@inglorious/store 11.3.0 → 12.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +35 -15
- package/package.json +3 -3
- package/src/client/multiplayer-middleware.js +12 -12
- package/src/store.js +121 -32
- package/types/store.d.ts +5 -5
package/README.md
CHANGED
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@@ -1239,7 +1239,7 @@ const store = createStore({
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systems, // Array (optional): global state handlers
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autoCreateEntities, // Boolean (optional): false (default) or true
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updateMode, // String (optional): 'auto' (default) or 'manual'
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-
updateStrategy, // String (optional): 'structural-sharing' (default) or '
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updateStrategy, // String (optional): 'structural-sharing' (default) or 'copy-on-dispatch'
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})
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```
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@@ -1258,7 +1258,7 @@ const store = createStore({
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- `'manual'` - Manual control via `api.update()`
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- **`updateStrategy`** (optional) - Controls how the state is copied before queued events are applied:
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- `'structural-sharing'` (default) - Only the entities that actually changed are copied
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- `'
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- `'copy-on-dispatch'` - Each entity is deep-copied as it is handed out, and updated without a proxy
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#### Update Strategy
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@@ -1271,10 +1271,26 @@ get copied. Untouched entities keep their previous object reference, which makes
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reference-equality change detection nearly free. This is what you want for UI stores, where a
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handful of entities change per interaction.
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**`'
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the copy, with no proxy involved.
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-
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-
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**`'copy-on-dispatch'`** deep-copies an entity the first time it is handed to one of its handlers, or read
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by a system, and applies events directly to the copy, with no proxy involved. Entities that nothing
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touches during an update are not copied and keep their previous reference. Writing to a copy costs
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nothing however often it happens, so it scales much better when thousands of entities change every
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frame — the typical case for a game simulation.
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Systems receive every entity at once, so each entity a system reads through its first argument is
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copied in case it is written to. A system that only needs to know how things stood should read
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them from `api.getEntities()` and go through its first argument only for what it writes:
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```javascript
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const readouts = {
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update(entities, dt, api) {
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const current = api.getEntities() // read without copying
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const count = Object.keys(current).length
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entities.readout.value = `${count} entities` // copies only the readout
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},
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}
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```
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```javascript
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// A UI store: few entities change, reference equality matters
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@@ -1285,7 +1301,11 @@ const store = createStore({
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})
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// A game simulation: thousands of entities change every frame
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-
const store = createStore({
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const store = createStore({
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types,
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entities,
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updateStrategy: "copy-on-dispatch",
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})
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```
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#### State swapping
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@@ -1311,23 +1331,23 @@ const types = {
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}
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```
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-
**Caveats for `'
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**Caveats for `'copy-on-dispatch'`:**
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-
-
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-
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`DataCloneError`. Keep such values in module scope or in a closure inside a behavior factory
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- Plain objects, arrays, vectors and primitives are copied directly. Anything else must be
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[structured-cloneable](https://developer.mozilla.org/en-US/docs/Web/API/Web_Workers_API/Structured_clone_algorithm):
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DOM nodes and class instances with non-cloneable internals throw a `DataCloneError`. Keep such values in module scope or in a closure inside a behavior factory
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(as the `images()` and `audio()` engine behaviors do) rather than in the state.
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- The state is not frozen, even in `devMode`.
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- Writing to an entity obtained from `api.getEntity()` during an update mutates the _previous_
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state
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state. Whether the write also survives depends on whether that entity has been copied yet, under
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either strategy. Always mutate the entity passed to your handler rather than one fetched through
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the api.
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An unsupported strategy throws a `TypeError` at store creation:
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```javascript
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createStore({ types, entities, updateStrategy: "immutable" })
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// TypeError: Unsupported update strategy: immutable. Expected one of: structural-sharing,
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// TypeError: Unsupported update strategy: immutable. Expected one of: structural-sharing, copy-on-dispatch.
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```
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#### Auto-Create Entities
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@inglorious/store",
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"version": "
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"version": "12.0.0",
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"description": "A state manager for real-time, collaborative apps, inspired by game development patterns and compatible with Redux.",
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"author": "Matteo Antony Mistretta <antony.mistretta@gmail.com> (https://ingloriouscoderz.it)",
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"license": "MIT",
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@@ -75,11 +75,11 @@
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},
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"sideEffects": false,
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"dependencies": {
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-
"@inglorious/utils": "5.
