@manyducks.co/dolla 3.1.0 → 3.3.0
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/dist/core/index.d.ts +1 -1
- package/dist/core/signals.d.ts +56 -2
- package/dist/core-BRSu5hVw.js +1054 -0
- package/dist/core-BRSu5hVw.js.map +1 -0
- package/dist/index.js +2 -4
- package/dist/jsx-dev-runtime.js +1 -1
- package/dist/jsx-runtime.js +1 -1
- package/dist/router/types.d.ts +4 -3
- package/dist/router/utils.d.ts +1 -1
- package/dist/router.js +166 -168
- package/dist/router.js.map +1 -1
- package/dist/translate.js +33 -33
- package/package.json +1 -1
- package/dist/context-B5blupD2.js +0 -363
- package/dist/context-B5blupD2.js.map +0 -1
- package/dist/core-JHktdqjt.js +0 -242
- package/dist/core-JHktdqjt.js.map +0 -1
- package/dist/signals-CMJPGr_M.js +0 -354
- package/dist/signals-CMJPGr_M.js.map +0 -1
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{"version":3,"file":"signals-CMJPGr_M.js","names":[],"sources":["../src/utils.ts","../src/core/signals.ts"],"sourcesContent":["/*=============================*\\\n|| ID Generator ||\n\\*=============================*/\n\nlet lastId = 0;\nexport function uniqueId() {\n return (lastId++).toString(36);\n}\n\n/*=============================*\\\n|| Object Utils ||\n\\*=============================*/\n\n/**\n * Returns a new object without the specified keys.\n * If called without object, returns a function that takes an object\n * and returns a version with the original keys omitted.\n *\n * @param keys - An array of keys to omit.\n * @param object - An object to clone without the omitted keys.\n */\nexport function omit<O extends Record<any, any>>(keys: (keyof O)[], object: O): Record<any, any> {\n const newObject: Record<any, any> = {};\n\n for (const key in object) {\n if (!keys.includes(key)) {\n newObject[key] = object[key];\n }\n }\n\n return newObject;\n}\n\n/*=============================*\\\n|| Type Checking ||\n\\*=============================*/\n\n/**\n * Throws a TypeError unless `condition` is truthy.\n *\n * @param value - Value whose truthiness is in question.\n * @param errorMessage - Optional message for the thrown TypeError.\n */\nexport function assert<T = any>(value: T, errorMessage: string): asserts value is NonNullable<T> {\n if (!value) throw new TypeError(errorMessage);\n}\n\n/**\n * Returns true if `value` is an array.\n */\nexport function isArray(value: unknown): value is Array<unknown> {\n return Array.isArray(value);\n}\n\n/**\n * Returns true when `value` is an array and `check` returns true for every item.\n *\n * @param check - Function to check items against.\n * @param value - A possible array.\n */\nexport function isArrayOf<T>(check: (item: unknown) => boolean, value: unknown): value is T[];\nexport function isArrayOf<T>(check: (item: unknown) => boolean): (value: unknown) => value is T[];\n\nexport function isArrayOf<T>(check: (item: unknown) => boolean, value?: unknown) {\n if (value) {\n return isArray(value) && value.every((item) => check(item));\n } else {\n return (value: unknown) => isArrayOf<T>(check, value);\n }\n}\n\n/**\n * Returns true if `value` is a string.\n */\nexport function isString(value: unknown): value is string {\n return typeof value === \"string\";\n}\n\n/**\n * Returns true if `value` is a function (but not a class).\n */\nexport function isFunction<T = (...args: unknown[]) => unknown>(value: unknown): value is T {\n return typeof value === \"function\" && !isClass(value);\n}\n\nexport function isClass(value: unknown) {\n return /^\\s*class\\s+/.test(String(value));\n}\n\n/**\n * Returns true if `value` is a number.\n */\nexport function isNumber(value: unknown): value is number {\n return typeof value === \"number\" && !isNaN(value);\n}\n\n/**\n * Returns `true` if `value` is an instance of `constructor`.