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{"version":3,"file":"_effect-chunk.mjs","sources":["../../../../../darwin_arm64-fastbuild-ST-fdfa778d11ba/bin/packages/core/primitives/signals/src/graph.ts","../../../../../darwin_arm64-fastbuild-ST-fdfa778d11ba/bin/packages/core/primitives/signals/src/equality.ts","../../../../../darwin_arm64-fastbuild-ST-fdfa778d11ba/bin/packages/core/primitives/signals/src/computed.ts","../../../../../darwin_arm64-fastbuild-ST-fdfa778d11ba/bin/packages/core/primitives/signals/src/errors.ts","../../../../../darwin_arm64-fastbuild-ST-fdfa778d11ba/bin/packages/core/primitives/signals/src/signal.ts","../../../../../darwin_arm64-fastbuild-ST-fdfa778d11ba/bin/packages/core/primitives/signals/src/untracked.ts","../../../../../darwin_arm64-fastbuild-ST-fdfa778d11ba/bin/packages/core/primitives/signals/src/effect.ts"],"sourcesContent":["/**\n * @license\n * Copyright Google LLC All Rights Reserved.\n *\n * Use of this source code is governed by an MIT-style license that can be\n * found in the LICENSE file at https://angular.dev/license\n */\n\n// Required as the signals library is in a separate package, so we need to explicitly ensure the\n// global `ngDevMode` type is defined.\ndeclare const ngDevMode: boolean | undefined;\n\n/**\n * The currently active consumer `ReactiveNode`, if running code in a reactive context.\n *\n * Change this via `setActiveConsumer`.\n */\nlet activeConsumer: ReactiveNode | null = null;\nlet inNotificationPhase = false;\n\nexport type Version = number & {__brand: 'Version'};\n\n/**\n * Global epoch counter. Incremented whenever a source signal is set.\n */\nlet epoch: Version = 1 as Version;\n\nexport type ReactiveHookFn = (node: ReactiveNode) => void;\n\n/**\n * If set, called after a producer `ReactiveNode` is created.\n */\nlet postProducerCreatedFn: ReactiveHookFn | null = null;\n\n/**\n * Symbol used to tell `Signal`s apart from other functions.\n *\n * This can be used to auto-unwrap signals in various cases, or to auto-wrap non-signal values.\n */\nexport const SIGNAL: unique symbol = /* @__PURE__ */ Symbol('SIGNAL');\n\nexport function setActiveConsumer(consumer: ReactiveNode | null): ReactiveNode | null {\n const prev = activeConsumer;\n activeConsumer = consumer;\n return prev;\n}\n\nexport function getActiveConsumer(): ReactiveNode | null {\n return activeConsumer;\n}\n\nexport function isInNotificationPhase(): boolean {\n return inNotificationPhase;\n}\n\nexport interface Reactive {\n [SIGNAL]: ReactiveNode;\n}\n\nexport function isReactive(value: unknown): value is Reactive {\n return (value as Partial<Reactive>)[SIGNAL] !== undefined;\n}\n\nexport const REACTIVE_NODE: ReactiveNode = {\n version: 0 as Version,\n lastCleanEpoch: 0 as Version,\n dirty: false,\n producers: undefined,\n producersTail: undefined,\n consumers: undefined,\n consumersTail: undefined,\n recomputing: false,\n consumerAllowSignalWrites: false,\n consumerIsAlwaysLive: false,\n kind: 'unknown',\n producerMustRecompute: () => false,\n producerRecomputeValue: () => {},\n consumerMarkedDirty: () => {},\n consumerOnSignalRead: () => {},\n};\n\ninterface ReactiveLink {\n producer: ReactiveNode;\n consumer: ReactiveNode;\n lastReadVersion: number;\n prevConsumer: ReactiveLink | undefined;\n nextConsumer: ReactiveLink | undefined;\n nextProducer: ReactiveLink | undefined;\n}\n\nexport type ReactiveNodeKind =\n | 'signal'\n | 'computed'\n | 'effect'\n | 'template'\n | 'linkedSignal'\n | 'afterRenderEffectPhase'\n | 'unknown';\n\n/**\n * A producer and/or consumer which participates in the reactive graph.\n *\n * Producer `ReactiveNode`s which are accessed when a consumer `ReactiveNode` is the\n * `activeConsumer` are tracked as dependencies of that consumer.\n *\n * Certain consumers are also tracked as \"live\" consumers and create edges in the other direction,\n * from producer to consumer. These edges are used to propagate change notifications when a\n * producer's value is updated.