mani-game-engine 1.0.0-pre.1 → 1.0.0-pre.100

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.
Files changed (45) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +69 -0
  3. package/lib/clock.d.ts +64 -0
  4. package/lib/clock.js +147 -0
  5. package/lib/clock.js.map +1 -0
  6. package/lib/ecsInjector.d.ts +46 -0
  7. package/lib/ecsInjector.js +224 -0
  8. package/lib/ecsInjector.js.map +1 -0
  9. package/lib/entity.d.ts +44 -0
  10. package/lib/entity.js +212 -0
  11. package/lib/entity.js.map +1 -0
  12. package/lib/gameEngine.d.ts +101 -0
  13. package/lib/gameEngine.js +505 -0
  14. package/lib/gameEngine.js.map +1 -0
  15. package/lib/index.d.ts +12 -0
  16. package/lib/index.js +36 -0
  17. package/lib/index.js.map +1 -0
  18. package/lib/injector.d.ts +125 -0
  19. package/lib/injector.js +305 -0
  20. package/lib/injector.js.map +1 -0
  21. package/lib/scope/scopeContext.d.ts +76 -0
  22. package/lib/scope/scopeContext.js +306 -0
  23. package/lib/scope/scopeContext.js.map +1 -0
  24. package/lib/systemContext.d.ts +18 -0
  25. package/lib/systemContext.js +54 -0
  26. package/lib/systemContext.js.map +1 -0
  27. package/lib/types.d.ts +80 -0
  28. package/lib/types.js +20 -0
  29. package/lib/types.js.map +1 -0
  30. package/lib/utils/map2k.d.ts +6 -0
  31. package/lib/utils/map2k.js +44 -0
  32. package/lib/utils/map2k.js.map +1 -0
  33. package/package.json +32 -6
  34. package/src/clock.ts +205 -0
  35. package/src/ecsInjector.ts +282 -0
  36. package/src/entity.ts +257 -0
  37. package/src/gameEngine.ts +621 -0
  38. package/src/index.ts +32 -0
  39. package/src/injector.ts +410 -0
  40. package/src/scope/scopeContext.ts +392 -0
  41. package/src/systemContext.ts +58 -0
  42. package/src/types.ts +95 -0
  43. package/src/utils/map2k.ts +52 -0
  44. package/clockService.d.ts +0 -12
  45. package/clockService.js +0 -30
package/src/clock.ts ADDED
@@ -0,0 +1,205 @@
1
+ import {Signal} from 'mani-signal';
2
+ import {OnEarlyUpdateParams, OnFixedUpdateParams, OnUpdateParams} from './types';
3
+
4
+ const MIN_TIME_SCALE = 0.00001;
5
+
6
+ // type OnUpdateParams = { time: number, deltaTime: number, alpha: number; };
7
+
8
+ const defaultOptions = {
9
+ autoStart: true,
10
+ fixedDeltaTime: 1 / 60,
11
+ maxFrameTime: 0.25,
12
+ timeScale: 1,
13
+ };
14
+
15
+ export type Timeout = {
16
+ recall?: number;
17
+ callback: Function;
18
+ callTime: number;
19
+ };
20
+ export type GameClockOptions = Partial<typeof defaultOptions>;
21
+
22
+ export interface Clock {
23
+ readonly gameTime: number;
24
+ onPrepare: Signal<unknown>;
25
+ onEarlyUpdate: Signal<OnEarlyUpdateParams>;
26
+ onUpdate: Signal<OnUpdateParams>;
27
+ onFixedUpdate: Signal<OnFixedUpdateParams>;
28
+ timeScale: number;
29
+ start(): this;
30
+ stop(): this;
31
+ dispose(): void;
32
+ processFrame(time: number): void;
33
+ readonly fixedDeltaTime: number;
34
+ setTimeout(callback: Function, delay: number): number;
35
+ setInterval(callback: Function, delay: number): number;
36
+ clearTimeout(timeoutId: number): boolean;
37
+ fixedTween(duration: number, from: number, to: number, onUpdate: (t: number) => void): Promise<void>;
38