\n *\n * @param constructor - The constructor `value` must be an instance of.\n * @param value - A value that may be an instance of `constructor`.\n */\nexport function isInstanceOf<T extends Function>(constructor: T, value: unknown): value is T;\nexport function isInstanceOf<T extends Function>(constructor: T): (value: unknown) => value is T;\n\nexport function isInstanceOf<T extends Function>(constructor: T, value?: unknown) {\n if (value) {\n return value instanceof constructor;\n } else {\n return (value: unknown) => isInstanceOf(constructor, value);\n }\n}\n\n/**\n * Returns true if `value` is a JavaScript Promise.\n */\nexport function isPromise<T = unknown>(value: unknown): value is Promise<T> {\n return value instanceof Promise;\n}\n\n/**\n * Returns true if `value` is a plain JavaScript object.\n */\nexport function isObject<T = Record<string | number | symbol, unknown>>(value: unknown): value is T {\n return value != null && typeof value === \"object\" && !isArray(value);\n}\n","import { isFunction } from \"../utils.js\";\n\ninterface ReactiveNode {\n _deps?: Link;\n _depsTail?: Link;\n _subs?: Link;\n _subsTail?: Link;\n _flags: ReactiveFlags;\n}\n\ninterface EffectNode extends ReactiveNode {\n _fn(): void | (() => void);\n _cleanup?: () => void;\n}\n\ninterface ComputedNode<T = any> extends ReactiveNode {\n _value: T | undefined;\n _getter: (previousValue?: T) => T;\n}\n\ninterface ValueNode<T = any> extends ReactiveNode {\n _currentValue: T;\n _pendingValue: T;\n}\n\ninterface Link {\n _version: number;\n _dep: ReactiveNode;\n _sub: ReactiveNode;\n _prevSub: Link | undefined;\n _nextSub: Link | undefined;\n _prevDep: Link | undefined;\n _nextDep: Link | undefined;\n}\n\ninterface Stack<T> {\n _value: T;\n _prev: Stack<T> | undefined;\n}\n\n/*==================================*\\\n|| Signal Internals ||\n\\*==================================*/\n\nconst enum ReactiveFlags {\n None = 0,\n Mutable = 1,\n Watching = 2,\n RecursedCheck = 4,\n Recursed = 8,\n Dirty = 16,\n Pending = 32,\n}\n\nlet cycle = 0;\nlet batchDepth = 0;\nlet notifyIndex = 0;\nlet queuedLength = 0;\nlet activeSub: ReactiveNode | undefined;\n\nconst queued: (EffectNode | undefined)[] = [];\n\nfunction link(dep: ReactiveNode, sub: ReactiveNode, version: number): void {\n const prevDep = sub._depsTail;\n if (prevDep !== undefined && prevDep._dep === dep) {\n return;\n }\n const nextDep = prevDep !== undefined ? prevDep._nextDep : sub._deps;\n if (nextDep !== undefined && nextDep._dep === dep) {\n nextDep._version = version;\n sub._depsTail = nextDep;\n return;\n }\n const prevSub = dep._subsTail;\n if (prevSub !== undefined && prevSub._version === version && prevSub._sub === sub) {\n return;\n }\n const newLink =\n (sub._depsTail =\n dep._subsTail =\n {\n _version: version,\n _dep: dep,\n _sub: sub,\n _prevDep: prevDep,\n _nextDep: nextDep,\n _prevSub: prevSub,\n _nextSub: undefined,\n });\n if (nextDep !== undefined) {\n nextDep._prevDep = newLink;\n }\n if (prevDep !== undefined) {\n prevDep._nextDep = newLink;\n } else {\n sub._deps = newLink;\n }\n if (prevSub !== undefined) {\n prevSub._nextSub = newLink;\n } else {\n dep._subs = newLink;\n }\n}\n\nfunction unwatched(node: ReactiveNode): void {\n if (!(node._flags & ReactiveFlags.Mutable)) {\n effectCleanup.call(node);\n } else if (node._depsTail !== undefined) {\n node._depsTail = undefined;\n node._flags = ReactiveFlags.Mutable | ReactiveFlags.Dirty;\n purgeDeps(node);\n }\n}\n\nfunction unlink(link: Link, sub = link._sub): Link | undefined {\n const dep = link._dep;\n const prevDep = link._prevDep;\n const nextDep = link._nextDep;\n const nextSub = link._nextSub;\n const prevSub = link._prevSub;\n if (nextDep !