@freeboardgame.org/boardgame.io
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library for turn-based games
1,803 lines (1,489 loc) • 118 kB
JavaScript
'use strict';
Object.defineProperty(exports, '__esModule', { value: true });
function _typeof(obj) {
if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") {
_typeof = function (obj) {
return typeof obj;
};
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};
}
return _typeof(obj);
}
function _classCallCheck(instance, Constructor) {
if (!(instance instanceof Constructor)) {
throw new TypeError("Cannot call a class as a function");
}
}
function _defineProperties(target, props) {
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descriptor.enumerable = descriptor.enumerable || false;
descriptor.configurable = true;
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Object.defineProperty(target, descriptor.key, descriptor);
}
}
function _createClass(Constructor, protoProps, staticProps) {
if (protoProps) _defineProperties(Constructor.prototype, protoProps);
if (staticProps) _defineProperties(Constructor, staticProps);
return Constructor;
}
function _defineProperty(obj, key, value) {
if (key in obj) {
Object.defineProperty(obj, key, {
value: value,
enumerable: true,
configurable: true,
writable: true
});
} else {
obj[key] = value;
}
return obj;
}
function _objectSpread(target) {
for (var i = 1; i < arguments.length; i++) {
var source = arguments[i] != null ? arguments[i] : {};
var ownKeys = Object.keys(source);
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return Object.getOwnPropertyDescriptor(source, sym).enumerable;
}));
}
ownKeys.forEach(function (key) {
_defineProperty(target, key, source[key]);
});
}
return target;
}
function _objectWithoutPropertiesLoose(source, excluded) {
if (source == null) return {};
var target = {};
var sourceKeys = Object.keys(source);
var key, i;
for (i = 0; i < sourceKeys.length; i++) {
key = sourceKeys[i];
if (excluded.indexOf(key) >= 0) continue;
target[key] = source[key];
}
return target;
}
function _objectWithoutProperties(source, excluded) {
if (source == null) return {};
var target = _objectWithoutPropertiesLoose(source, excluded);
var key, i;
if (Object.getOwnPropertySymbols) {
var sourceSymbolKeys = Object.getOwnPropertySymbols(source);
for (i = 0; i < sourceSymbolKeys.length; i++) {
key = sourceSymbolKeys[i];
if (excluded.indexOf(key) >= 0) continue;
if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;
target[key] = source[key];
}
}
return target;
}
function _toConsumableArray(arr) {
return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _nonIterableSpread();
}
function _arrayWithoutHoles(arr) {
if (Array.isArray(arr)) {
for (var i = 0, arr2 = new Array(arr.length); i < arr.length; i++) arr2[i] = arr[i];
return arr2;
}
}
function _iterableToArray(iter) {
if (Symbol.iterator in Object(iter) || Object.prototype.toString.call(iter) === "[object Arguments]") return Array.from(iter);
}
function _nonIterableSpread() {
throw new TypeError("Invalid attempt to spread non-iterable instance");
}
var Flatted = (function (Primitive, primitive) {
/*!
* ISC License
*
* Copyright (c) 2018, Andrea Giammarchi, @WebReflection
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
* REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
* AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
* INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
* LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE
* OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
var Flatted = {
parse: function parse(text) {
var input = JSON.parse(text, Primitives).map(primitives);
var value = input[0];
return typeof value === 'object' && value ?
revive(input, new Set, value) : value;
},
stringify: function stringify(value) {
for (var
firstRun,
known = new Map,
input = [],
output = [],
i = +set(known, input, value),
replace = function (key, value) {
if (firstRun) return (firstRun = !firstRun), value;
switch (typeof value) {
case 'object':
if (value === null) return value;
case primitive:
return known.get(value) || set(known, input, value);
}
return value;
};
i < input.length; i++
) {
firstRun = true;
output[i] = JSON.stringify(input[i], replace);
}
return '[' + output.join(',') + ']';
}
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return Flatted;
function revive(input, parsed, output) {
return Object.keys(output).reduce(
function (output, key) {
var value = output[key];
if (value instanceof Primitive) {
var tmp = input[value];
if (typeof tmp === 'object' && !parsed.has(tmp)) {
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output[key] = revive(input, parsed, tmp);
} else {
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}
}
return output;
},
output
);
}
function set(known, input, value) {
var index = Primitive(input.push(value) - 1);
known.set(value, index);
return index;
}
function primitives(value) {
return value instanceof Primitive ? Primitive(value) : value;
}
function Primitives(key, value) {
return typeof value === primitive ? new Primitive(value) : value;
}
}(String, 'string'));
const parse = Flatted.parse;
const stringify = Flatted.stringify;
/*
* Copyright 2017 The boardgame.io Authors
*
* Use of this source code is governed by a MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
*/
var MAKE_MOVE = 'MAKE_MOVE';
var GAME_EVENT = 'GAME_EVENT';
var REDO = 'REDO';
var RESET = 'RESET';
var SYNC = 'SYNC';
var UNDO = 'UNDO';
var UPDATE = 'UPDATE';
// Inlined version of Alea from https://github.com/davidbau/seedrandom.
/*
* Copyright 2015 David Bau.