\n *\n * A `ReactiveNode` may be both a producer and consumer.\n */\nexport interface ReactiveNode {\n /**\n * Version of the value that this node produces.\n *\n * This is incremented whenever a new value is produced by this node which is not equal to the\n * previous value (by whatever definition of equality is in use).\n */\n version: Version;\n\n /**\n * Epoch at which this node is verified to be clean.\n *\n * This allows skipping of some polling operations in the case where no signals have been set\n * since this node was last read.\n */\n lastCleanEpoch: Version;\n\n /**\n * Whether this node (in its consumer capacity) is dirty.\n *\n * Only live consumers become dirty, when receiving a change notification from a dependency\n * producer.\n */\n dirty: boolean;\n\n /**\n * Whether this node is currently rebuilding its producer list.\n */\n recomputing: boolean;\n\n /**\n * Producers which are dependencies of this consumer.\n */\n producers: ReactiveLink | undefined;\n\n /**\n * Points to the last linked list node in the `producers` linked list.\n *\n * When this node is recomputing, this is used to track the producers that we have accessed so far.\n */\n producersTail: ReactiveLink | undefined;\n\n /**\n * Linked list of consumers of this producer that are \"live\" (they require push notifications).\n *\n * The length of this list is effectively our reference count for this node.\n */\n consumers: ReactiveLink | undefined;\n consumersTail: ReactiveLink | undefined;\n\n /**\n * Whether writes to signals are allowed when this consumer is the `activeConsumer`.\n *\n * This is used to enforce guardrails such as preventing writes to writable signals in the\n * computation function of computed signals, which is supposed to be pure.\n */\n consumerAllowSignalWrites: boolean;\n\n readonly consumerIsAlwaysLive: boolean;\n\n /**\n * Tracks whether producers need to recompute their value independently of the reactive graph (for\n * example, if no initial value has been computed).\n */\n producerMustRecompute(node: unknown): boolean;\n producerRecomputeValue(node: unknown): void;\n consumerMarkedDirty(node: unknown): void;\n\n /**\n * Called when a signal is read within this consumer.\n */\n consumerOnSignalRead(node: unknown): void;\n\n /**\n * A debug name for the reactive node. Used in Angular DevTools to identify the node.\n */\n debugName?: string;\n\n /**\n * Kind of node. Example: 'signal', 'computed', 'input', 'effect'.\n *\n * ReactiveNode has this as 'unknown' by default, but derived node types should override this to\n * make available the kind of signal that particular instance of a ReactiveNode represents.\n *\n * Used in Angular DevTools to identify the kind of signal.\n */\n kind: ReactiveNodeKind;\n}\n\n/**\n * Called by implementations when a producer's signal is read.\n */\nexport function producerAccessed(node: ReactiveNode): void {\n if (inNotificationPhase) {\n throw new Error(\n typeof ngDevMode !== 'undefined' && ngDevMode\n ? `Assertion error: signal read during notification phase`\n : '',\n );\n }\n\n if (activeConsumer === null) {\n // Accessed outside of a reactive context, so nothing to record.\n return;\n }\n\n activeConsumer.consumerOnSignalRead(node);\n\n const prevProducerLink = activeConsumer.producersTail;\n\n // If the last producer we accessed is the same as the current one, we can skip adding a new\n // link\n if (prevProducerLink !== undefined && prevProducerLink.producer === node) {\n return;\n }\n\n let nextProducerLink: ReactiveLink | undefined = undefined;\n const isRecomputing = activeConsumer.recomputing;\n if (isRecomputing) {\n // If we're incrementally rebuilding the producers list, we want to check if the next producer\n // in the list is the same as the one we're trying to add.\n\n // If the previous producer is defined, then the next producer is just the one that follows it.