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"@inglorious/utils": "5.1.0",
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"mutative": "^1.3.0"
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},
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"peerDependencies": {
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"@inglorious/utils": "5.
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"@inglorious/utils": "5.1.0"
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},
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"devDependencies": {
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"@inglorious/eslint-config": "1.1.4",
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@@ -2,18 +2,6 @@ import { deserialize, extend, serialize } from "@inglorious/utils/object.js"
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const DEFAULT_RECONNECTION_DELAY = 1000
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/**
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* Where the server is, when the caller has not said.
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*
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* Read when it is asked for rather than when this module is imported, so that importing it
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* does not require a browser -- which is what lets the store be imported anywhere.
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*
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* @returns {string} The server's WebSocket URL.
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*/
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function defaultServerUrl() {
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return `ws://${window.location.hostname}:3000`
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}
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-
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/**
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* Creates and returns the multiplayer middleware.
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* @returns {Function} The middleware function.
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@@ -102,3 +90,15 @@ export function multiplayerMiddleware(config = {}) {
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}
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}
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}
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/**
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* Where the server is, when the caller has not said.
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*
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* Read when it is asked for rather than when this module is imported, so that importing it
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* does not require a browser -- which is what lets the store be imported anywhere.
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*
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* @returns {string} The server's WebSocket URL.
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*/
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function defaultServerUrl() {
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return `ws://${window.location.hostname}:3000`
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}
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package/src/store.js
CHANGED
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import { clone } from "@inglorious/utils/data-structures/object.js"
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import { toCamelCase } from "@inglorious/utils/data-structures/string.js"
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import { create } from "mutative"
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@@ -10,10 +11,10 @@ import { augmentType, augmentTypes } from "./types.js"
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/** Copies only the entities that change, using a draft proxy. */
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const STRUCTURAL_SHARING = "structural-sharing"
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/** Deep-
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const
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/** Deep-copies each entity as it is handed out, and applies events to the copy, without a proxy. */
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const COPY_ON_DISPATCH = "copy-on-dispatch"
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const UPDATE_STRATEGIES = [STRUCTURAL_SHARING,
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const UPDATE_STRATEGIES = [STRUCTURAL_SHARING, COPY_ON_DISPATCH]
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/**
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* Creates a store to manage state and events.
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* that actually changed are copied. Unchanged entities keep their previous reference, which
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* makes change detection cheap for consumers that rely on reference equality. This is the
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* right choice for UI stores, where a small number of entities change at a time.
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* - `"
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* to the copy, without a proxy.
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*
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* entities change every frame, as in a game simulation.
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* - `"copy-on-dispatch"` - Deep-copies each entity the first time it is handed to a handler or read by
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* a system, and applies events directly to the copy, without a proxy. Entities nothing touches
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* are not copied, and there is no per-entity proxy overhead, so it scales better when
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* thousands of entities change every frame, as in a game simulation.
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*
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* Under both strategies the current state is kept intact while the queued events are applied to a
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* separate draft, and the two are swapped only once every event has been processed. Handlers and
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let nextState
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if (updateStrategy === STRUCTURAL_SHARING) {
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nextState = create(state, patch, {
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nextState = create(state, (draft) => patch(writeThrough(draft)), {
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enableAutoFreeze: state.game?.devMode,
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})
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} else {
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const draft =
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const draft = copyOnDispatch(state)
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patch(draft)
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nextState = draft
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nextState = draft.entities
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}
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state = nextState
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/**
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* Applies every queued event to the given draft.
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*
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* The draft
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*
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* modified, and only becomes the new state once
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* The draft wraps either the proxy returned by `create` (structural sharing) or a
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* copy of the entity map whose entities are copied as they are handed out (copy on
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* dispatch). The current state is not modified, and only becomes the new state once
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* this function returns.
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*
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* A change made by a handler is not visible to the next handler in the same pass:
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* `getState` still returns the state as it was before the pass began. This is on
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* left is asking about the past. Anything reacting to a change should be told the
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* change rather than go looking for it.
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*
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* @param {
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* @param {Draft} draft - The draft to apply the queued events to.
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* @returns {void}
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*/
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function patch(draft) {
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@@ -247,24 +249,26 @@ export function createStore({
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const halted = isHalted && handlerName === "update"
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for (const id of entityIds) {
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// Looked at before it is taken, because an entity the pause holds back is
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// not going to be written to, and taking it would copy it for nothing.