*
* Permission is hereby granted, free of charge,
* to any person obtaining a copy of this software
* and associated documentation files (the "Software"),
* to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge,
* publish, distribute, sublicense, and/or sell copies of the
* Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall
* be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
function Alea(seed) {
var me = this,
mash = Mash();
me.next = function () {
var t = 2091639 * me.s0 + me.c * 2.3283064365386963e-10; // 2^-32
me.s0 = me.s1;
me.s1 = me.s2;
return me.s2 = t - (me.c = t | 0);
}; // Apply the seeding algorithm from Baagoe.
me.c = 1;
me.s0 = mash(' ');
me.s1 = mash(' ');
me.s2 = mash(' ');
me.s0 -= mash(seed);
if (me.s0 < 0) {
me.s0 += 1;
}
me.s1 -= mash(seed);
if (me.s1 < 0) {
me.s1 += 1;
}
me.s2 -= mash(seed);
if (me.s2 < 0) {
me.s2 += 1;
}
mash = null;
}
function copy(f, t) {
t.c = f.c;
t.s0 = f.s0;
t.s1 = f.s1;
t.s2 = f.s2;
return t;
}
function Mash() {
var n = 0xefc8249d;
var mash = function mash(data) {
data = data.toString();
for (var i = 0; i < data.length; i++) {
n += data.charCodeAt(i);
var h = 0.02519603282416938 * n;
n = h >>> 0;
h -= n;
h *= n;
n = h >>> 0;
h -= n;
n += h * 0x100000000; // 2^32
}
return (n >>> 0) * 2.3283064365386963e-10; // 2^-32
};
return mash;
}
function alea(seed, opts) {
var xg = new Alea(seed),
state = opts && opts.state,
prng = xg.next;
prng.quick = prng;
if (state) {
if (_typeof(state) == 'object') copy(state, xg);
prng.state = function () {
return copy(xg, {});
};
}
return prng;
}
/**
* Random
*
* Calls that require a pseudorandom number generator.
* Uses a seed from ctx, and also persists the PRNG
* state in ctx so that moves can stay pure.
*/
var Random =
/*#__PURE__*/
function () {
/**
* constructor
* @param {object} ctx - The ctx object to initialize from.
*/
function Random(ctx) {
_classCallCheck(this, Random);
// If we are on the client, the seed is not present.
// Just use a temporary seed to execute the move without
// crashing it. The move state itself is discarded,
// so the actual value doesn't matter.
this.state = ctx._random || {
seed: '0'
};
}
/**
* Updates ctx with the PRNG state.
* @param {object} ctx - The ctx object to update.
*/
_createClass(Random, [{
key: "update",
value: function update(state) {
var ctx = _objectSpread({}, state.ctx, {
_random: this.state
});
return _objectSpread({}, state, {
ctx: ctx
});
}
/**
* Attaches the Random API to ctx.
* @param {object} ctx - The ctx object to attach to.
*/
}, {
key: "attach",
value: function attach(ctx) {
return _objectSpread({}, ctx, {
random: this._api()
});
}
/**
* Generate a random number.
*/
}, {
key: "_random",
value: function _random() {
var R = this.state;
var fn;
if (R.prngstate === undefined) {
// No call to a random function has been made.
fn = new alea(R.seed, {
state: true
});
} else {
fn = new alea('', {
state: R.prngstate
});
}
var number = fn();
this.state = _objectSpread({}, R, {
prngstate: fn.state()
});
return number;
}
}, {
key: "_api",
value: function _api() {
var random = this._random.bind(this);
var SpotValue = {
D4: 4,
D6: 6,
D8: 8,
D10: 10,
D12: 12,
D20: 20
}; // Generate functions for predefined dice values D4 - D20.
var predefined = {};
var _loop = function _loop(key) {
var spotvalue = SpotValue[key];
predefined[key] = function (diceCount) {
if (diceCount === undefined) {
return Math.floor(random() * spotvalue) + 1;
} else {
return _toConsumableArray(new Array(diceCount).keys()).map(function () {
return Math.floor(random() * spotvalue) + 1;
});
}
};
};
for (var key in SpotValue) {
_loop(key);
}
return _objectSpread({}, predefined, {
/**
* Roll a die of specified spot value.
*
* @param {number} spotvalue - The die dimension (default: 6).
* @param {number} diceCount - number of dice to throw.
* if not defined, defaults to 1 and returns the value directly.
* if defined, returns an array containing the random dice values.
*/
Die: function Die(spotvalue, diceCount) {
if (spotvalue === undefined) {
spotvalue = 6;
}
if (diceCount === undefined) {
return Math.floor(random() * spotvalue) + 1;
} else {
return _toConsumableArray(new Array(diceCount).keys()).map(function () {
return Math.floor(random() * spotvalue) + 1;
});
}
},
/**
* Generate a random number between 0 and 1.
*/
Number: function Number() {
return random();
},
/**
* Shuffle an array.
*
* @param {Array} deck - The array to shuffle. Does not mutate
* the input, but returns the shuffled array.
*/
Shuffle: function Shuffle(deck) {
var clone = deck.slice(0);
var srcIndex = deck.length;
var dstIndex = 0;
var shuffled = new Array(srcIndex);
while (srcIndex) {
var randIndex = srcIndex * random() | 0;
shuffled[dstIndex++] = clone[randIndex];
clone[randIndex] = clone[--srcIndex];
}
return shuffled;
}
});
}
}]);
return Random;
}();
/**
* Removes the attached Random api from ctx.
*
* @param {object} ctx - The ctx object with the Random API attached.
* @returns {object} A plain ctx object without the Random API.
*/
Random.detach = function (ctx) {
var random = ctx.random,
rest = _objectWithoutProperties(ctx, ["random"]); // eslint-disable-line no-unused-vars
return rest;
};
/**
* Generates a new seed from the current date / time.