\n // Otherwise, we should check the head of the producers list (the first node that we accessed the last time this consumer was run).\n nextProducerLink =\n prevProducerLink !== undefined ? prevProducerLink.nextProducer : activeConsumer.producers;\n if (nextProducerLink !== undefined && nextProducerLink.producer === node) {\n // If the next producer is the same as the one we're trying to add, we can just update the\n // last read version, update the tail of the producers list of this rerun, and return.\n activeConsumer.producersTail = nextProducerLink;\n nextProducerLink.lastReadVersion = node.version;\n return;\n }\n }\n\n const prevConsumerLink = node.consumersTail;\n\n // If the producer we're accessing already has a link to this consumer, we can skip adding a new\n // link. This can short circuit the creation of a new link in the case where the consumer reads alternating ReeactiveNodes\n if (\n prevConsumerLink !== undefined &&\n prevConsumerLink.consumer === activeConsumer &&\n // However, we have to make sure that the link we've discovered isn't from a node that is incrementally rebuilding its producer list\n (!isRecomputing || isValidLink(prevConsumerLink, activeConsumer))\n ) {\n // If we found an existing link to the consumer we can just return.\n return;\n }\n\n // If we got here, it means that we need to create a new link between the producer and the consumer.\n const isLive = consumerIsLive(activeConsumer);\n const newLink = {\n producer: node,\n consumer: activeConsumer,\n // instead of eagerly destroying the previous link, we delay until we've finished recomputing\n // the producers list, so that we can destroy all of the old links at once.\n nextProducer: nextProducerLink,\n prevConsumer: prevConsumerLink,\n lastReadVersion: node.version,\n nextConsumer: undefined,\n };\n activeConsumer.producersTail = newLink;\n if (prevProducerLink !== undefined) {\n prevProducerLink.nextProducer = newLink;\n } else {\n activeConsumer.producers = newLink;\n }\n\n if (isLive) {\n producerAddLiveConsumer(node, newLink);\n }\n}\n\n/**\n * Increment the global epoch counter.\n *\n * Called by source producers (that is, not computeds) whenever their values change.\n */\nexport function producerIncrementEpoch(): void {\n epoch++;\n}\n\n/**\n * Ensure this producer's `version` is up-to-date.\n */\nexport function producerUpdateValueVersion(node: ReactiveNode): void {\n if (consumerIsLive(node) && !node.dirty) {\n // A live consumer will be marked dirty by producers, so a clean state means that its version\n // is guaranteed to be up-to-date.\n return;\n }\n\n if (!node.dirty && node.lastCleanEpoch === epoch) {\n // Even non-live consumers can skip polling if they previously found themselves to be clean at\n // the current epoch, since their dependencies could not possibly have changed (such a change\n // would've increased the epoch).\n return;\n }\n\n if (!node.producerMustRecompute(node) && !consumerPollProducersForChange(node)) {\n // None of our producers report a change since the last time they were read, so no\n // recomputation of our value is necessary, and we can consider ourselves clean.\n producerMarkClean(node);\n return;\n }\n\n node.producerRecomputeValue(node);\n\n // After recomputing the value, we're no longer dirty.\n producerMarkClean(node);\n}\n\n/**\n * Propagate a dirty notification to live consumers of this producer.\n */\nexport function producerNotifyConsumers(node: ReactiveNode): void {\n if (node.consumers === undefined) {\n return;\n }\n\n // Prevent signal reads when we're updating the graph\n const prev = inNotificationPhase;\n inNotificationPhase = true;\n try {\n for (\n let link: ReactiveLink | undefined = node.consumers;\n link !== undefined;\n link = link.nextConsumer\n ) {\n const consumer = link.consumer;\n if (!consumer.dirty) {\n consumerMarkDirty(consumer);\n }\n }\n } finally {\n inNotificationPhase = prev;\n }\n}\n\n/**\n * Whether this `ReactiveNode` in its producer capacity is currently allowed to initiate updates,\n * based on the current consumer context.