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const entity = draft.entities[id]
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const type = types[entity.type]
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if (halted && !entity.updatesWhilePaused) continue
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const handle = type[handlerName]
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handle?.(
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handle?.(draft.take(id), event.payload, api)
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}
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if (event.type.endsWith(":destroy")) {
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const [target] = event.type.split(":")
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const [, id] = target.split("#")
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const entity = draft[id]
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const entity = draft.entities[id]
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if (entity) {
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const type = types[entity.type]
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const typeName = entity.type
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delete draft[id]
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delete draft.entities[id]
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eventMap.removeEntity(id, type, typeName)
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}
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@@ -273,7 +277,7 @@ export function createStore({
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// Systems process events by handler name (not scoped)
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systems.forEach((system) => {
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const handle = system[handlerName]
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handle?.(draft, event.payload, api)
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handle?.(draft.forSystems, event.payload, api)
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})
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}
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}
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entitiesToCreate.forEach((id) => {
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const entity = newEntities[id]
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addEntity(state, { id, ...entity })
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addEntity(writeThrough(state), { id, ...entity })
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})
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entitiesToUpdate.forEach((id) => {
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)
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if (!hasEntity) {
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addEntity(state, { id: entityId, type: typeName })
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addEntity(writeThrough(state), { id: entityId, type: typeName })
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}
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}
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}
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@@ -462,13 +466,13 @@ export function createStore({
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/**
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* Adds an entity to the state and registers its event handlers.
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* @param {
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* @param {Draft} draft - The draft to put it in.
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* @param {Entity} payload - The entity to add, including its id.
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* @returns {void}
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*/
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function addEntity(draft, payload) {
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const { id, ...entity } = payload
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-
draft
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draft.put(id, augmentEntity(id, entity))
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const type = types[entity.type]
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eventMap.addEntity(id, type, entity.type)
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@@ -482,7 +486,7 @@ export function createStore({
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* as being half a sort, so naming a different one means taking the thing out of the old
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* one's list of entities before putting it in the new one.
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*
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* @param {
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* @param {Draft} draft - The draft it stands in.
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* @param {string} id - The thing being moved.
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* @param {string} previousType - The type it was under.
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* @param {string|undefined} type - The type it is under now, if it has named one.
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@@ -503,20 +507,22 @@ export function createStore({
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503
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* new configuration says otherwise. A field named as `undefined` is set to nothing,
|
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504
508
|
* which is what taking a key off a mapping means.
|
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*
|
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506
|
-
* @param {
|
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510
|
+
* @param {Draft} draft - The draft to change it in.
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511
|
* @param {Entity} payload - The thing and the fields to merge into it.
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|
* @returns {void}
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|
*/
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|
function patchEntity(draft, payload) {
|
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515
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const { id, ...config } = payload
|
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512
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-
|
|
516
|
+
// Taken rather than looked at, because the merge keeps whatever the configuration
|
|
517
|
+
// does not mention, and what it keeps must not be shared with the previous state.
|
|
518
|
+
const existing = draft.take(id)
|
|
513
519
|
|
|
514
520
|
// Configuring something that is not there is not a thing that can be done. The world
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|
// is built in one pass, so a scene naming a thing another scene is yet to put up is
|
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|
// ordinary rather than a mistake, and is not worth failing over.
|
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517
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|
if (!existing) return
|
|
518
524
|
|
|
519
|
-
draft
|
|
525
|
+
draft.put(id, augmentEntity(id, { ...existing, ...config }))
|
|
520
526
|
|
|
521
527
|
moveToType(draft, id, existing.type, config.type)
|
|
522
528
|
}
|
|
@@ -529,24 +535,25 @@ export function createStore({
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|
529
535
|
* nothing here as much as it is in a patch -- the difference between the two is what
|
|
530
536
|
* happens to the fields neither mentions.
|
|
531
537
|
*
|
|
532
|
-
* @param {
|
|
538
|
+
* @param {Draft} draft - The draft to change it in.
|
|
533
539
|
* @param {Entity} payload - The thing and the fields it is to be.