*/
Random.seed = function () {
return (+new Date()).toString(36).slice(-10);
};
/*
* Copyright 2017 The boardgame.io Authors
*
* Use of this source code is governed by a MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
*/
/**
* Generate an automatic game event that is a side-effect of a move.
* @param {string} type - The event type.
* @param {Array} args - Additional arguments.
* @param {string} playerID - The ID of the player making this action.
* @param {string} credentials - (optional) The credentials for the player making this action.
*/
var automaticGameEvent = function automaticGameEvent(type, args, playerID, credentials) {
return {
type: GAME_EVENT,
payload: {
type: type,
args: args,
playerID: playerID,
credentials: credentials
},
automatic: true
};
};
/**
* Events
*/
var Events =
/*#__PURE__*/
function () {
function Events(flow, playerID) {
_classCallCheck(this, Events);
this.flow = flow;
this.playerID = playerID;
this.dispatch = [];
}
/**
* Attaches the Events API to ctx.
* @param {object} ctx - The ctx object to attach to.
*/
_createClass(Events, [{
key: "attach",
value: function attach(ctx) {
var _this = this;
var events = {};
var _iteratorNormalCompletion = true;
var _didIteratorError = false;
var _iteratorError = undefined;
try {
var _loop = function _loop() {
var key = _step.value;
events[key] = function () {
for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
args[_key] = arguments[_key];
}
_this.dispatch.push({
key: key,
args: args
});
};
};
for (var _iterator = this.flow.eventNames[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {
_loop();
}
} catch (err) {
_didIteratorError = true;
_iteratorError = err;
} finally {
try {
if (!_iteratorNormalCompletion && _iterator.return != null) {
_iterator.return();
}
} finally {
if (_didIteratorError) {
throw _iteratorError;
}
}
}
return _objectSpread({}, ctx, {
events: events
});
}
/**
* Updates ctx with the triggered events.
* @param {object} state - The state object { G, ctx }.
*/
}, {
key: "update",
value: function update$$1(state) {
var _iteratorNormalCompletion2 = true;
var _didIteratorError2 = false;
var _iteratorError2 = undefined;
try {
for (var _iterator2 = this.dispatch[Symbol.iterator](), _step2; !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) {
var item = _step2.value;
var action = automaticGameEvent(item.key, item.args, this.playerID);
state = _objectSpread({}, state, this.flow.processGameEvent(state, action));
}
} catch (err) {
_didIteratorError2 = true;
_iteratorError2 = err;
} finally {
try {
if (!_iteratorNormalCompletion2 && _iterator2.return != null) {
_iterator2.return();
}
} finally {
if (_didIteratorError2) {
throw _iteratorError2;
}
}
}
return state;
}
}]);
return Events;
}();
/**
* Detaches the Events API from ctx.
* @param {object} ctx - The ctx object to strip.
*/
Events.detach = function (ctx) {
var events = ctx.events,
rest = _objectWithoutProperties(ctx, ["events"]); // eslint-disable-line no-unused-vars
return rest;
};
var obj;
var NOTHING = typeof Symbol !== "undefined" ? Symbol("immer-nothing") : ( obj = {}, obj["immer-nothing"] = true, obj );
var DRAFTABLE = typeof Symbol !== "undefined" && Symbol.for ? Symbol.for("immer-draftable") : "__$immer_draftable";
var DRAFT_STATE = typeof Symbol !== "undefined" && Symbol.for ? Symbol.for("immer-state") : "__$immer_state";
function isDraft(value) {
return !!value && !!value[DRAFT_STATE];
}
function isDraftable(value) {
if (!value || typeof value !== "object") { return false; }
if (Array.isArray(value)) { return true; }
var proto = Object.getPrototypeOf(value);
if (!proto || proto === Object.prototype) { return true; }
return !!value[DRAFTABLE] || !!value.constructor[DRAFTABLE];
}
var assign = Object.assign || function assign(target, value) {
for (var key in value) {
if (has(value, key)) {
target[key] = value[key];
}
}
return target;
};
var ownKeys = typeof Reflect !== "undefined" && Reflect.ownKeys ? Reflect.ownKeys : typeof Object.getOwnPropertySymbols !== "undefined" ? function (obj) { return Object.getOwnPropertyNames(obj).concat(Object.getOwnPropertySymbols(obj)); } : Object.getOwnPropertyNames;
function shallowCopy(base, invokeGetters) {
if ( invokeGetters === void 0 ) invokeGetters = false;
if (Array.isArray(base)) { return base.slice(); }
var clone = Object.create(Object.getPrototypeOf(base));
ownKeys(base).forEach(function (key) {
if (key === DRAFT_STATE) {
return; // Never copy over draft state.