\n */\nexport function producerUpdatesAllowed(): boolean {\n return activeConsumer?.consumerAllowSignalWrites !== false;\n}\n\nexport function consumerMarkDirty(node: ReactiveNode): void {\n node.dirty = true;\n producerNotifyConsumers(node);\n node.consumerMarkedDirty?.(node);\n}\n\nexport function producerMarkClean(node: ReactiveNode): void {\n node.dirty = false;\n node.lastCleanEpoch = epoch;\n}\n\n/**\n * Prepare this consumer to run a computation in its reactive context and set\n * it as the active consumer.\n *\n * Must be called by subclasses which represent reactive computations, before those computations\n * begin.\n */\nexport function consumerBeforeComputation(node: ReactiveNode | null): ReactiveNode | null {\n if (node) resetConsumerBeforeComputation(node);\n\n return setActiveConsumer(node);\n}\n\n/**\n * Prepare this consumer to run a computation in its reactive context.\n *\n * We expose this mainly for code where we manually batch effects into a single\n * consumer. In those cases we may wish to \"reopen\" a consumer multiple times\n * in initial render before finalizing it. Most code should just call\n * `consumerBeforeComputation` instead of calling this directly.\n */\nexport function resetConsumerBeforeComputation(node: ReactiveNode): void {\n node.producersTail = undefined;\n node.recomputing = true;\n}\n\n/**\n * Finalize this consumer's state and set previous consumer as the active consumer after a\n * reactive computation has run.\n *\n * Must be called by subclasses which represent reactive computations, after those computations\n * have finished.\n */\nexport function consumerAfterComputation(\n node: ReactiveNode | null,\n prevConsumer: ReactiveNode | null,\n): void {\n setActiveConsumer(prevConsumer);\n\n if (node) finalizeConsumerAfterComputation(node);\n}\n\n/**\n * Finalize this consumer's state after a reactive computation has run.\n *\n * We expose this mainly for code where we manually batch effects into a single\n * consumer. In those cases we may wish to \"reopen\" a consumer multiple times\n * in initial render before finalizing it. Most code should just call\n * `consumerAfterComputation` instead of calling this directly.\n */\nexport function finalizeConsumerAfterComputation(node: ReactiveNode): void {\n node.recomputing = false;\n\n // We've finished incrementally rebuilding the producers list, now if there are any producers\n // that are after producersTail, they are stale and should be removed.\n const producersTail = node.producersTail as ReactiveLink | undefined;\n let toRemove = producersTail !== undefined ? producersTail.nextProducer : node.producers;\n if (toRemove !== undefined) {\n if (consumerIsLive(node)) {\n // For each stale link, we first unlink it from the producers list of consumers\n do {\n toRemove = producerRemoveLiveConsumerLink(toRemove);\n } while (toRemove !== undefined);\n }\n\n // Now, we can truncate the producers list to remove all stale links.\n if (producersTail !== undefined) {\n producersTail.nextProducer = undefined;\n } else {\n node.producers = undefined;\n }\n }\n}\n\n/**\n * Determine whether this consumer has any dependencies which have changed since the last time\n * they were read.\n */\nexport function consumerPollProducersForChange(node: ReactiveNode): boolean {\n // Poll producers for change.\n for (let link = node.producers; link !== undefined; link = link.nextProducer) {\n const producer = link.producer;\n const seenVersion = link.lastReadVersion;\n\n // First check the versions. A mismatch means that the producer's value is known to have\n // changed since the last time we read it.\n if (seenVersion !== producer.version) {\n return true;\n }\n\n // The producer's version is the same as the last time we read it, but it might itself be\n // stale. Force the producer to recompute its version (calculating a new value if necessary).