--- name: vvvv-channels description: Helps work with vvvv gamma's Channel system from C# — IChannelHub, public channels, [CanBePublished] attributes, hierarchical data propagation, channel subscriptions, bang channels, and spread sub-channels. Use when reading or writing public channels from C# nodes, publishing .NET types as channels, working with IChannelHub, subscribing to channel changes, or managing hierarchical channel state. license: CC-BY-SA-4.0 compatibility: Designed for coding AI agents assisting with vvvv gamma development metadata: author: Tebjan Halm version: "1.0" --- # vvvv gamma Channels — C# Integration ## What Are Channels Channels are **named, typed, observable value containers** — the central reactive data flow mechanism in vvvv gamma. Any code (patches, C# nodes, external bindings) can read and write channels by their string path. Key properties: - Each channel has a **path** (string), a **type**, and a **current value** - Setting a value fires all subscribers (reactive push) - vvvv provides built-in channel bindings for MIDI, OSC, Redis, and UI - Channels persist state across sessions ## Public Channels and IChannelHub **Public channels** are channels registered in the app-wide channel hub — accessible by any code via string path lookup. ### Core API (`VL.Core.Reactive`) ```csharp using VL.Core.Reactive; // Get the app-wide channel hub (singleton) var hub = IChannelHub.HubForApp; // Safe lookup — returns null if channel doesn't exist yet IChannel? ch = hub.TryGetChannel("MyApp.Settings.Volume"); // Read the current value object? value = ch.Object; // Write a new value (fires all subscribers) ch.Object = newValue; ``` **CRITICAL: NEVER use `hub.TryAddChannel()`** — it creates channels with `null` values, which causes `NullReferenceException` in vvvv's `SubChannelsBinding.EnsureMutatingPropertiesAreReflectedInChannels`. The SubChannel system tries to walk properties of the null value and crashes. Always use `TryGetChannel` (lookup only). ## [CanBePublished] Attribute For vvvv to expose .NET type properties as public channels, the type must be decorated with `[CanBePublished(true)]` from `VL.Core.EditorAttributes`. ```csharp using VL.Core.EditorAttributes; // All public properties become channels when this type is published [CanBePublished(true)] public class MyModel { // Standard .NET types work directly — float, bool, string, Vector3, etc. public float Volume { get; set; } = 0.5f; public bool Muted { get; set; } = false; public string Label { get; set; } = "Default"; // Hidden from the channel system entirely [CanBePublished(false)] public string InternalId { get; } = Guid.NewGuid().ToString(); } ``` Rules: - `[CanBePublished(true)]` on a class/struct → all properties are published as channels - `[CanBePublished(false)]` on an individual property → hides it from the channel system - **.NET types are NOT published by default** — the attribute is required - Available from `VL.Core` version `2025.7.1-0163`+ ## Channel Path Conventions Channels use dot-separated hierarchical paths. Spread elements use bracket notation: ``` Root.Page.Zone.Group.Parameter — leaf parameter Root.Page.Zone — hierarchy node (model object) Root.Page.Items[0].PropertyName — spread element sub-channel Root.Page.Items[2].DeleteInstance — indexed bang channel ``` Sub-channels are **created automatically** by vvvv's SubChannel system when a type with `[CanBePublished(true)]` is published. You don't create them manually. Use `const string` path constants to avoid typos: ```csharp public static class ChannelPaths { public const string Volume = "Settings.Audio.Volume"; public const string Brightness = "App.Scene.Display.Brightness"; } ``` ## Retry-Bind Pattern Channels may not exist when your node starts — vvvv publishes them after model initialization. You must retry each frame until the channel appears: ```csharp [ProcessNode] public class MyChannelReader : IDisposable { private IChannel? _channel; public void Update(out float value) { // Retry until channel exists if (_channel == null) { var hub = IChannelHub.HubForApp; if (hub != null) _channel = hub.TryGetChannel("Settings.Audio.Volume"); } // Read value (with safe cast) value = _channel?.Object is float f ? f : 0f; } public void Dispose() { _channel = null; } } ``` Once bound, the cached reference is valid for the node's lifetime — no need to re-lookup. ## PublicChannelHelper — Reusable Utility A helper class that encapsulates the retry-bind + optional subscription pattern. Reusable in any project: ```csharp public class PublicChannelHelper : IDisposable { private IChannel? _channel; private IDisposable? _subscription; private readonly Action? _onNext; public PublicChannelHelper(Action? onNext = null) { _onNext = onNext; } public IChannel? Channel => _channel; public bool IsBound => _channel != null; public bool TryBind(IChannelHub hub, string path) { if (_channel != null) return true; var ch = hub.TryGetChannel(path); if (ch == null) return false; _channel = ch; if (_onNext != null) _subscription = ch.Subscribe(new CallbackObserver(_onNext)); return true; } public void Dispose() { _subscription?.Dispose(); _subscription = null; _channel = null; } private sealed class CallbackObserver : IObserver { private readonly Action _onNext; public CallbackObserver(Action onNext) => _onNext = onNext; public void OnNext(object? value) => _onNext(value); public void OnError(Exception error) { } public void OnCompleted() { } } } ``` Usage in a ProcessNode: ```csharp [ProcessNode] public class VolumeReader : IDisposable { private readonly PublicChannelHelper _ch = new(); public void Update(out float value, out IChannel? channel) { if (!