}
var desc = Object.getOwnPropertyDescriptor(base, key);
var value = desc.value;
if (desc.get) {
if (!invokeGetters) {
throw new Error("Immer drafts cannot have computed properties");
}
value = desc.get.call(base);
}
if (desc.enumerable) {
clone[key] = value;
} else {
Object.defineProperty(clone, key, {
value: value,
writable: true,
configurable: true
});
}
});
return clone;
}
function each(value, cb) {
if (Array.isArray(value)) {
for (var i = 0; i < value.length; i++) { cb(i, value[i], value); }
} else {
ownKeys(value).forEach(function (key) { return cb(key, value[key], value); });
}
}
function isEnumerable(base, prop) {
var desc = Object.getOwnPropertyDescriptor(base, prop);
return !!desc && desc.enumerable;
}
function has(thing, prop) {
return Object.prototype.hasOwnProperty.call(thing, prop);
}
function is(x, y) {
// From: https://github.com/facebook/fbjs/blob/c69904a511b900266935168223063dd8772dfc40/packages/fbjs/src/core/shallowEqual.js
if (x === y) {
return x !== 0 || 1 / x === 1 / y;
} else {
return x !== x && y !== y;
}
}
/** Each scope represents a `produce` call. */
var ImmerScope = function ImmerScope(parent) {
this.drafts = [];
this.parent = parent; // Whenever the modified draft contains a draft from another scope, we
// need to prevent auto-freezing so the unowned draft can be finalized.
this.canAutoFreeze = true; // To avoid prototype lookups:
this.patches = null;
};
ImmerScope.prototype.usePatches = function usePatches (patchListener) {
if (patchListener) {
this.patches = [];
this.inversePatches = [];
this.patchListener = patchListener;
}
};
ImmerScope.prototype.revoke = function revoke$1 () {
this.leave();
this.drafts.forEach(revoke);
this.drafts = null; // Make draft-related methods throw.
};
ImmerScope.prototype.leave = function leave () {
if (this === ImmerScope.current) {
ImmerScope.current = this.parent;
}
};
ImmerScope.current = null;
ImmerScope.enter = function () {
return this.current = new ImmerScope(this.current);
};
function revoke(draft) {
draft[DRAFT_STATE].revoke();
}
// but share them all instead
var descriptors = {};
function willFinalize(scope, result, isReplaced) {
scope.drafts.forEach(function (draft) {
draft[DRAFT_STATE].finalizing = true;
});
if (!isReplaced) {
if (scope.patches) {
markChangesRecursively(scope.drafts[0]);
} // This is faster when we don't care about which attributes changed.
markChangesSweep(scope.drafts);
} // When a child draft is returned, look for changes.
else if (isDraft(result) && result[DRAFT_STATE].scope === scope) {
markChangesSweep(scope.drafts);
}
}
function createProxy(base, parent) {
var isArray = Array.isArray(base);
var draft = clonePotentialDraft(base);
each(draft, function (prop) {
proxyProperty(draft, prop, isArray || isEnumerable(base, prop));
}); // See "proxy.js" for property documentation.
var scope = parent ? parent.scope : ImmerScope.current;
var state = {
scope: scope,
modified: false,
finalizing: false,
// es5 only
finalized: false,
assigned: {},
parent: parent,
base: base,
draft: draft,
copy: null,
revoke: revoke$1,
revoked: false // es5 only
};
createHiddenProperty(draft, DRAFT_STATE, state);
scope.drafts.push(draft);
return draft;
}
function revoke$1() {
this.revoked = true;
}
function source(state) {
return state.copy || state.base;
} // Access a property without creating an Immer draft.
function peek(draft, prop) {
var state = draft[DRAFT_STATE];
if (state && !state.finalizing) {
state.finalizing = true;
var value = draft[prop];
state.finalizing = false;
return value;
}
return draft[prop];
}
function get(state, prop) {
assertUnrevoked(state);
var value = peek(source(state), prop);
if (state.finalizing) { return value; } // Create a draft if the value is unmodified.
if (value === peek(state.base, prop) && isDraftable(value)) {
prepareCopy(state);
return state.copy[prop] = createProxy(value, state);
}
return value;
}
function set$1(state, prop, value) {
assertUnrevoked(state);
state.assigned[prop] = true;
if (!state.modified) {
if (is(value, peek(source(state), prop))) { return; }
markChanged(state);
prepareCopy(state);
}
state.copy[prop] = value;
}
function markChanged(state) {
if (!state.modified) {
state.modified = true;
if (state.parent) { markChanged(state.parent); }
}
}
function prepareCopy(state) {
if (!state.copy) { state.copy = clonePotentialDraft(state.base); }
}
function clonePotentialDraft(base) {
var state = base && base[DRAFT_STATE];
if (state) {
state.finalizing = true;
var draft = shallowCopy(state.draft, true);
state.finalizing = false;
return draft;
}
return shallowCopy(base);
}
function proxyProperty(draft, prop, enumerable) {
var desc = descriptors[prop];
if (desc) {
desc.enumerable = enumerable;
} else {
descriptors[prop] = desc = {
configurable: true,
enumerable: enumerable,
get: function get$1() {
return get(this[DRAFT_STATE], prop);
},
set: function set$1(value) {
set$1(this[DRAFT_STATE], prop, value);
}
};
}
Object.defineProperty(draft, prop, desc);
}
function assertUnrevoked(state) {
if (state.revoked === true) { throw new Error("Cannot use a proxy that has been revoked. Did you pass an object from inside an immer function to an async process? " + JSON.stringify(source(state))); }
} // This looks expensive, but only proxies are visited, and only objects without known changes are scanned.
function markChangesSweep(drafts) {
// The natural order of drafts in the `scope` array is based on when they
// were accessed. By processing drafts in reverse natural order, we have a
// better chance of processing leaf nodes first. When a leaf node is known to
// have changed, we can avoid any traversal of its ancestor nodes.
for (var i = drafts.length - 1; i >= 0; i--) {
var state = drafts[i][DRAFT_STATE];
if (!state.modified) {
if (Array.isArray(state.base)) {
if (hasArrayChanges(state)) { markChanged(state); }
} else if (hasObjectChanges(state)) { markChanged(state); }
}
}
}
function markChangesRecursively(object) {
if (!object || typeof object !== "object") { return; }
var state = object[DRAFT_STATE];
if (!state) { return; }
var base = state.base;
var draft = state.draft;
var assigned = state.assigned;
if (!Array.isArray(object)) {
// Look for added keys.