\n producerUpdateValueVersion(producer);\n\n // Now when we do this check, `producer.version` is guaranteed to be up to date, so if the\n // versions still match then it has not changed since the last time we read it.\n if (seenVersion !== producer.version) {\n return true;\n }\n }\n\n return false;\n}\n\n/**\n * Disconnect this consumer from the graph.\n */\nexport function consumerDestroy(node: ReactiveNode): void {\n if (consumerIsLive(node)) {\n // Drop all connections from the graph to this node.\n let link = node.producers;\n while (link !== undefined) {\n link = producerRemoveLiveConsumerLink(link);\n }\n }\n\n // Truncate all the linked lists to drop all connection from this node to the graph.\n node.producers = undefined;\n node.producersTail = undefined;\n node.consumers = undefined;\n node.consumersTail = undefined;\n}\n\n/**\n * Add `consumer` as a live consumer of this node.\n *\n * Note that this operation is potentially transitive. If this node becomes live, then it becomes\n * a live consumer of all of its current producers.\n */\nfunction producerAddLiveConsumer(node: ReactiveNode, link: ReactiveLink): void {\n const consumersTail = node.consumersTail;\n const wasLive = consumerIsLive(node);\n if (consumersTail !== undefined) {\n link.nextConsumer = consumersTail.nextConsumer;\n consumersTail.nextConsumer = link;\n } else {\n link.nextConsumer = undefined;\n node.consumers = link;\n }\n link.prevConsumer = consumersTail;\n node.consumersTail = link;\n if (!wasLive) {\n for (\n let link: ReactiveLink | undefined = node.producers;\n link !== undefined;\n link = link.nextProducer\n ) {\n producerAddLiveConsumer(link.producer, link);\n }\n }\n}\n\nfunction producerRemoveLiveConsumerLink(link: ReactiveLink): ReactiveLink | undefined {\n const producer = link.producer;\n const nextProducer = link.nextProducer;\n const nextConsumer = link.nextConsumer;\n const prevConsumer = link.prevConsumer;\n link.nextConsumer = undefined;\n link.prevConsumer = undefined;\n if (nextConsumer !== undefined) {\n nextConsumer.prevConsumer = prevConsumer;\n } else {\n producer.consumersTail = prevConsumer;\n }\n if (prevConsumer !== undefined) {\n prevConsumer.nextConsumer = nextConsumer;\n } else {\n producer.consumers = nextConsumer;\n if (!consumerIsLive(producer)) {\n let producerLink = producer.producers;\n while (producerLink !== undefined) {\n producerLink = producerRemoveLiveConsumerLink(producerLink);\n }\n }\n }\n return nextProducer;\n}\n\nfunction consumerIsLive(node: ReactiveNode): boolean {\n return node.consumerIsAlwaysLive || node.consumers !== undefined;\n}\n\nexport function runPostProducerCreatedFn(node: ReactiveNode): void {\n postProducerCreatedFn?.(node);\n}\n\nexport function setPostProducerCreatedFn(fn: ReactiveHookFn | null): ReactiveHookFn | null {\n const prev = postProducerCreatedFn;\n postProducerCreatedFn = fn;\n return prev;\n}\n\n// While a ReactiveNode is recomputing, it may not have destroyed previous links\n// This allows us to check if a given link will be destroyed by a reactivenode if it were to finish running immediately without accesing any more producers\nfunction isValidLink(checkLink: ReactiveLink, consumer: ReactiveNode): boolean {\n const producersTail = consumer.producersTail;\n if (producersTail !== undefined) {\n let link = consumer.producers!;\n do {\n if (link === checkLink) {\n return true;\n }\n if (link === producersTail) {\n break;\n }\n link = link.nextProducer!;\n } while (link !== undefined);\n }\n return false;\n}\n","/**\n * @license\n * Copyright Google LLC All Rights Reserved.\n *\n * Use of this source code is governed by an MIT-style license that can be\n * found in the LICENSE file at https://angular.dev/license\n */\n\n/**\n * A comparison function which can determine if two values are equal.\n */\nexport type ValueEqualityFn<T> = (a: T, b: T) => boolean;\n\n/**\n * The default equality function used for `signal` and `computed`, which uses referential equality.