|
|
534
540
|
* @returns {void}
|
|
535
541
|
*/
|
|
536
542
|
function replaceEntity(draft, payload) {
|
|
537
543
|
const { id, ...config } = payload
|
|
538
|
-
const existing = draft[id]
|
|
544
|
+
const existing = draft.entities[id]
|
|
539
545
|
|
|
540
546
|
if (!existing) return
|
|
541
547
|
|
|
542
|
-
draft
|
|
548
|
+
draft.put(id, augmentEntity(id, config))
|
|
543
549
|
|
|
544
550
|
moveToType(draft, id, existing.type, config.type)
|
|
545
551
|
}
|
|
546
552
|
|
|
547
553
|
/**
|
|
548
554
|
* Queues the destruction of an entity. The entity is removed by the `#id:destroy` event.
|
|
549
|
-
* @param {Entities} draft -
|
|
555
|
+
* @param {Draft|Entities} draft - Where it stands. The removal itself is queued, so
|
|
556
|
+
* nothing is written to it here.
|
|
550
557
|
* @param {string} id - The id of the entity to remove.
|
|
551
558
|
* @returns {void}
|
|
552
559
|
*/
|
|
@@ -555,6 +562,83 @@ export function createStore({
|
|
|
555
562
|
}
|
|
556
563
|
}
|
|
557
564
|
|
|
565
|
+
/**
|
|
566
|
+
* A draft that writes straight into the entities it is given.
|
|
567
|
+
*
|
|
568
|
+
* This is the whole of structural sharing's draft, because Mutative's proxy already copies
|
|
569
|
+
* an entity the moment it is written to, and of the state being built by `setState`,
|
|
570
|
+
* which has no previous state to protect.
|
|
571
|
+
*
|
|
572
|
+
* @param {Entities} entities - The entities to write into.
|
|
573
|
+
* @returns {Draft} The draft.
|
|
574
|
+
*/
|
|
575
|
+
function writeThrough(entities) {
|
|
576
|
+
return {
|
|
577
|
+
entities,
|
|
578
|
+
forSystems: entities,
|
|
579
|
+
take: (id) => entities[id],
|
|
580
|
+
put(id, entity) {
|
|
581
|
+
entities[id] = entity
|
|
582
|
+
},
|
|
583
|
+
}
|
|
584
|
+
}
|
|
585
|
+
|
|
586
|
+
/**
|
|
587
|
+
* A draft that copies an entity the first time it is handed to anything that could
|
|
588
|
+
* write to it.
|
|
589
|
+
*
|
|
590
|
+
* This is what `copy-on-dispatch` is named after: an entity is copied when an event is
|
|
591
|
+
* dispatched to it, and the entities that nothing touches are never paid for. The map is
|
|
592
|
+
* copied straight away, which is cheap -- a reference for every entity -- and an entity
|
|
593
|
+
* is deep-copied only when it is taken: handed to one of its handlers, merged by a
|
|
594
|
+
* `patch`, or read by a system. A frame on which only the pointer moves copies the
|
|
595
|
+
* pointer, and a frame on which nothing at all happens copies nothing but the map.
|
|
596
|
+
*
|
|
597
|
+
* There is no proxy on the entities themselves, which is what still sets this apart
|
|
598
|
+
* from structural sharing: a handler is given a plain object, and pays nothing for
|
|
599
|
+
* writing to it however many times it does. The one proxy is over the map handed to
|
|
600
|
+
* systems, which have no single entity to be given and so have to be given all of them.
|
|
601
|
+
* Each entity a system reads through it is taken, which means a system that walks every
|
|
602
|
+
* entity copies every entity: one that only needs to know how things stood can ask
|
|
603
|
+
* `api.getEntities()` instead, and take only what it writes to.
|
|
604
|
+
*
|
|
605
|
+
* @param {Entities} state - The state to leave as it is.
|
|
606
|
+
* @returns {Draft} The draft.