Object.keys(draft).forEach(function (key) {
// The `undefined` check is a fast path for pre-existing keys.
if (base[key] === undefined && !has(base, key)) {
assigned[key] = true;
markChanged(state);
} else if (!assigned[key]) {
// Only untouched properties trigger recursion.
markChangesRecursively(draft[key]);
}
}); // Look for removed keys.
Object.keys(base).forEach(function (key) {
// The `undefined` check is a fast path for pre-existing keys.
if (draft[key] === undefined && !has(draft, key)) {
assigned[key] = false;
markChanged(state);
}
});
} else if (hasArrayChanges(state)) {
markChanged(state);
assigned.length = true;
if (draft.length < base.length) {
for (var i = draft.length; i < base.length; i++) { assigned[i] = false; }
} else {
for (var i$1 = base.length; i$1 < draft.length; i$1++) { assigned[i$1] = true; }
}
for (var i$2 = 0; i$2 < draft.length; i$2++) {
// Only untouched indices trigger recursion.
if (assigned[i$2] === undefined) { markChangesRecursively(draft[i$2]); }
}
}
}
function hasObjectChanges(state) {
var base = state.base;
var draft = state.draft; // Search for added keys and changed keys. Start at the back, because
// non-numeric keys are ordered by time of definition on the object.
var keys = Object.keys(draft);
for (var i = keys.length - 1; i >= 0; i--) {
var key = keys[i];
var baseValue = base[key]; // The `undefined` check is a fast path for pre-existing keys.
if (baseValue === undefined && !has(base, key)) {
return true;
} // Once a base key is deleted, future changes go undetected, because its
// descriptor is erased. This branch detects any missed changes.
else {
var value = draft[key];
var state$1 = value && value[DRAFT_STATE];
if (state$1 ? state$1.base !== baseValue : !is(value, baseValue)) {
return true;
}
}
} // At this point, no keys were added or changed.
// Compare key count to determine if keys were deleted.
return keys.length !== Object.keys(base).length;
}
function hasArrayChanges(state) {
var draft = state.draft;
if (draft.length !== state.base.length) { return true; } // See #116
// If we first shorten the length, our array interceptors will be removed.
// If after that new items are added, result in the same original length,
// those last items will have no intercepting property.
// So if there is no own descriptor on the last position, we know that items were removed and added
// N.B.: splice, unshift, etc only shift values around, but not prop descriptors, so we only have to check
// the last one
var descriptor = Object.getOwnPropertyDescriptor(draft, draft.length - 1); // descriptor can be null, but only for newly created sparse arrays, eg. new Array(10)
if (descriptor && !descriptor.get) { return true; } // For all other cases, we don't have to compare, as they would have been picked up by the index setters
return false;
}
function createHiddenProperty(target, prop, value) {
Object.defineProperty(target, prop, {
value: value,
enumerable: false,
writable: true
});
}
var legacyProxy = /*#__PURE__*/Object.freeze({
willFinalize: willFinalize,
createProxy: createProxy
});
function willFinalize$1() {}
function createProxy$1(base, parent) {
var scope = parent ? parent.scope : ImmerScope.current;
var state = {
// Track which produce call this is associated with.
scope: scope,
// True for both shallow and deep changes.
modified: false,
// Used during finalization.
finalized: false,
// Track which properties have been assigned (true) or deleted (false).
assigned: {},
// The parent draft state.
parent: parent,
// The base state.
base: base,
// The base proxy.
draft: null,
// Any property proxies.
drafts: {},
// The base copy with any updated values.
copy: null,
// Called by the `produce` function.
revoke: null
};
var ref = Array.isArray(base) ? // [state] is used for arrays, to make sure the proxy is array-ish and not violate invariants,
// although state itself is an object
Proxy.revocable([state], arrayTraps) : Proxy.revocable(state, objectTraps);
var revoke = ref.revoke;
var proxy = ref.proxy;
state.draft = proxy;
state.revoke = revoke;
scope.drafts.push(proxy);
return proxy;
}
var objectTraps = {
get: get$1,
has: function has(target, prop) {
return prop in source$1(target);
},
ownKeys: function ownKeys(target) {
return Reflect.ownKeys(source$1(target));
},
set: set$1$1,
deleteProperty: deleteProperty,
getOwnPropertyDescriptor: getOwnPropertyDescriptor,
defineProperty: function defineProperty() {
throw new Error("Object.defineProperty() cannot be used on an Immer draft"); // prettier-ignore
},
getPrototypeOf: function getPrototypeOf(target) {
return Object.getPrototypeOf(target.base);
},
setPrototypeOf: function setPrototypeOf() {
throw new Error("Object.setPrototypeOf() cannot be used on an Immer draft"); // prettier-ignore
}
};
var arrayTraps = {};
each(objectTraps, function (key, fn) {
arrayTraps[key] = function () {
arguments[0] = arguments[0][0];
return fn.apply(this, arguments);
};
});
arrayTraps.deleteProperty = function (state, prop) {
if (isNaN(parseInt(prop))) {
throw new Error("Immer only supports deleting array indices"); // prettier-ignore
}
return objectTraps.deleteProperty.call(this, state[0], prop);
};
arrayTraps.set = function (state, prop, value) {
if (prop !== "length" && isNaN(parseInt(prop))) {
throw new Error("Immer only supports setting array indices and the 'length' property"); // prettier-ignore
}
return objectTraps.set.call(this, state[0], prop, value);
}; // returns the object we should be reading the current value from, which is base, until some change has been made
function source$1(state) {
return state.copy || state.base;
} // Access a property without creating an Immer draft.
