Hi,
recently I was debugging an issue in our project related to multiple repeated injections into a MonoBehaviour, let's call it InstancingSystem. This system is registered in the SceneLifetimeScope using RegisterComponentInHierarchy<InstancingSystem>(). Agents can use this system to get instances of pooled objects, for example projectiles. More complex agents, such as enemies, have their own nested EnemyLifetimeScope.
The problem is the following: InstancingSystem is injected with a IObjectResolver, initially the SceneLifetimeScope's. Now, when an enemy is spawned, the IObjectResolver is re-injected, this time with the EnemyLifetimeScope's. When the enemy is destroyed, the IObjectResolver is destroyed with it, resulting in NullReferenceExceptions when InstancingSystem is used again.
The root of the issue is, at least in my opinion, the fact that RegisterComponentInHierarchy() uses Lifetime.Scoped. This does not make sense to me, because in my understanding Scoped is supposed to ensure that a new instance is created for each scope. This is obviously not the case for Components and a automatic re-injection should also always be avoided anyway IMO.
In general I can't really think of a use case where the behavior of Lifetime.Scoped is preferable to Lifetime.Singleton when using RegisterComponentInHierarchy().
I'm also not the only one who has run into issues with this behavior, see #709 and #704 for examples.
Yes, I can just use RegisterComponent(FindFirstObjectOfType<InstancingSystem>()) to work around this, but then what is the point of RegisterComponentInHierarchy()?
Hi, recently I was debugging an issue in our project related to multiple repeated injections into a MonoBehaviour, let's call it
InstancingSystem
. This system is registered in theSceneLifetimeScope
usingRegisterComponentInHierarchy<InstancingSystem>()
. Agents can use this system to get instances of pooled objects, for example projectiles. More complex agents, such as enemies, have their own nestedEnemyLifetimeScope
.The problem is the following:
InstancingSystem
is injected with aIObjectResolver
, initially theSceneLifetimeScope
's. Now, when an enemy is spawned, theIObjectResolver
is re-injected, this time with theEnemyLifetimeScope
's. When the enemy is destroyed, theIObjectResolver
is destroyed with it, resulting in NullReferenceExceptions whenInstancingSystem
is used again.The root of the issue is, at least in my opinion, the fact that
RegisterComponentInHierarchy()
usesLifetime.Scoped
. This does not make sense to me, because in my understandingScoped
is supposed to ensure that a new instance is created for each scope. This is obviously not the case for Components and a automatic re-injection should also always be avoided anyway IMO.In general I can't really think of a use case where the behavior of
Lifetime.Scoped
is preferable toLifetime.Singleton
when usingRegisterComponentInHierarchy()
.I'm also not the only one who has run into issues with this behavior, see #709 and #704 for examples. Yes, I can just use
RegisterComponent(FindFirstObjectOfType<InstancingSystem>())
to work around this, but then what is the point ofRegisterComponentInHierarchy()
?