== undefined) {\n nextDep._prevDep = prevDep;\n } else {\n sub._depsTail = prevDep;\n }\n if (prevDep !== undefined) {\n prevDep._nextDep = nextDep;\n } else {\n sub._deps = nextDep;\n }\n if (nextSub !== undefined) {\n nextSub._prevSub = prevSub;\n } else {\n dep._subsTail = prevSub;\n }\n if (prevSub !== undefined) {\n prevSub._nextSub = nextSub;\n } else if ((dep._subs = nextSub) === undefined) {\n unwatched(dep);\n }\n return nextDep;\n}\n\nfunction notify(effect: EffectNode): void {\n let insertIndex = queuedLength;\n let firstInsertedIndex = insertIndex;\n\n do {\n queued[insertIndex++] = effect;\n effect._flags &= ~ReactiveFlags.Watching;\n effect = effect._subs?._sub as EffectNode;\n if (effect === undefined || !(effect._flags & ReactiveFlags.Watching)) {\n break;\n }\n } while (true);\n\n queuedLength = insertIndex;\n\n while (firstInsertedIndex < --insertIndex) {\n const left = queued[firstInsertedIndex];\n queued[firstInsertedIndex++] = queued[insertIndex];\n queued[insertIndex] = left;\n }\n}\n\nfunction update(node: ReactiveNode): boolean {\n if (node._depsTail !== undefined) {\n return updateComputed(node as ComputedNode);\n } else {\n return updateValue(node as ValueNode);\n }\n}\n\nfunction propagate(link: Link): void {\n let next = link._nextSub;\n let stack: Stack<Link | undefined> | undefined;\n\n top: do {\n const sub = link._sub;\n let flags = sub._flags;\n\n if (\n !(flags & (ReactiveFlags.RecursedCheck | ReactiveFlags.Recursed | ReactiveFlags.Dirty | ReactiveFlags.Pending))\n ) {\n sub._flags = flags | ReactiveFlags.Pending;\n } else if (!(flags & (ReactiveFlags.RecursedCheck | ReactiveFlags.Recursed))) {\n flags = ReactiveFlags.None;\n } else if (!(flags & ReactiveFlags.RecursedCheck)) {\n sub._flags = (flags & ~ReactiveFlags.Recursed) | ReactiveFlags.Pending;\n } else if (!(flags & (ReactiveFlags.Dirty | ReactiveFlags.Pending)) && isValidLink(link, sub)) {\n sub._flags = flags | (ReactiveFlags.Recursed | ReactiveFlags.Pending);\n flags &= ReactiveFlags.Mutable;\n } else {\n flags = ReactiveFlags.None;\n }\n\n if (flags & ReactiveFlags.Watching) {\n notify(sub as EffectNode);\n }\n\n if (flags & ReactiveFlags.Mutable) {\n const subSubs = sub._subs;\n if (subSubs !== undefined) {\n const nextSub = (link = subSubs)._nextSub;\n if (nextSub !== undefined) {\n stack = { _value: next, _prev: stack };\n next = nextSub;\n }\n continue;\n }\n }\n\n if ((link = next!) !== undefined) {\n next = link._nextSub;\n continue;\n }\n\n while (stack !== undefined) {\n link = stack._value!;\n stack = stack._prev;\n if (link !== undefined) {\n next = link._nextSub;\n continue top;\n }\n }\n\n break;\n } while (true);\n}\n\nfunction checkDirty(link: Link, sub: ReactiveNode): boolean {\n let stack: Stack<Link> | undefined;\n let checkDepth = 0;\n let dirty = false;\n\n top: do {\n const dep = link._dep;\n const flags = dep._flags;\n\n if (sub._flags & ReactiveFlags.Dirty) {\n dirty = true;\n } else if (\n (flags & (ReactiveFlags.Mutable | ReactiveFlags.Dirty)) ===\n (ReactiveFlags.Mutable | ReactiveFlags.Dirty)\n ) {\n if (update(dep)) {\n const subs = dep._subs!;\n if (subs._nextSub !== undefined) {\n shallowPropagate(subs);\n }\n dirty = true;\n }\n } else if (\n (flags & (ReactiveFlags.Mutable | ReactiveFlags.Pending)) ===\n (ReactiveFlags.Mutable | ReactiveFlags.Pending)\n ) {\n if (link._nextSub !== undefined || link._prevSub !== undefined) {\n stack = { _value: link, _prev: stack };\n }\n link = dep._deps!;\n sub = dep;\n ++checkDepth;\n continue;\n }\n\n if (!dirty) {\n const nextDep = link._nextDep;\n if (nextDep !