+ tween(duration: number, from: number, to: number, onUpdate: (t: number) => void): Promise<void>;
39
+ }
40
+
41
+ export class GameClock implements Clock {
42
+ get gameTime(): number {
43
+ return this._gameTime;
44
+ }
45
+ get animationTime(): number {
46
+ return this._animationTime;
47
+ }
48
+ private _animationTime = 0;
49
+ private nextTimeoutId = 0;
50
+ private timeouts = new Map<number, Timeout>();
51
+ private isRunning = false;
52
+ private currentTime = 0;
53
+ private accumulator = 0;
54
+ private _gameTime = 0;
55
+
56
+ private readonly _fixedDeltaTime: number;
57
+
58
+
59
+
60
+ processFrame(time: number): void {
61
+ if (!this.isRunning) {
62
+ return;
63
+ }
64
+
65
+ const newTime = time * 0.001;
66
+ // Clamp raw delta before applying timeScale for more predictable behavior
67
+ const rawDelta = newTime - this.currentTime;
68
+ let clampedDelta = rawDelta;
69
+ if (clampedDelta > this.maxFrameTime) {
70
+ clampedDelta = this.maxFrameTime;
71
+ }
72
+ const frameTime = clampedDelta * this.timeScale;
73
+
74
+ this.currentTime = newTime;
75
+ this.accumulator += frameTime;
76
+
77
+ while (this.accumulator >= this._fixedDeltaTime) {
78
+ // Use fixedDeltaTime inside the fixed-step loop for consistency
79
+ this.onEarlyUpdate.dispatch({time: this._gameTime, deltaTime: this._fixedDeltaTime});
80
+ this.onPrepare.dispatch();
81
+ for (const [id, timeOut] of this.timeouts) {
82
+ if (this._gameTime >= timeOut.callTime) {
83
+ timeOut.callback();
84
+ if (timeOut.recall) {
85
+ timeOut.callTime += timeOut.recall;
86
+ } else {
87
+ this.timeouts.delete(id);
88
+ }
89
+ }
90
+ }
91
+ this.onFixedUpdate.dispatch({time: this._gameTime, deltaTime: this._fixedDeltaTime});
92
+ this.accumulator -= this._fixedDeltaTime;
93
+ this._gameTime += this._fixedDeltaTime;
94
+ }
95
+ const alpha = this.accumulator / this._fixedDeltaTime;
96
+ this._animationTime = this._gameTime + alpha * this._fixedDeltaTime;
97
+ this.onUpdate.dispatch({time: this._animationTime, deltaTime: frameTime, alpha: alpha});
98
+ }
99
+
100
+ private readonly maxFrameTime: number;
101
+
102
+ readonly onPrepare = new Signal();
103
+ readonly onEarlyUpdate = new Signal<OnEarlyUpdateParams>();
104
+ readonly onUpdate = new Signal<OnUpdateParams>();
105
+ readonly onFixedUpdate = new Signal<OnFixedUpdateParams>();
106
+
107
+ constructor(options?: GameClockOptions) {
108
+ const opts = {...defaultOptions, ...options} as Required<GameClockOptions>;
109
+ this._fixedDeltaTime = opts.fixedDeltaTime;
110
+ this.maxFrameTime = opts.maxFrameTime;
111
+ this.timeScale = opts.timeScale;
112
+
113
+ opts.autoStart && this.start();
114
+ }
115
+
116
+ dispose(): void {
117
+ // Stop scheduling frames and clear callbacks to avoid leaks
118
+ this.stop();
119
+ this.timeouts.clear();
120
+ this.onPrepare.detachAll();
121
+ this.onEarlyUpdate.detachAll();
122
+ this.onUpdate.detachAll();
123
+ this.onFixedUpdate.detachAll();
124
+ }
125
+
126
+ get fixedDeltaTime(): number { return this._fixedDeltaTime; }
127
+
128
+ private _timeScale = 1;
129
+
130
+ get timeScale(): number {
131
+ return this._timeScale;
132
+ }
133
+
134
+ set timeScale(value: number) {
135
+ // Allow 0 (pause). For positive values, clamp to MIN_TIME_SCALE.
