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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/engineering-common/event-bus-patterns/SKILL.md

event-bus-patterns

Skill105 starsChanged 8 months agoMITView on GitHub

Use events and messaging without creating hidden coupling, ordering bugs, or impossible debugging paths.

The file

We split this skill into the rules it gives an agent

6 rules. About 0 are common, 6 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈6

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use events and messaging without creating hidden coupling, ordering bugs, or impossible debugging paths.

    line 11
  2. Distinctive:

    document subscription lifecycle and ordering assumptions

    line 26
  3. Distinctive:

    avoid using events where direct ownership is clearer

    line 27
  4. Distinctive:

    add diagnostics for event-heavy systems

    line 28
  5. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 57
  6. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 58

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Event Bus Patterns

Purpose

Use events and messaging without creating hidden coupling, ordering bugs, or impossible debugging paths.

Use When

  • systems need indirect communication
  • direct references are creating brittle architecture
  • event usage is becoming chaotic

Inputs

  • system boundary map
  • ownership notes
  • runtime lifecycle

Process

  1. define which events are domain events and who owns them
  2. limit event payloads to stable contracts
  3. document subscription lifecycle and ordering assumptions
  4. avoid using events where direct ownership is clearer
  5. add diagnostics for event-heavy systems

Outputs

  • event contract list
  • subscription ownership notes
  • debugging guidance
  • anti-pattern warnings

Quality Bar

  • makes ownership, state flow, and failure behavior explicit
  • improves maintainability without over-abstracting
  • supports testing, debugging, and safe iteration

Common Failure Modes

  • coupling systems through hidden globals or timing assumptions
  • writing logic that is hard to test or debug
  • optimizing the wrong layer before measuring

Related Agents

  • architect
  • gameplay-programmer
  • tools-programmer

Related Commands

  • tech-design
  • verify
  • refactor-clean

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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