Build reactive/event-driven C# with R3 (Cysharp's modern reimplementation of Reactive Extensions). Covers the Observable<T>/Observer<T> model, the OnErrorResume error contract, async dispatch with AwaitOperation, Task/IAsyncEnumerable integration, TimeProvider/FrameProvider scheduling, the concurrency contract, and how R3 differs from System.Reactive (Rx.NET).
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name
r3-reactive-extensions
description
Build reactive/event-driven C# with R3 (Cysharp's modern reimplementation of Reactive Extensions). Covers the Observable<T>/Observer<T> model, the OnErrorResume error contract, async dispatch with AwaitOperation, Task/IAsyncEnumerable integration, TimeProvider/FrameProvider scheduling, the concurrency contract, and how R3 differs from System.Reactive (Rx.NET).
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R3: Modern Reactive Extensions for .NET
R3 is Cysharp's ground-up reimplementation of Reactive
Extensions — "the new future of dotnet/reactive and UniRx." It keeps the LINQ-over-events
programming model but rebuilds the core types, error contract, and scheduler to fix
long-standing problems in System.Reactive (Rx.NET). Use this skill when composing event
streams, UI input, timers, or push-based pipelines in C#.
Canonical sources (link to these from code and docs):
Composing events over time — UI input, sensor/feed updates, websocket messages, domain events
You need operators like debounce, throttle, merge, combine-latest, distinct-until-changed
Building state with /
MVVM
ReactiveProperty
BindableReactiveProperty
Bridging push-based streams with Task / async and IAsyncEnumerable
Migrating from System.Reactive, UniRx, or IObservable<T> code
You hit Rx pain points: subscriptions dying on exceptions, scheduler overhead, or leak hunting
Not the right tool for: request/response I/O (use async/await), bounded producer/consumer
with backpressure (use System.Threading.Channels), or server-side stream processing with
batching/backpressure (use Akka.NET Streams). R3, like all Rx, is push-based with no
backpressure. See the csharp-concurrency-patterns skill for choosing between these.
Reference Files
rx-net-differences.md: Every meaningful difference vs System.Reactive (Rx.NET) — the new core types, the error model, operator renames, dropped APIs, the scheduler swap, and a migration checklist.
async-and-integration-patterns.md: Common patterns — async dispatch with AwaitOperation, Task integration, IAsyncEnumerable round-tripping, ReactiveProperty/MVVM, subjects, and subscription lifecycle.
scheduling-and-concurrency.md: How R3 handles concurrent updates (the threading contract, Synchronize, ObserveOn), TimeProvider vs FrameProvider, when each is necessary, and deterministic testing with fake providers.
Everything in this skill was validated empirically against R3 1.3.1. Captured output
appears in the reference files as evidence.
Why R3 Exists (the "why use it")
The author (neuecc)
built R3 to fix concrete defects in System.Reactive:
Exceptions silently kill subscriptions. In Rx, one exception in the pipeline calls
OnError and unsubscribes forever — "a billion-dollar mistake" for long-lived event
streams (a single bad UI event tears down the whole subscription). R3 routes errors to
OnErrorResume and keeps the subscription alive by default.
IScheduler is heavy and confusing.ImmediateScheduler/Merge were measured causing
real server memory/CPU bloat. R3 deletes IScheduler and uses .NET 8's TimeProvider
(wall-clock) plus a new FrameProvider (frame-clock).
Subscription leaks are hard to find. R3 makes every Observable<T> an abstract class so
all subscriptions funnel through one place, enabling ObservableTracker to list every live
subscription with stack traces.
Rx and async were awkwardly fused. R3 treats Rx as event-first and adds explicit
bridges (AwaitOperation, FromAsync, ToAsyncEnumerable) instead of pretending events
are pull-based sequences.
One library, every UI. A platform-neutral core plus thin provider packages for Unity,
Godot, WPF, WinForms, Avalonia, WinUI3, MAUI, Stride, MonoGame, and Blazor.