== undefined) {\n link = nextDep;\n continue;\n }\n }\n\n while (checkDepth--) {\n const firstSub = sub._subs!;\n const hasMultipleSubs = firstSub._nextSub !== undefined;\n if (hasMultipleSubs) {\n link = stack!._value;\n stack = stack!._prev;\n } else {\n link = firstSub;\n }\n if (dirty) {\n if (update(sub)) {\n if (hasMultipleSubs) {\n shallowPropagate(firstSub);\n }\n sub = link._sub;\n continue;\n }\n dirty = false;\n } else {\n sub._flags &= ~ReactiveFlags.Pending;\n }\n sub = link._sub;\n const nextDep = link._nextDep;\n if (nextDep !== undefined) {\n link = nextDep;\n continue top;\n }\n }\n\n return dirty;\n } while (true);\n}\n\nfunction shallowPropagate(link: Link): void {\n do {\n const sub = link._sub;\n const flags = sub._flags;\n if ((flags & (ReactiveFlags.Pending | ReactiveFlags.Dirty)) === ReactiveFlags.Pending) {\n sub._flags = flags | ReactiveFlags.Dirty;\n if ((flags & (ReactiveFlags.Watching | ReactiveFlags.RecursedCheck)) === ReactiveFlags.Watching) {\n notify(sub as EffectNode);\n }\n }\n } while ((link = link._nextSub!) !== undefined);\n}\n\nfunction isValidLink(checkLink: Link, sub: ReactiveNode): boolean {\n let link = sub._depsTail;\n while (link !== undefined) {\n if (link === checkLink) {\n return true;\n }\n link = link._prevDep;\n }\n return false;\n}\n\nfunction setActiveSub(sub?: ReactiveNode) {\n const prevSub = activeSub;\n activeSub = sub;\n return prevSub;\n}\n\nfunction updateComputed(c: ComputedNode): boolean {\n ++cycle;\n c._depsTail = undefined;\n c._flags = ReactiveFlags.Mutable | ReactiveFlags.RecursedCheck;\n const prevSub = setActiveSub(c);\n try {\n const oldValue = c._value;\n return oldValue !== (c._value = c._getter(oldValue));\n } finally {\n activeSub = prevSub;\n c._flags &= ~ReactiveFlags.RecursedCheck;\n purgeDeps(c);\n }\n}\n\nfunction updateValue(v: ValueNode): boolean {\n v._flags = ReactiveFlags.Mutable;\n return v._currentValue !== (v._currentValue = v._pendingValue);\n}\n\nfunction run(e: EffectNode): void {\n const flags = e._flags;\n if (flags & ReactiveFlags.Dirty || (flags & ReactiveFlags.Pending && checkDirty(e._deps!, e))) {\n ++cycle;\n e._depsTail = undefined;\n e._flags = ReactiveFlags.Watching | ReactiveFlags.RecursedCheck;\n const prevSub = setActiveSub(e);\n try {\n e._cleanup?.();\n e._cleanup = undefined;\n const result = e._fn();\n if (isFunction(result)) e._cleanup = result;\n } finally {\n activeSub = prevSub;\n e._flags &= ~ReactiveFlags.RecursedCheck;\n purgeDeps(e);\n }\n } else {\n e._flags = ReactiveFlags.Watching;\n }\n}\n\nfunction flush(): void {\n try {\n while (notifyIndex < queuedLength) {\n const effect = queued[notifyIndex]!;\n queued[notifyIndex++] = undefined;\n run(effect);\n }\n } finally {\n while (notifyIndex < queuedLength) {\n const effect = queued[notifyIndex]!;\n queued[notifyIndex++] = undefined;\n effect._flags |= ReactiveFlags.Watching | ReactiveFlags.Recursed;\n }\n notifyIndex = 0;\n queuedLength = 0;\n }\n}\n\nfunction purgeDeps(sub: ReactiveNode) {\n const depsTail = sub._depsTail;\n let dep = depsTail !== undefined ? depsTail._nextDep : sub._deps;\n while (dep !== undefined) {\n dep = unlink(dep, sub);\n }\n}\n\n/*==================================*\\\n|| API Implementation ||\n\\*==================================*/\n\nfunction resolveValue<T>(next: SetterAction<T>, current: T): T {\n if (isFunction(next)) return peek(() => next(current)) as T;\n return next as T;\n}\n\nfunction computedGetter(this: ComputedNode) {\n const flags = this._flags;\n if (\n flags & ReactiveFlags.Dirty ||\n (flags & ReactiveFlags.Pending &&\n (checkDirty(this._deps!, this) || ((this._flags = flags & ~ReactiveFlags.Pending), false)))\n ) {\n if (updateComputed(this)) {\n const subs = this._subs;\n if (subs !