function peek$1(draft, prop) {
var state = draft[DRAFT_STATE];
var desc = Reflect.getOwnPropertyDescriptor(state ? source$1(state) : draft, prop);
return desc && desc.value;
}
function get$1(state, prop) {
if (prop === DRAFT_STATE) { return state; }
var drafts = state.drafts; // Check for existing draft in unmodified state.
if (!state.modified && has(drafts, prop)) {
return drafts[prop];
}
var value = source$1(state)[prop];
if (state.finalized || !isDraftable(value)) {
return value;
} // Check for existing draft in modified state.
if (state.modified) {
// Assigned values are never drafted. This catches any drafts we created, too.
if (value !== peek$1(state.base, prop)) { return value; } // Store drafts on the copy (when one exists).
drafts = state.copy;
}
return drafts[prop] = createProxy$1(value, state);
}
function set$1$1(state, prop, value) {
if (!state.modified) {
var baseValue = peek$1(state.base, prop); // Optimize based on value's truthiness. Truthy values are guaranteed to
// never be undefined, so we can avoid the `in` operator. Lastly, truthy
// values may be drafts, but falsy values are never drafts.
var isUnchanged = value ? is(baseValue, value) || value === state.drafts[prop] : is(baseValue, value) && prop in state.base;
if (isUnchanged) { return true; }
markChanged$1(state);
}
state.assigned[prop] = true;
state.copy[prop] = value;
return true;
}
function deleteProperty(state, prop) {
// The `undefined` check is a fast path for pre-existing keys.
if (peek$1(state.base, prop) !== undefined || prop in state.base) {
state.assigned[prop] = false;
markChanged$1(state);
}
if (state.copy) { delete state.copy[prop]; }
return true;
} // Note: We never coerce `desc.value` into an Immer draft, because we can't make
// the same guarantee in ES5 mode.
function getOwnPropertyDescriptor(state, prop) {
var owner = source$1(state);
var desc = Reflect.getOwnPropertyDescriptor(owner, prop);
if (desc) {
desc.writable = true;
desc.configurable = !Array.isArray(owner) || prop !== "length";
}
return desc;
}
function markChanged$1(state) {
if (!state.modified) {
state.modified = true;
state.copy = assign(shallowCopy(state.base), state.drafts);
state.drafts = null;
if (state.parent) { markChanged$1(state.parent); }
}
}
var modernProxy = /*#__PURE__*/Object.freeze({
willFinalize: willFinalize$1,
createProxy: createProxy$1
});
function generatePatches(state, basePath, patches, inversePatches) {
Array.isArray(state.base) ? generateArrayPatches(state, basePath, patches, inversePatches) : generateObjectPatches(state, basePath, patches, inversePatches);
}
function generateArrayPatches(state, basePath, patches, inversePatches) {
var assign, assign$1;
var base = state.base;
var copy = state.copy;
var assigned = state.assigned; // Reduce complexity by ensuring `base` is never longer.
if (copy.length < base.length) {
(assign = [copy, base], base = assign[0], copy = assign[1]);
(assign$1 = [inversePatches, patches], patches = assign$1[0], inversePatches = assign$1[1]);
}
var delta = copy.length - base.length; // Find the first replaced index.
var start = 0;
while (base[start] === copy[start] && start < base.length) {
++start;
} // Find the last replaced index. Search from the end to optimize splice patches.
var end = base.length;
while (end > start && base[end - 1] === copy[end + delta - 1]) {
--end;
} // Process replaced indices.
for (var i = start; i < end; ++i) {
if (assigned[i] && copy[i] !== base[i]) {
var path = basePath.concat([i]);
patches.push({
op: "replace",
path: path,
value: copy[i]
});
inversePatches.push({
op: "replace",
path: path,
value: base[i]
});
}
}
var useRemove = end != base.length;
var replaceCount = patches.length; // Process added indices.
for (var i$1 = end + delta - 1; i$1 >= end; --i$1) {
var path$1 = basePath.concat([i$1]);
patches[replaceCount + i$1 - end] = {
op: "add",
path: path$1,
value: copy[i$1]
};
if (useRemove) {
inversePatches.push({
op: "remove",
path: path$1
});
}
} // One "replace" patch reverses all non-splicing "add" patches.