136
+ this._timeScale = value === 0 ? 0 : Math.max(value, MIN_TIME_SCALE);
137
+ }
138
+
139
+ start(): this {
140
+ if (this.isRunning) {
141
+ return this;
142
+ }
143
+ // Initialize timing state on start to ensure stable first frame
144
+ this.isRunning = true;
145
+ this.currentTime = performance.now() * 0.001;
146
+ this.accumulator = 0;
147
+ return this;
148
+ }
149
+
150
+ stop(): this {
151
+ if (!this.isRunning) {
152
+ return this;
153
+ }
154
+ this.isRunning = false;
155
+ return this;
156
+ }
157
+
158
+ setTimeout(callback: Function, delay: number) {
159
+ const timeOut: Timeout = {callback, callTime: this._gameTime + delay};
160
+ this.nextTimeoutId++;
161
+ this.timeouts.set(this.nextTimeoutId, timeOut);
162
+ return this.nextTimeoutId;
163
+ }
164
+
165
+ setInterval(callback: Function, delay: number) {
166
+ const timeOut: Timeout = {callback, callTime: this._gameTime + delay, recall: delay};
167
+ this.nextTimeoutId++;
168
+ this.timeouts.set(this.nextTimeoutId, timeOut);
169
+ return this.nextTimeoutId;
170
+ }
171
+
172
+ async fixedTween(duration: number, from: number, to: number, onUpdate: (t: number) => void) {
173
+ return new Promise<void>((resolve) => {
174
+ const startTime = this.gameTime;
175
+
176
+ const binding = this.onFixedUpdate.add(({time}) => {
177
+ const t = Math.min(1, (this.gameTime - startTime) / duration);
178
+ onUpdate(from + (to - from) * t);
179
+ if (t >= 1) {
180
+ binding.detach();
181
+ resolve();
182
+ }
183
+ });
184
+ });
185
+ }
186
+
187
+ async tween(duration: number, from: number, to: number, onUpdate: (t: number) => void) {
188
+ return new Promise<void>((resolve) => {
189
+ const startTime = this._animationTime;
190
+
191
+ const binding = this.onUpdate.add(({time}) => {
192
+ const t = Math.min(1, (this._animationTime - startTime) / duration);
193
+ onUpdate(from + (to - from) * t);
194
+ if (t >= 1) {
195
+ binding.detach();
196
+ resolve();
197
+ }
198
+ });
199
+ });
200
+ }
201
+
202
+ clearTimeout(timeoutId: number) {
203
+ return this.timeouts.delete(timeoutId);
204
+ }
205
+ }
@@ -0,0 +1,282 @@
1
+ // TODO: what if systems for entity without components are created?
2
+ import {Signal} from 'mani-signal';
3
+ import {Class, createDependencyAnnotation, Dependency, ID, Injector, putIfAbsent, ResolverContext, ResolverFunction} from './injector';
4
+ import {entitySignalHandlers, SystemContext} from './systemContext';
5
+ import {Entity} from './entity';
6
+
7
+ type ComponentClass = Class;
8
+ type EntityClass = Class;
9
+
10
+ type SystemResolvers<T extends Class> = [T, ResolverFunction[]]
11
+ type ComponentDependency = Dependency & { kind: 'component'; index: number; type: Class; };
12
+ type DynamicComponentDependency = Dependency & { kind: 'dynamic'; index: number; type: Class; };
13
+ type EntityDependency = Dependency & { kind: 'entity'; index: number; };
14
+ type ContextDependency = Dependency & { kind: 'context'; index: number; };
15
+ type SignalDependency = Dependency & { kind: 'signal'; index: number; id: ID; };
16
+ type EntitySignalDependency = Dependency & { kind: 'entitySignal'; index: number; id: ID; };
17
+
18
+ type EntityResolverContext = ResolverContext & { entityClass: Object; };
19
+
20
+ export const GetComponent = createDependencyAnnotation((type, index): ComponentDependency => ({kind: 'component', type, index}));
21
+ export const GetDynamicComponent = createDependencyAnnotation((type, index): DynamicComponentDependency => ({
22
+ kind: 'dynamic',
23
+ type,
24
+ index,
25
+ }));
26
+ export const GetEntity = createDependencyAnnotation((_type, index): EntityDependency => ({kind: 'entity', index}));
27
+ export const GetContext = createDependencyAnnotation((_type, index): ContextDependency => ({kind: 'context', index}));
28
+ export const GetSignal = (id: ID) => createDependencyAnnotation((_type, index): SignalDependency => ({kind: 'signal', index, id}));
29
+ export const GetEntitySignal = (id: ID) => createDependencyAnnotation((_type, index): EntitySignalDependency => ({
30
+ kind: 'entitySignal',
31
+ index,
32
+ id,
33
+ }));
34
+ export const EntityComponent = (target: object, propertyKey: string): any => {
35
+ const entityClass = target.constructor;
36
+ const componentClass = Reflect.getMetadata('design:type', target, propertyKey);
37
+ if (componentClass === Object) {
38
+ throw new Error(`Object component type not allowed. Forgot to specify type of ${entityClass.name}.${propertyKey}?`);
39
+ }
40
+ const componentSet = putIfAbsent(EcsInjector.entityComponents, entityClass, () => new Map<ComponentClass, string>());
41
+ componentSet.set(componentClass, propertyKey);
42
+ };
43
+
44
+ export const signalHandlers = new Map<Object, [string, ID][]>();
45
+ export const staticSignalHandlers = new Map<Object, [string, ID][]>();
46
+ export const OnSignal = (id: ID) => (target: any, propertyKey: string, descriptor: PropertyDescriptor) => {
47
+ if (target instanceof Function) {
48
+ let mappingList = putIfAbsent(staticSignalHandlers, target, (): [string, ID][] => []);
49
+ mappingList.push([propertyKey, id]);
50
+ } else {
51
+ let mappingList = putIfAbsent(signalHandlers, target.constructor, (): [string, ID][] => []);
52
+ mappingList.push([propertyKey, id]);
53
+ }
54
+ };
55
+
56
+ const extractDependenciesWithType = <T extends Dependency>(type: string) => {
57
+ const result = new Map<Class, T[]>();
58
+ Injector.dependencyMap.forEach((dependency, system) => {
59
+ putIfAbsent(result, system, () => [...dependency.filter((dependency) => dependency.kind === type)]);
60
+ });
61
+ return result;
62
+ };
63
+
64
+ const getEntityClassesForComponentDependencies = (componentTypes: Class[]): Class[] => {
65
+ // TODO: refactor class, use map, filter etc...