== undefined) {\n shallowPropagate(subs);\n }\n }\n } else if (!flags) {\n this._flags = ReactiveFlags.Mutable | ReactiveFlags.RecursedCheck;\n const prevSub = setActiveSub(this);\n try {\n this._value = unwrap(this._getter());\n } finally {\n activeSub = prevSub;\n this._flags &= ~ReactiveFlags.RecursedCheck;\n }\n }\n const sub = activeSub;\n if (sub !== undefined) {\n link(this, sub, cycle);\n }\n return this._value!;\n}\n\nfunction computedSetter(this: ComputedNode, next: SetterAction<any>) {\n const value = resolveValue(next, this._value);\n if (this._value !== value) {\n this._value = value;\n\n // Clear Dirty and Pending so _computedGetter skips updateComputed\n this._flags &= ~(ReactiveFlags.Dirty | ReactiveFlags.Pending);\n\n // Manually push the Dirty flag to all subscribers\n let link = this._subs;\n while (link !== undefined) {\n const sub = link._sub;\n const subFlags = sub._flags;\n\n // Only modify and notify if it isn't already queued for an update\n if ((subFlags & (ReactiveFlags.Dirty | ReactiveFlags.Pending)) === 0) {\n // Force the node to be Dirty so it bypasses checkDirty() upon flush\n sub._flags = subFlags | ReactiveFlags.Dirty;\n notify(sub as EffectNode);\n }\n\n link = link._nextSub;\n }\n\n // Trigger queued effects\n if (!batchDepth) {\n flush();\n }\n }\n return value;\n}\n\nfunction computedAccessor<T>(this: ComputedNode<T>, ...next: [SetterAction<T>]): T {\n if (next.length) {\n return computedSetter.call(this, next[0]) as T;\n } else {\n return computedGetter.call(this) as T;\n }\n}\n\nfunction valueGetter<T>(this: ValueNode<T>): T {\n if (this._flags & ReactiveFlags.Dirty) {\n if (updateValue(this)) {\n const subs = this._subs;\n if (subs !== undefined) {\n shallowPropagate(subs);\n }\n }\n }\n let sub = activeSub;\n while (sub !== undefined) {\n if (sub._flags & (ReactiveFlags.Mutable | ReactiveFlags.Watching)) {\n link(this, sub, cycle);\n break;\n }\n sub = sub._subs?._sub;\n }\n return this._currentValue;\n}\n\nfunction valueSetter<T>(this: ValueNode<T>, next: SetterAction<T>): void {\n const value = resolveValue(next, this._pendingValue);\n if (this._pendingValue !== (this._pendingValue = value)) {\n this._flags = ReactiveFlags.Mutable | ReactiveFlags.Dirty;\n const subs = this._subs;\n if (subs !== undefined) {\n propagate(subs);\n if (!batchDepth) {\n flush();\n }\n }\n }\n}\n\nfunction valueAccessor<T>(this: ValueNode<T>, ...args: [SetterAction<T>]): T | void {\n if (args.length) {\n return valueSetter.call(this, args[0]);\n } else {\n return valueGetter.call(this) as T;\n }\n}\n\nfunction effectCleanup(this: ReactiveNode): void {\n this._depsTail = undefined;\n this._flags = ReactiveFlags.None;\n purgeDeps(this);\n const sub = this._subs;\n if (sub !== undefined) {\n unlink(sub);\n }\n (this as EffectNode)._cleanup?.();\n (this as EffectNode)._cleanup = undefined;\n}\n\n/*==================================*\\\n|| Public API ||\n\\*==================================*/\n\n/**\n * Returns the currently held value. Registers the state as a dependency when called within a tracking context.\n */\nexport type Getter<T> = () => T;\n\n/**\n * A value that may be a static value or a getter function.\n * Can be converted to a plain value with `unwrap`.\n */\nexport type MaybeGetter<T> = T | Getter<T>;\n\n/**\n * Updates the value of an atom. Takes a new plain value, or an update function to compute one.\n */\nexport type Setter<T> = (next: SetterAction<T>) => T;\nexport type SetterAction<T> = T | ((prev: T) => T);\n\n/**\n * A getter and setter pair, as returned from `createAtom`.\n */\nexport type AtomAccessors<T> = [Getter<T>, Setter<T>];\n\n/**\n * Creates a new atom with a default `undefined` value.