if (!useRemove) {
inversePatches.push({
op: "replace",
path: basePath.concat(["length"]),
value: base.length
});
}
}
function generateObjectPatches(state, basePath, patches, inversePatches) {
var base = state.base;
var copy = state.copy;
each(state.assigned, function (key, assignedValue) {
var origValue = base[key];
var value = copy[key];
var op = !assignedValue ? "remove" : key in base ? "replace" : "add";
if (origValue === value && op === "replace") { return; }
var path = basePath.concat(key);
patches.push(op === "remove" ? {
op: op,
path: path
} : {
op: op,
path: path,
value: value
});
inversePatches.push(op === "add" ? {
op: "remove",
path: path
} : op === "remove" ? {
op: "add",
path: path,
value: origValue
} : {
op: "replace",
path: path,
value: origValue
});
});
}
function applyPatches(draft, patches) {
for (var i = 0; i < patches.length; i++) {
var patch = patches[i];
var path = patch.path;
if (path.length === 0 && patch.op === "replace") {
draft = patch.value;
} else {
var base = draft;
for (var i$1 = 0; i$1 < path.length - 1; i$1++) {
base = base[path[i$1]];
if (!base || typeof base !== "object") { throw new Error("Cannot apply patch, path doesn't resolve: " + path.join("/")); } // prettier-ignore
}
var key = path[path.length - 1];
switch (patch.op) {
case "replace":
base[key] = patch.value;
break;
case "add":
if (Array.isArray(base)) {
// TODO: support "foo/-" paths for appending to an array
base.splice(key, 0, patch.value);
} else {
base[key] = patch.value;
}
break;
case "remove":
if (Array.isArray(base)) {
base.splice(key, 1);
} else {
delete base[key];
}
break;
default:
throw new Error("Unsupported patch operation: " + patch.op);
}
}
}
return draft;
}
function verifyMinified() {}
var configDefaults = {
useProxies: typeof Proxy !== "undefined" && typeof Reflect !== "undefined",
autoFreeze: typeof process !== "undefined" ? process.env.NODE_ENV !== "production" : verifyMinified.name === "verifyMinified",
onAssign: null,
onDelete: null,
onCopy: null
};
var Immer = function Immer(config) {
assign(this, configDefaults, config);
this.setUseProxies(this.useProxies);
this.produce = this.produce.bind(this);
};
Immer.prototype.produce = function produce (base, recipe, patchListener) {
var this$1 = this;
// curried invocation
if (typeof base === "function" && typeof recipe !== "function") {
var defaultBase = recipe;
recipe = base;
var self = this;
return function curriedProduce(base) {
var this$1 = this;
if ( base === void 0 ) base = defaultBase;
var args = [], len = arguments.length - 1;
while ( len-- > 0 ) args[ len ] = arguments[ len + 1 ];
return self.produce(base, function (draft) { return recipe.call.apply(recipe, [ this$1, draft ].concat( args )); }); // prettier-ignore
};
} // prettier-ignore
{
if (typeof recipe !== "function") {
throw new Error("The first or second argument to `produce` must be a function");
}
if (patchListener !== undefined && typeof patchListener !== "function") {
throw new Error("The third argument to `produce` must be a function or undefined");
}
}
var result; // Only plain objects, arrays, and "immerable classes" are drafted.
if (isDraftable(base)) {
var scope = ImmerScope.enter();
var proxy = this.createProxy(base);
var hasError = true;
try {
result = recipe(proxy);
hasError = false;
} finally {
// finally instead of catch + rethrow better preserves original stack
if (hasError) { scope.revoke(); }else { scope.leave(); }
}
if (result instanceof Promise) {
return result.then(function (result) {
scope.usePatches(patchListener);
return this$1.processResult(result, scope);
}, function (error) {
scope.revoke();
throw error;
});
}
scope.usePatches(patchListener);
return this.processResult(result, scope);
} else {
result = recipe(base);
if (result === undefined) { return base; }
return result !== NOTHING ? result : undefined;
}
};
Immer.prototype.createDraft = function createDraft (base) {
if (!isDraftable(base)) {
throw new Error("First argument to `createDraft` must be a plain object, an array, or an immerable object"); // prettier-ignore
}
var scope = ImmerScope.enter();
var proxy = this.createProxy(base);
proxy[DRAFT_STATE].isManual = true;
scope.leave();
return proxy;
};
Immer.prototype.finishDraft = function finishDraft (draft, patchListener) {
var state = draft && draft[DRAFT_STATE];
if (!state || !state.isManual) {
throw new Error("First argument to `finishDraft` must be a draft returned by `createDraft`"); // prettier-ignore
}
if (state.finalized) {
throw new Error("The given draft is already finalized"); // prettier-ignore
}
var scope = state.scope;
scope.usePatches(patchListener);
return this.processResult(undefined, scope);
};
Immer.prototype.setAutoFreeze = function setAutoFreeze (value) {
this.autoFreeze = value;
};
Immer.prototype.setUseProxies = function setUseProxies (value) {
this.useProxies = value;
assign(this, value ? modernProxy : legacyProxy);
};
Immer.prototype.applyPatches = function applyPatches$1 (base, patches) {
// Mutate the base state when a draft is passed.
if (isDraft(base)) {
return applyPatches(base, patches);
} // Otherwise, produce a copy of the base state.
return this.produce(base, function (draft) { return applyPatches(draft, patches); });
};
/** @internal */
Immer.prototype.processResult = function processResult (result, scope) {
var baseDraft = scope.drafts[0];
var isReplaced = result !== undefined && result !== baseDraft;
this.willFinalize(scope, result, isReplaced);
if (isReplaced) {
if (baseDraft[DRAFT_STATE].modified) {
scope.revoke();
throw new Error("An immer producer returned a new value *and* modified its draft. Either return a new value *or* modify the draft."); // prettier-ignore
}
if (isDraftable(result)) {
// Finalize the result in case it contains (or is) a subset of the draft.
result = this.finalize(result, null, scope);
}
if (scope.patches) {
scope.patches.push({
op: "replace",
path: [],
value: result
});
scope.inversePatches.push({
op: "replace",
path: [],
value: baseDraft[DRAFT_STATE].base
});
}
} else {
// Finalize the base draft.
result = this.finalize(baseDraft, [], scope);
}
scope.revoke();
if (scope.patches) {
scope.patchListener(scope.patches, scope.inversePatches);
}
return result !== NOTHING ? result : undefined;
};
/**
* @internal
* Finalize a draft, returning either the unmodified base state or a modified
* copy of the base state.