\n */\nexport function defaultEquals<T>(a: T, b: T) {\n return Object.is(a, b);\n}\n","/**\n * @license\n * Copyright Google LLC All Rights Reserved.\n *\n * Use of this source code is governed by an MIT-style license that can be\n * found in the LICENSE file at https://angular.dev/license\n */\n\nimport {defaultEquals, ValueEqualityFn} from './equality';\nimport {\n consumerAfterComputation,\n consumerBeforeComputation,\n producerAccessed,\n producerUpdateValueVersion,\n REACTIVE_NODE,\n ReactiveNode,\n setActiveConsumer,\n SIGNAL,\n runPostProducerCreatedFn,\n} from './graph';\n\n// Required as the signals library is in a separate package, so we need to explicitly ensure the\n// global `ngDevMode` type is defined.\ndeclare const ngDevMode: boolean | undefined;\n\n/**\n * A computation, which derives a value from a declarative reactive expression.\n *\n * `Computed`s are both producers and consumers of reactivity.\n */\nexport interface ComputedNode<T> extends ReactiveNode {\n /**\n * Current value of the computation, or one of the sentinel values above (`UNSET`, `COMPUTING`,\n * `ERROR`).\n */\n value: T;\n\n /**\n * If `value` is `ERRORED`, the error caught from the last computation attempt which will\n * be re-thrown.\n */\n error: unknown;\n\n /**\n * The computation function which will produce a new value.\n */\n computation: () => T;\n\n equal: ValueEqualityFn<T>;\n}\n\nexport type ComputedGetter<T> = (() => T) & {\n [SIGNAL]: ComputedNode<T>;\n};\n\n/**\n * Create a computed signal which derives a reactive value from an expression.\n */\nexport function createComputed<T>(\n computation: () => T,\n equal?: ValueEqualityFn<T>,\n): ComputedGetter<T> {\n const node: ComputedNode<T> = Object.create(COMPUTED_NODE);\n node.computation = computation;\n\n if (equal !== undefined) {\n node.equal = equal;\n }\n\n const computed = () => {\n // Check if the value needs updating before returning it.\n producerUpdateValueVersion(node);\n\n // Record that someone looked at this signal.\n producerAccessed(node);\n\n if (node.value === ERRORED) {\n throw node.error;\n }\n\n return node.value;\n };\n\n (computed as ComputedGetter<T>)[SIGNAL] = node;\n if (typeof ngDevMode !== 'undefined' && ngDevMode) {\n const debugName = node.debugName ? ' (' + node.debugName + ')' : '';\n computed.toString = () => `[Computed${debugName}: ${node.value}]`;\n }\n\n runPostProducerCreatedFn(node);\n\n return computed as unknown as ComputedGetter<T>;\n}\n\n/**\n * A dedicated symbol used before a computed value has been calculated for the first time.\n * Explicitly typed as `any` so we can use it as signal's value.\n */\nexport const UNSET: any = /* @__PURE__ */ Symbol('UNSET');\n\n/**\n * A dedicated symbol used in place of a computed signal value to indicate that a given computation\n * is in progress. Used to detect cycles in computation chains.\n * Explicitly typed as `any` so we can use it as signal's value.\n */\nexport const COMPUTING: any = /* @__PURE__ */ Symbol('COMPUTING');\n\n/**\n * A dedicated symbol used in place of a computed signal value to indicate that a given computation\n * failed. The thrown error is cached until the computation gets dirty again.\n * Explicitly typed as `any` so we can use it as signal's value.\n */\nexport const ERRORED: any = /* @__PURE__ */ Symbol('ERRORED');\n\n// Note: Using an IIFE here to ensure that the spread assignment is not considered\n// a side-effect, ending up preserving `COMPUTED_NODE` and `REACTIVE_NODE`.\n// TODO: remove when https://github.com/evanw/esbuild/issues/3392 is resolved.\nconst COMPUTED_NODE = /* @__PURE__ */ (() => {\n return {\n ...REACTIVE_NODE,\n value: UNSET,\n dirty: true,\n error: null,\n equal: defaultEquals,\n kind: 'computed',\n\n producerMustRecompute(node: ComputedNode<unknown>): boolean {\n // Force a recomputation if there's no current value, or if the current value is in the\n // process of being calculated (which should throw an error).