|
|
607
|
+
*/
|
|
608
|
+
function copyOnDispatch(state) {
|
|
609
|
+
const entities = { ...state }
|
|
610
|
+
const taken = new Set()
|
|
611
|
+
|
|
612
|
+
function take(id) {
|
|
613
|
+
if (!taken.has(id) && Object.hasOwn(entities, id)) {
|
|
614
|
+
entities[id] = clone(entities[id])
|
|
615
|
+
taken.add(id)
|
|
616
|
+
}
|
|
617
|
+
|
|
618
|
+
return entities[id]
|
|
619
|
+
}
|
|
620
|
+
|
|
621
|
+
function put(id, entity) {
|
|
622
|
+
entities[id] = entity
|
|
623
|
+
taken.add(id)
|
|
624
|
+
}
|
|
625
|
+
|
|
626
|
+
const forSystems = new Proxy(entities, {
|
|
627
|
+
get(target, key, receiver) {
|
|
628
|
+
return typeof key === "string" && Object.hasOwn(target, key)
|
|
629
|
+
? take(key)
|
|
630
|
+
: Reflect.get(target, key, receiver)
|
|
631
|
+
},
|
|
632
|
+
|
|
633
|
+
set(target, key, value) {
|
|
634
|
+
put(key, value)
|
|
635
|
+
return true
|
|
636
|
+
},
|
|
637
|
+
})
|
|
638
|
+
|
|
639
|
+
return { entities, forSystems, take, put }
|
|
640
|
+
}
|
|
641
|
+
|
|
558
642
|
/**
|
|
559
643
|
* Validates the given update strategy.
|
|
560
644
|
* @param {UpdateStrategy} updateStrategy - The update strategy to validate.
|
|
@@ -572,12 +656,17 @@ function assertUpdateStrategy(updateStrategy) {
|
|
|
572
656
|
}
|
|
573
657
|
|
|
574
658
|
/**
|
|
575
|
-
* @typedef {"structural-sharing" | "
|
|
659
|
+
* @typedef {"structural-sharing" | "copy-on-dispatch"} UpdateStrategy - How the state is copied before events are applied.
|
|
576
660
|
* @typedef {Object} StoreConfig - Configuration options accepted by {@link createStore}.
|
|
577
661
|
* @typedef {Object.<string, any>} Type - An augmented entity type.
|
|
578
662
|
* @typedef {Object.<string, Type>} Types - A collection of augmented types.
|
|
579
663
|
* @typedef {Object.<string, any>} Entity - An object representing an entity.
|
|
580
664
|
* @typedef {Object.<string, Entity>} Entities - A collection of entities indexed by id.
|
|
665
|
+
* @typedef {Object} Draft - The entities an update writes to, and how it gets at them.
|
|
666
|
+
* @property {Entities} Draft.entities - The entities being built, read without copying.
|
|
667
|
+
* @property {Entities} Draft.forSystems - The entities as handed to systems.
|
|
668
|
+
* @property {(id: string) => Entity|undefined} Draft.take - The entity to write to.
|
|
669
|
+
* @property {(id: string, entity: Entity) => void} Draft.put - Sets an entity outright.
|
|
581
670
|
* @typedef {(listener: () => void) => () => void} Listener - Subscribes to state updates and returns an unsubscribe function.
|
|
582
671
|
* @typedef {Object} Store - The store returned by {@link createStore}.
|
|
583
672
|
*/
|
package/types/store.d.ts
CHANGED
|
@@ -154,17 +154,17 @@ export type UpdateMode = "auto" | "manual"
|
|
|
154
154
|
* - `"structural-sharing"` (default) applies events to a draft proxy, so only the entities that
|
|
155
155
|
* actually changed are copied. Unchanged entities keep their previous reference, which keeps
|
|
156
156
|
* reference-equality change detection cheap. Best for UI stores.
|
|
157
|
-
* - `"
|
|
158
|
-
*
|
|
159
|
-
* no per-entity proxy overhead, so it scales better when thousands of
|
|
160
|
-
* frame, as in a game simulation.
|
|
157
|
+
* - `"copy-on-dispatch"` deep-copies each entity the first time it is handed to a handler or read by a
|
|
158
|
+
* system, and applies events to the copy without a proxy. Entities nothing touches are not
|
|
159
|
+
* copied, and there is no per-entity proxy overhead, so it scales better when thousands of
|
|
160
|
+
* entities change every frame, as in a game simulation.
|
|
161
161
|
*
|
|
162
162
|
* Under both strategies the current state is left intact while the queued events are applied to
|
|
163
163
|
* a separate draft, and the two are swapped only once every event has been processed. This means
|
|
164
164
|
* that during an update `api.getEntity()` and `api.getEntities()` read the previous state rather
|
|
165
165
|
* than the in-flight changes.
|
|
166
166
|
*/
|
|
167
|
-
export type UpdateStrategy = "structural-sharing" | "
|
|
167
|
+
export type UpdateStrategy = "structural-sharing" | "copy-on-dispatch"
|
|
168
168
|
|
|
169
169
|
/**
|
|
170
170
|
* Store configuration
|