*/
Immer.prototype.finalize = function finalize (draft, path, scope) {
var this$1 = this;
var state = draft[DRAFT_STATE];
if (!state) {
if (Object.isFrozen(draft)) { return draft; }
return this.finalizeTree(draft, null, scope);
} // Never finalize drafts owned by another scope.
if (state.scope !== scope) {
return draft;
}
if (!state.modified) {
return state.base;
}
if (!state.finalized) {
state.finalized = true;
this.finalizeTree(state.draft, path, scope);
if (this.onDelete) {
// The `assigned` object is unreliable with ES5 drafts.
if (this.useProxies) {
var assigned = state.assigned;
for (var prop in assigned) {
if (!assigned[prop]) { this.onDelete(state, prop); }
}
} else {
var base = state.base;
var copy = state.copy;
each(base, function (prop) {
if (!has(copy, prop)) { this$1.onDelete(state, prop); }
});
}
}
if (this.onCopy) {
this.onCopy(state);
} // At this point, all descendants of `state.copy` have been finalized,
// so we can be sure that `scope.canAutoFreeze` is accurate.
if (this.autoFreeze && scope.canAutoFreeze) {
Object.freeze(state.copy);
}
if (path && scope.patches) {
generatePatches(state, path, scope.patches, scope.inversePatches);
}
}
return state.copy;
};
/**
* @internal
* Finalize all drafts in the given state tree.
*/
Immer.prototype.finalizeTree = function finalizeTree (root, rootPath, scope) {
var this$1 = this;
var state = root[DRAFT_STATE];
if (state) {
if (!this.useProxies) {
// Create the final copy, with added keys and without deleted keys.
state.copy = shallowCopy(state.draft, true);
}
root = state.copy;
}
var needPatches = !!rootPath && !!scope.patches;
var finalizeProperty = function (prop, value, parent) {
if (value === parent) {
throw Error("Immer forbids circular references");
} // In the `finalizeTree` method, only the `root` object may be a draft.
var isDraftProp = !!state && parent === root;
if (isDraft(value)) {
var path = isDraftProp && needPatches && !state.assigned[prop] ? rootPath.concat(prop) : null; // Drafts owned by `scope` are finalized here.
value = this$1.finalize(value, path, scope); // Drafts from another scope must prevent auto-freezing.
if (isDraft(value)) {
scope.canAutoFreeze = false;
} // Preserve non-enumerable properties.
if (Array.isArray(parent) || isEnumerable(parent, prop)) {
parent[prop] = value;
} else {
Object.defineProperty(parent, prop, {
value: value
});
} // Unchanged drafts are never passed to the `onAssign` hook.
if (isDraftProp && value === state.base[prop]) { return; }
} // Unchanged draft properties are ignored.
else if (isDraftProp && is(value, state.base[prop])) {
return;
} // Search new objects for unfinalized drafts. Frozen objects should never contain drafts.
else if (isDraftable(value) && !Object.isFrozen(value)) {
each(value, finalizeProperty);
}
if (isDraftProp && this$1.onAssign) {
this$1.onAssign(state, prop, value);
}
};
each(root, finalizeProperty);
return root;
};
var immer = new Immer();
/**
* The `produce` function takes a value and a "recipe function" (whose
* return value often depends on the base state). The recipe function is
* free to mutate its first argument however it wants. All mutations are
* only ever applied to a __copy__ of the base state.
*
* Pass only a function to create a "curried producer" which relieves you
* from passing the recipe function every time.
*
* Only plain objects and arrays are made mutable. All other objects are
* considered uncopyable.
*
* Note: This function is __bound__ to its `Immer` instance.
*
* @param {any} base - the initial state
* @param {Function} producer - function that receives a proxy of the base state as first argument and which can be freely modified
* @param {Function} patchListener - optional function that will be called with all the patches produced here
* @returns {any} a new state, or the initial state if nothing was modified
*/
var produce = immer.produce;
/**
* Pass true to automatically freeze all copies created by Immer.
*
* By default, auto-freezing is disabled in production.
*/
var setAutoFreeze = immer.setAutoFreeze.bind(immer);
/**
* Pass true to use the ES2015 `Proxy` class when creating drafts, which is
* always faster than using ES5 proxies.
*
* By default, feature detection is used, so calling this is rarely necessary.
*/
var setUseProxies = immer.setUseProxies.bind(immer);
/**
* Apply an array of Immer patches to the first argument.
*
* This function is a producer, which means copy-on-write is in effect.
*/
var applyPatches$1 = immer.applyPatches.bind(immer);
/**
* Create an Immer draft from the given base state, which may be a draft itself.
* The draft can be modified until you finalize it with the `finishDraft` function.
*/
var createDraft = immer.createDraft.bind(immer);
/**
* Finalize an Immer draft from a `createDraft` call, returning the base state
* (if no changes were made) or a modified copy. The draft must *not* be
* mutated afterwards.
*
* Pass a function as the 2nd argument to generate Immer patches based on the
* changes that were made.
*/
var finishDraft = immer.finishDraft.bind(immer);
/*
* Copyright 2018 The boardgame.io Authors
*
* Use of this source code is governed by a MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
*/
/**
* Plugin that allows using Immer to make immutable changes
* to G by just mutating it.
*/
var PluginImmer = {
fnWrap: function fnWrap(move) {
return produce(move);
}
};
/**
* List of plugins that are a