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actor

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Actor based concurrency primitives for managing effects

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export * from "./lib.js"; import type { Control } from "./lib.js"; export declare type Instruction<T> = Message<T> | Control; export declare type Await<T> = T | PromiseLike<T>; export declare type Result<T extends unknown = unknown, X extends unknown = Error> = Success<T> | Failure<X>; export interface Success<T extends unknown> { readonly ok: true; readonly value: T; } export interface Failure<X extends unknown = Error> { readonly ok: false; readonly error: X; } declare type CompileError<Reason extends string> = `🚨 ${Reason}`; /** * Helper type to guard users against easy to make mistakes. */ export declare type Message<T> = T extends Task<any, any, any> ? CompileError<`You must 'yield * fn()' to delegate task instead of 'yield fn()' which yields generator instead`> : T extends (...args: any) => Generator ? CompileError<`You must yield invoked generator as in 'yield * fn()' instead of yielding generator function`> : T; /** * Task is a unit of computation that runs concurrently, a light-weight * process (in Erlang terms). You can spawn bunch of them and provided * cooperative scheduler will interleave their execution. * * Tasks have three type variables first two describing result of the * computation `Success` that corresponds to return type and `Failure` * describing an error type (caused by thrown exceptions). Third type * varibale `Message` describes type of messages this task may produce. * * Please note that that TS does not really check exceptions so `Failure` * type can not be guaranteed. Yet, we find them more practical that omitting * them as TS does for `Promise` types. * * Our tasks are generators (not the generator functions, but what you get * invoking them) that are executed by (library provided) provided scheduler. * Scheduler recognizes two special `Control` instructions yield by generator. * When scheduler gets `context` instruction it will resume generator with * a handle that can be used to resume running generator after it is suspended. * When `suspend` instruction is received scheduler will suspend execution until * it is resumed by queueing it from the outside event. */ export interface Task<Success extends unknown = unknown, Failure = Error, Message extends unknown = never> { [Symbol.iterator](): Controller<Success, Failure, Message>; } export interface Controller<Success extends unknown = unknown, Failure extends unknown = Error, Message extends unknown = never> { throw(error: Failure): TaskState<Success, Message>; return(value: Success): TaskState<Success, Message>; next(value: Task<Success, Failure, Message> | unknown): TaskState<Success, Message>; } export declare type TaskState<Success extends unknown = unknown, Message = unknown> = IteratorResult<Instruction<Message>, Success>; /** * Effect represents potentially asynchronous operation that results in a set * of events. It is often comprised of multiple `Task` and represents either * chain of events or a concurrent set of events (stretched over time). * `Effect` campares to a `Stream` the same way as `Task` compares to `Promise`. * It is not representation of an eventual result, but rather representation of * an operation which if execute will produce certain result. `Effect` can also * be compared to an `EventEmitter`, because very often their `Event` type * variable is a union of various event types, unlike `EventEmitter`s however * `Effect`s have inherent finality to them an in that regard they are more like * `Stream`s. * * You may notice that `Effect`, is just a `Task` which never fails, nor has a * (meaningful) result. Instead it can produce events (send messages). */ export interface Effect<Event> extends Task<void, never, Event> { } export declare type Status = "idle" | "active" | "finished"; export declare type Group<T, X, M> = Main<T, X, M> | TaskGroup<T, X, M>; export interface TaskGroup<T, X, M> { id: number; parent: Group<T, X, M>; driver: Controller<T, X, M>; stack: Stack<T, X, M>; result?: Result<T, X>; } export interface Main<T, X, M> { id: 0; parent?: null; status: Status; stack: Stack<T, X, M>; } export interface Stack<T = unknown, X = unknown, M = unknown> { active: Controller<T, X, M>[]; idle: Set<Controller<T, X, M>>; } /** * Like promise but lazy. It corresponds to a task that is activated when * then method is called. */ export interface Future<Success, Failure> extends PromiseLike<Success> { then<U = Success, G = never>(handle?: (value: Success) => U | PromiseLike<U>, onrejected?: (error: Failure) => G | PromiseLike<G>): Promise<U | G>; catch<U = never>(handle: (error: Failure) => U): Future<Success | U, never>; finally(handle: () => void): Future<Success, Failure>; } export interface Fork<Success extends unknown = unknown, Failure extends unknown = Error, Message extends unknown = never> extends Controller<Success, Failure, Message>, Task<Fork<Success, Failure, Message>, never>, Future<Success, Failure> { readonly id: number; group?: void | TaskGroup<Success, Failure, Message>; result?: Result<Success, Failure>; status: Status; resume(): Task<void, never>; join(): Task<Success, Failure, Message>; abort(error: Failure): Task<void, never>; exit(value: Success): Task<void, never>; } export interface ForkOptions { name?: string; } export interface StateHandler<T, X> { onsuccess?: (value: T) => void; onfailure?: (error: X) => void; } //# sourceMappingURL=task.d.ts.map