Install
dotnet add package R3
# Platform glue (pick what applies): R3.WPF, R3.Avalonia, R3.WinForms, R3.Unity (UPM),# R3.Godot, ObservableCollections.R3, etc. See the repo README for the full list.
using R3;
The Mental Model
R3 replaces Rx's interfaces with abstract classes, and replaces Rx's two-method error
contract with a single completion that carries a result.
publicabstractclassObservable<T>
{
public IDisposable Subscribe(Observer<T> observer); // tracked centrallyprotectedabstract IDisposable SubscribeCore(Observer<T> observer);
}
publicabstractclassObserver<T> : IDisposable// the observer IS the subscription
{
publicvoidOnNext(T value);
publicvoidOnErrorResume(Exception error); // error WITHOUT unsubscribingpublicvoidOnCompleted(Result result); // success OR failure terminates
}
The grammar is (OnNext | OnErrorResume)* OnCompleted(Result)?. Note the difference from Rx's
OnNext* (OnError | OnCompleted)?: errors and termination are decoupled. An error is just a
notification; only OnCompleted ends the stream, and it carries a Result that is either
Result.Success or Result.Failure(exception).
Quick start
using R3;
var subscription = Observable
.EveryValueChanged(model, m => m.SearchText) // emits when the property changes
.Debounce(TimeSpan.FromMilliseconds(300)) // Rx called this "Throttle" (see differences)
.DistinctUntilChanged()
.SubscribeAwait(async (text, ct) =>
{
var results = await _api.SearchAsync(text, ct);
Render(results);
}, AwaitOperation.Switch); // cancel the in-flight search on a new keystroke// Dispose to unsubscribe; or route into a DisposableBag / AddTo(token).
subscription.Dispose();
Core Behavior, Verified
Errors do not terminate by default
var subject = new Subject<int>();
subject.Select(x => 100 / x).Subscribe(
onNext: x => Console.WriteLine($"next {x}"),
onErrorResume: e => Console.WriteLine($"errorResume {e.GetType().Name}"),
onCompleted: (Result r) => Console.WriteLine($"completed IsSuccess={r.IsSuccess}"));
subject.OnNext(2); // next 50
subject.OnNext(0); // errorResume DivideByZeroException <-- NOT terminated
subject.OnNext(5); // next 20 <-- subscription is still alive!
subject.OnCompleted(); // completed IsSuccess=True
This is the single biggest behavioral change from Rx. To opt back into classic "an error
terminates the sequence" behavior, insert .OnErrorResumeAsFailure() — the error then flows to
OnCompleted(Result.Failure(e)) and downstream OnNexts stop. Recover with Catch. Full
captured runs and the (deliberately absent) Retry story are in
rx-net-differences.md.
Async dispatch is explicit
R3's async operators (SubscribeAwait, SelectAwait, WhereAwait, …) take an AwaitOperation
that decides what happens when values arrive faster than the async work completes:
AwaitOperation
Overlap behavior
Typical use
Sequential (default)
Queue values, run one at a time
Ordered processing
Drop
Ignore new values while one is running
Debounced submit / cooldown
Switch
Cancel the running one, start the new
Search-as-you-type, latest-wins
Parallel
Run all concurrently
Independent fan-out
SequentialParallel
Run concurrently, emit results in order
Parallel map, ordered output
ThrottleFirstLast
Run first + last of a burst
Leading/trailing sampling
These were verified to behave exactly as described (including Switch cancelling the superseded
operation's CancellationToken). See async-and-integration-patterns.md.