\n * Returns a `[getter, setter]` function tuple.\n *\n * @example\n * const [getValue, setValue] = createAtom();\n */\nexport function createAtom<T>(): AtomAccessors<T | undefined>;\n\n/**\n * Creates a new atom with a value computed from an existing getter.\n * This is usually used to create a 'settable' getter, in which you can store\n * a temporary value until it gets overwritten by a _real_ update.\n *\n * @example\n * const [getValue, setValue] = createAtom(\"\");\n * const [getInputValue, setInputValue] = createAtom(getValue);\n *\n * setInputValue(\"temporary\");\n * getValue(\"\");\n * getInputValue(); // \"temporary\"\n *\n * setValue(\"overwritten\");\n * getValue(\"overwritten\");\n * getInputValue(); // \"overwritten\"\n */\nexport function createAtom<T>(compute: Getter<T>): AtomAccessors<T>;\n\n/**\n * Creates a new atom with an initial value.\n * Returns a `[getter, setter]` function tuple.\n *\n * @example\n * const [getCount, setCount] = createAtom(5);\n */\nexport function createAtom<T>(initialValue: T): AtomAccessors<T>;\n\nexport function createAtom<T>(value?: T) {\n if (isFunction<Getter<T>>(value)) {\n const node: ComputedNode<T> = {\n _value: undefined,\n _subs: undefined,\n _subsTail: undefined,\n _deps: undefined,\n _depsTail: undefined,\n _flags: ReactiveFlags.None,\n _getter: value as (previousValue?: T | undefined) => T,\n };\n return [computedGetter.bind(node), computedSetter.bind(node)];\n } else {\n const node: ValueNode<T> = {\n _currentValue: value as T,\n _pendingValue: value as T,\n _subs: undefined,\n _subsTail: undefined,\n _flags: ReactiveFlags.Mutable,\n };\n return [valueGetter.bind(node), valueSetter.bind(node)];\n }\n}\n\nexport function compose<T>(getter: (previousValue?: T) => Getter<T> | T): Getter<T> {\n return computedGetter.bind({\n _value: undefined,\n _subs: undefined,\n _subsTail: undefined,\n _deps: undefined,\n _depsTail: undefined,\n _flags: ReactiveFlags.None,\n _getter: getter as (previousValue?: unknown) => unknown,\n }) as () => T;\n}\n\nexport function createEffect(fn: () => void): () => void {\n const e: EffectNode = {\n _fn: fn,\n _cleanup: undefined,\n _subs: undefined,\n _subsTail: undefined,\n _deps: undefined,\n _depsTail: undefined,\n _flags: ReactiveFlags.Watching | ReactiveFlags.RecursedCheck,\n };\n const prevSub = setActiveSub(e);\n if (prevSub !== undefined) {\n link(e, prevSub, 0);\n }\n try {\n const result = e._fn();\n if (isFunction(result)) e._cleanup = result;\n } finally {\n activeSub = prevSub;\n e._flags &= ~ReactiveFlags.RecursedCheck;\n }\n return effectCleanup.bind(e);\n}\n\n/**\n * Unwraps a `MaybeGetter<T>` into a plain `T`.\n * Tracks the value if it is a getter.\n * Use the non-tracking `peek` if you're being stealthy.\n */\nexport function unwrap<T>(value: T | Getter<T>): T {\n if (isFunction<Getter<T>>(value)) {\n return value();\n } else {\n return value;\n }\n}\n\n/**\n * Unwraps a `MaybeGetter<T>` into a plain `T`. Will _not_ track if the value is a getter.\n */\nexport function peek<T>(value: T | Getter<T>): T {\n const prevSub = setActiveSub(undefined);\n try {\n return unwrap(value);\n } finally {\n setActiveSub(prevSub);\n }\n}\n\n/**\n * Groups several signal changes into a single transaction.\n * Suspends effects until `callback` finishes, then runs all updates at once.\n */\nexport function batch(callback: () => void): void {\n ++batchDepth;\n try {\n callback();\n } finally {\n if (!--batchDepth) {\n flush();\n }\n }\n}\n\nexport function subscribe<T>(target: Getter<T>, fn: (value: T) => any): () => void {\n return createEffect(() => {\n const value = target();\n peek(() => fn(value));\n 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