\n return node.value === UNSET || node.value === COMPUTING;\n },\n\n producerRecomputeValue(node: ComputedNode<unknown>): void {\n if (node.value === COMPUTING) {\n // Our computation somehow led to a cyclic read of itself.\n throw new Error(\n typeof ngDevMode !== 'undefined' && ngDevMode ? 'Detected cycle in computations.' : '',\n );\n }\n\n const oldValue = node.value;\n node.value = COMPUTING;\n\n const prevConsumer = consumerBeforeComputation(node);\n let newValue: unknown;\n let wasEqual = false;\n try {\n newValue = node.computation();\n // We want to mark this node as errored if calling `equal` throws; however, we don't want\n // to track any reactive reads inside `equal`.\n setActiveConsumer(null);\n wasEqual =\n oldValue !== UNSET &&\n oldValue !== ERRORED &&\n newValue !== ERRORED &&\n node.equal(oldValue, newValue);\n } catch (err) {\n newValue = ERRORED;\n node.error = err;\n } finally {\n consumerAfterComputation(node, prevConsumer);\n }\n\n if (wasEqual) {\n // No change to `valueVersion` - old and new values are\n // semantically equivalent.\n node.value = oldValue;\n return;\n }\n\n node.value = newValue;\n node.version++;\n },\n };\n})();\n","/**\n * @license\n * Copyright Google LLC All Rights Reserved.\n *\n * Use of this source code is governed by an MIT-style license that can be\n * found in the LICENSE file at https://angular.dev/license\n */\n\nimport type {SignalNode} from './signal';\n\nfunction defaultThrowError(): never {\n throw new Error();\n}\n\nlet throwInvalidWriteToSignalErrorFn: <T>(node: SignalNode<T>) => never = defaultThrowError;\n\nexport function throwInvalidWriteToSignalError<T>(node: SignalNode<T>) {\n throwInvalidWriteToSignalErrorFn(node);\n}\n\nexport function setThrowInvalidWriteToSignalError(fn: <T>(node: SignalNode<T>) => never): void {\n throwInvalidWriteToSignalErrorFn = fn;\n}\n","/**\n * @license\n * Copyright Google LLC All Rights Reserved.\n *\n * Use of this source code is governed by an MIT-style license that can be\n * found in the LICENSE file at https://angular.dev/license\n */\n\nimport {defaultEquals, ValueEqualityFn} from './equality';\nimport {throwInvalidWriteToSignalError} from './errors';\nimport {\n producerAccessed,\n producerIncrementEpoch,\n producerNotifyConsumers,\n producerUpdatesAllowed,\n REACTIVE_NODE,\n ReactiveNode,\n ReactiveHookFn,\n runPostProducerCreatedFn,\n SIGNAL,\n} from './graph';\n\n// Required as the signals library is in a separate package, so we need to explicitly ensure the\n// global `ngDevMode` type is defined.\ndeclare const ngDevMode: boolean | undefined;\n\n/**\n * If set, called after `WritableSignal`s are updated.\n *\n * This hook can be used to achieve various effects, such as running effects synchronously as part\n * of setting a signal.\n */\nlet postSignalSetFn: ReactiveHookFn | null = null;\n\nexport interface SignalNode<T> extends ReactiveNode {\n value: T;\n equal: ValueEqualityFn<T>;\n}\n\nexport type SignalBaseGetter<T> = (() => T) & {readonly [SIGNAL]: unknown};\nexport type SignalSetter<T> = (newValue: T) => void;\nexport type SignalUpdater<T> = (updateFn: (value: T) => T) => void;\n\n// Note: Closure *requires* this to be an `interface` and not a type, which is why the\n// `SignalBaseGetter` type exists to provide the correct shape.\nexport interface SignalGetter<T> extends SignalBaseGetter<T> {\n readonly [SIGNAL]: SignalNode<T>;\n}\n\n/**\n * Creates a `Signal` getter, setter, and updater function.\n */\nexport function createSignal<T>(\n initialValue: T,\n equal?: ValueEqualityFn<T>,\n): [SignalGetter<T>, SignalSetter<T>, SignalUpdater<T>] {\n const node: SignalNode<T> = Object.create(SIGNAL_NODE);\n node.value = initialValue;\n if (equal !== undefined) {\n node.equal = equal;\n }\n const getter = (() => signalGetFn(node)) as SignalGetter<T>;\n (getter as any)[SIGNAL] = node;\n if (typeof ngDevMode !== 'undefined' && ngDevMode) {\n const debugName = node.debugName ? 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