Task and IAsyncEnumerable bridges
// Task -> Observableawait Observable.FromAsync(async ct => await LoadAsync(ct)).FirstAsync();
// Observable -> Task (terminal operators return Task<T>)
List<int> all = await source.ToListAsync();
int last = await source.LastAsync();
// IAsyncEnumerable -> Observable, and backawait asyncEnumerable.ToObservable().ForEachAsync(Handle);
awaitforeach (var x in source.ToAsyncEnumerable()) { /* ... */ }
R3 does not serialize concurrent producers. Like Rx, it assumes the Rx grammar: OnNext
must not be called concurrently or re-entrantly from multiple threads. Operators (Where,
Select, Subject, …) are not internally locked. Pushing OnNext from many threads at once
into a stateful downstream corrupts state — in testing, 20,000 concurrent OnNext calls into
a List<T> subscriber lost ~half the items and threw inside the operator chain.
The fix is to make the boundary explicit:
// Multiple producer threads -> one serialized consumer
subject.Synchronize() // lock-based gate; delivery becomes single-threaded
.Where(x => x.IsValid)
.Subscribe(Handle); // verified: 10000/10000 items, no corruption// Or marshal onto a context/threadpool, which also serializes delivery:
source.ObserveOnThreadPool().Subscribe(Handle);
// For shared MVVM state written from many threads:var counter = new SynchronizedReactiveProperty<int>(0); // thread-safe writes
Practical rule: if more than one thread can publish into a stream, put Synchronize() (or an
ObserveOn*) immediately after the source, or use SynchronizedReactiveProperty. Full race
reproductions and outputs are in scheduling-and-concurrency.md.
Time vs Frames: TimeProvider and FrameProvider
R3 has two notions of "when," and both are abstractions you can fake in tests:
TimeProvider (the .NET 8 BCL type) = wall-clock time. Used by Delay, Debounce,
Interval, Timer, Timeout. This is what server/business code uses.
FrameProvider (R3-specific) = a frame clock. Used by EveryUpdate, DelayFrame(n),
IntervalFrame(n), etc.
When is a FrameProvider necessary? Whenever "progress" is measured in render/update ticks
instead of elapsed time:
Game engines (Unity, Godot, Stride, MonoGame) — logic ticks with the engine's update loop,
so it respects pause and time-scale and stays in lockstep with rendering.
UI render loops (WPF/Avalonia/WinUI composition frames) — react per frame.
Deterministic tests — FakeFrameProvider.Advance(n) drives frames with zero real time,
exactly as FakeTimeProvider.Advance(timeSpan) drives the clock.
Plain server/business code virtually never needs FrameProvider — that's TimeProvider
territory. Both fakes make time-dependent pipelines fully deterministic; examples in
scheduling-and-concurrency.md.
Best Practices Summary
DO
Treat OnErrorResume as the default: design streams that survive individual bad events.
Add .OnErrorResumeAsFailure() when you genuinely want an error to terminate the stream.
Choose an AwaitOperation deliberately for every async operator (Switch for latest-wins,
Sequential for ordering, Drop for cooldowns).
Put Synchronize() / ObserveOn* after any source that multiple threads publish into.
Pass a TimeProvider to time operators and a FrameProvider to frame operators so tests can
use FakeTimeProvider / FakeFrameProvider.
Manage lifetime: route subscriptions into a DisposableBag, CompositeDisposable, or
.AddTo(cancellationToken); turn on ObservableTracker in dev to catch leaks.
Use ReactiveProperty for de-duplicated observable state; BindableReactiveProperty for
XAML-bound state.
DON'T
Don't assume an exception ends the stream (that's Rx, not R3).
Don't reach for Rx names that R3 renamed: it's Debounce (not Throttle), ThrottleLast
(not Sample), Chunk (not Buffer). Retry, GroupBy, Finally, and plain Buffer are
absent in 1.3.1 — see the differences file for replacements.
Don't call OnNext concurrently/re-entrantly from multiple threads without Synchronize().
Don't use R3 for backpressured throughput pipelines — use Channels or Akka.NET Streams.
Don't block on terminal operators (.Result/.Wait()); they return Task<T> — await them.