_ch.IsBound) { var hub = IChannelHub.HubForApp; if (hub != null) _ch.TryBind(hub, "Settings.Audio.Volume"); } value = _ch.Channel?.Object is float f ? f : 0f; channel = _ch.Channel; } public void Dispose() => _ch.Dispose(); } ``` ## Channel Accessor Node Patterns Three patterns for ProcessNodes that wrap channel access: ### Hierarchy Node (reads a model object) ```csharp [ProcessNode] public class Camera : IDisposable { private readonly PublicChannelHelper _ch = new(); public void Update(out CameraSettings? value, out IChannel? channel) { if (!_ch.IsBound) { var hub = IChannelHub.HubForApp; if (hub != null) _ch.TryBind(hub, "App.Scene.Camera"); } value = _ch.Channel?.Object as CameraSettings; channel = _ch.Channel; } public void Dispose() => _ch.Dispose(); } ``` ### Leaf Parameter Node (reads a typed value) Same pattern as hierarchy node, but the output type is a standard leaf value like `float`, `bool`, or `string`. ### Indexed Spread Element Node (takes `int index`) ```csharp [ProcessNode] public class SceneItemAccessor : IDisposable { private PublicChannelHelper _ch = new(); private int _boundIndex = -1; public void Update(out SceneItem? value, out IChannel? channel, int index = 0) { // Rebind when index changes if (index != _boundIndex) { _ch.Dispose(); _ch = new(); _boundIndex = index; } if (!_ch.IsBound) { var hub = IChannelHub.HubForApp; if (hub != null) _ch.TryBind(hub, $"App.Effects[{index}]"); } value = _ch.Channel?.Object as SceneItem; channel = _ch.Channel; } public void Dispose() => _ch.Dispose(); } ``` ## Reactive Subscriptions Subscribe to channel value changes using the standard `IObservable` pattern: ```csharp IChannel? ch = hub.TryGetChannel("Settings.Audio.Volume"); if (ch != null) { IDisposable subscription = ch.Subscribe(new CallbackObserver(value => { // Called whenever the channel value changes if (value is float f) ApplyVolume(f); })); // ALWAYS dispose when done (in node's Dispose method) } ``` ## Bang Channels For trigger/event properties (delete, insert, move operations), use `System.Reactive.Unit` — NOT float: ```csharp using System.Reactive; [CanBePublished(true)] public class MyInstance { public Unit DeleteInstance { get; set; } // Bang channel public Unit InsertAfterInstance { get; set; } // Bang channel } ``` The **event IS the bang** — the value is irrelevant. Subscribe and act on the callback: ```csharp var ch = hub.TryGetChannel("Project.Items[0].DeleteInstance"); ch?.Subscribe(new BangObserver(() => { // Triggered when the bang fires — queue the action _pendingDeletions.Add(0); })); ``` `Unit` channels show as "Unit" type in vvvv's node browser, not "Float". ## Hierarchical Data Propagation vvvv's channel system automatically propagates changes through the hierarchy: - **Write a root record** to its channel → all child channels auto-update - **Write a leaf channel** → parent channels auto-update - This is built into vvvv's SubChannel system — no manual propagation needed This enables efficient bulk operations: ```csharp // Save: read the root channel → serialize the entire hierarchy var model = rootChannel.Object as AppModel; string json = JsonSerializer.Serialize(model); // Load: deserialize → write to root channel → ALL children update var loaded = JsonSerializer.Deserialize(json); rootChannel.Object = loaded; // Every sub-channel updates automatically ``` ## Spread Channels and Sub-Channels When a `Spread` property is published (where `T` has `[CanBePublished(true)]`), vvvv automatically creates sub-channels for each element: ``` Project.Items → Spread Project.Items[0] → ItemModel (auto-created) Project.Items[0].Name → string (auto-created) Project.Items[1].Name → string (auto-created) ``` **Setting the spread channel propagates to all sub-channels automatically.** No need to update individual sub-channels. When modifying a spread (add/remove/reorder elements): ```csharp // Build new spread var newSpread = modifiedList.ToArray().AsSpreadUnsafe(); // Set on spread channel — sub-channels update automatically spreadChannel.Object = newSpread; ``` **Warning**: `Spread.AsSpreadUnsafe(array)` wraps without copying — the array must NOT be mutated after. **Feedback loop prevention**: When writing to a channel you're also subscribed to, use a suppression flag: ```csharp _suppressCallback = true; _channel.Object = newValue; _suppressCallback = false; // In the subscription callback: void OnChanged(object? value) { if (_suppressCallback) return; // Process the change... } ``` ## Critical Rules 1. **NEVER `TryAddChannel`** — only use `TryGetChannel` (lookup-only) 2. **Always retry-bind** — channels appear after model initialization, not immediately 3. **`[CanBePublished(true)]` required** on .NET types for channel publication 4. **Always dispose subscriptions** — in the node's `Dispose()` method 5. **`System.Reactive.Unit` for bangs** — not `float` or `bool` 6. **`Spread.AsSpreadUnsafe`** — array must not be mutated after wrapping 7. **Suppression flags** — prevent feedback loops when writing to subscribed channels For code examples, see [examples.md](examples.md).