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rx-player

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"use strict"; var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) { function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } return new (P || (P = Promise))(function (resolve, reject) { function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } step((generator = generator.apply(thisArg, _arguments || [])).next()); }); }; var __generator = (this && this.__generator) || function (thisArg, body) { var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g = Object.create((typeof Iterator === "function" ? Iterator : Object).prototype); return g.next = verb(0), g["throw"] = verb(1), g["return"] = verb(2), typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g; function verb(n) { return function (v) { return step([n, v]); }; } function step(op) { if (f) throw new TypeError("Generator is already executing."); while (g && (g = 0, op[0] && (_ = 0)), _) try { if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t; if (y = 0, t) op = [op[0] & 2, t.value]; switch (op[0]) { case 0: case 1: t = op; break; case 4: _.label++; return { value: op[1], done: false }; case 5: _.label++; y = op[1]; op = [0]; continue; case 7: op = _.ops.pop(); _.trys.pop(); continue; default: if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; } if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; } if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; } if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; } if (t[2]) _.ops.pop(); _.trys.pop(); continue; } op = body.call(thisArg, _); } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true }; } }; Object.defineProperty(exports, "__esModule", { value: true }); exports.default = retryPromiseWithBackoff; exports.getRetryDelay = getRetryDelay; var get_fuzzed_delay_1 = require("./get_fuzzed_delay"); var is_null_or_undefined_1 = require("./is_null_or_undefined"); var sleep_1 = require("./sleep"); /** * Retry the given Promise (if it rejects) with an exponential * backoff. * The backoff behavior can be tweaked through the options given. * * @param {Function} runProm * @param {Object} options - Configuration object. * This object contains the following properties: * * - retryDelay {Number} - The initial delay, in ms. * This delay will be fuzzed to fall under the range +-30% each time a new * retry is done. * Then, this delay will be multiplied by 2^(n-1), n being the counter of * retry we performed (beginning at 1 for the first retry). * * - totalRetry {Number} - The amount of time we should retry. 0 * means no retry, 1 means a single retry, Infinity means infinite retry * etc. * If the Promise still rejects after this number of retry, the error will * be throwed through the returned Promise. * * - shouldRetry {Function|undefined} - Function which will receive the * error each time it fails, and should return a boolean. If this boolean * is false, the error will be directly thrown (without anymore retry). * * - onRetry {Function|undefined} - Function which will be triggered at * each retry. Will receive two arguments: * 1. The error * 2. The current retry count, beginning at 1 for the first retry * * @param {Object} cancelSignal * @returns {Promise} * TODO Take errorSelector out. Should probably be entirely managed in the * calling code via a catch (much simpler to use and to understand). */ function retryPromiseWithBackoff(runProm, options, cancelSignal) { var baseDelay = options.baseDelay, maxDelay = options.maxDelay, totalRetry = options.totalRetry, shouldRetry = options.shouldRetry, onRetry = options.onRetry; var retryCount = 0; return iterate(); function iterate() { return __awaiter(this, void 0, void 0, function () { var res, error_1, delay, res; return __generator(this, function (_a) { switch (_a.label) { case 0: if (cancelSignal.cancellationError !== null) { throw cancelSignal.cancellationError; } _a.label = 1; case 1: _a.trys.push([1, 3, , 5]); return [4 /*yield*/, runProm()]; case 2: res = _a.sent(); return [2 /*return*/, res]; case 3: error_1 = _a.sent(); if (cancelSignal.cancellationError !== null) { throw cancelSignal.cancellationError; } if ((!(0, is_null_or_undefined_1.default)(shouldRetry) && !shouldRetry(error_1)) || retryCount++ >= totalRetry) { throw error_1; } if (typeof onRetry === "function") { onRetry(error_1, retryCount); } delay = getRetryDelay(baseDelay, retryCount, maxDelay); return [4 /*yield*/, (0, sleep_1.default)(delay)]; case 4: _a.sent(); res = iterate(); return [2 /*return*/, res]; case 5: return [2 /*return*/]; } }); }); } } /** * Get the delay that should be applied to the following retry, it depends on the base delay * and is increaser for with the retry count. The result is ceiled by the maxDelay. * @param baseDelay delay after wich the first request is retried after a failure * @param retryCount count of retries * @param maxDelay maximum delay * @returns the delay that should be applied to the following retry */ function getRetryDelay(baseDelay, retryCount, maxDelay) { var delay = baseDelay * Math.pow(2, retryCount - 1); var fuzzedDelay = (0, get_fuzzed_delay_1.default)(delay); return Math.min(fuzzedDelay, maxDelay); }