networking refactor
  • THEN they find socket receive, KCP processing, and enqueue/error handling only
  • THEN Unity object mutation and UI updates are performed through the Unity host's main-thread dispatcher implementation rather than the transport callback path