66
+ const result = [];
67
+ for (const [entityClass, componentMap] of EcsInjector.entityComponents) {
68
+ let allDependenciesMet = true;
69
+ for (const componentType of componentTypes) {
70
+ if (!componentMap.has(componentType)) {
71
+ allDependenciesMet = false;
72
+ break;
73
+ }
74
+ }
75
+ if (allDependenciesMet) {
76
+ result.push(entityClass);
77
+ }
78
+ }
79
+ return result;
80
+ };
81
+
82
+ const componentResolver = (context: ResolverContext, dependency: Dependency): ResolverFunction => {
83
+ const kind = context.kind;
84
+ const type = context.type;
85
+ if (kind !== 'system') {
86
+ throw new Error(`Could not resolve Component ${type.name}. @GetComponent only allowed in system scope.`);
87
+ }
88
+ const entityClass = (context as EntityResolverContext).entityClass;
89
+ const key = EcsInjector.entityComponents.get(<any>entityClass as Class)!.get((dependency as ComponentDependency).type);
90
+ return (context: SystemContext) => (context.entity as any)[key!];
91
+ };
92
+
93
+ const dynamicComponentResolver = (context: ResolverContext, dependency: Dependency): ResolverFunction => {
94
+ const kind = context.kind;
95
+ const type = context.type;
96
+ if (kind !== 'system') {
97
+ throw new Error(`Could not resolve Component ${type.name}. @GetComponent only allowed in system scope.`);
98
+ }
99
+ // const entityClass = (context as EntityResolverContext).entityClass;
100
+ // const key = entityComponents.get(<any>entityClass as Class)!.get((dependency as ComponentDependency).type);
101
+ return (context: SystemContext) => context.entity.getDynamicComponent((dependency as DynamicComponentDependency).type);
102
+ };
103
+
104
+ const entityResolver = ({type, kind}: ResolverContext, _dependency: Dependency): ResolverFunction => {
105
+ if (kind !== 'system') {
106
+ throw new Error(`Could not resolve Entity in ${type.name}. @GetEntity only allowed in system scope.`);
107
+ }
108
+ return (context: SystemContext) => context.entity;
109
+ };
110
+
111
+ const entitySignalResolver = ({type, kind}: ResolverContext, dependency: Dependency): ResolverFunction => {
112
+ if (kind !== 'system') {
113
+ throw new Error(`Could not resolve Entity in ${type.name}. @GetEntity only allowed in system scope.`);
114
+ }
115
+ return (context: SystemContext) => (<Entity>context.entity).getSignal((<EntitySignalDependency>dependency).id);
116
+ };
117
+
118
+ const contextResolver = ({type, kind}: ResolverContext, _dependency: Dependency): ResolverFunction => {
119
+ if (kind !== 'system') {
120
+ throw new Error(`Could not resolve Context in ${type.name}. @GetContext only allowed in system scope.`);
121
+ }
122
+ return (context: SystemContext) => context;
123
+ };
124
+
125
+ // const isSignalResolver = (dependency: Dependency): dependency is SignalDependency => dependency.kind === 'signal';
126
+
127
+ export class EcsInjector<SystemClass extends Class = Class> extends Injector {
128
+ static warnNoMatchingEntities = true;
129
+ static entityComponents = new Map<EntityClass, Map<ComponentClass, string>>();
130
+ protected componentDependencyMap = extractDependenciesWithType<ComponentDependency>('component');
131
+ protected dynamicComponentDependencyMap = extractDependenciesWithType<DynamicComponentDependency>('dynamic');
132
+ protected entitySystemMap: Map<Class, SystemClass[]>;
133
+ protected dynamicComponentSystemMap: Map<Class, SystemClass[]>;
134
+ protected entitySystemResolverTuples: Map<Class, Map<SystemClass, ResolverFunction[]>>;
135
+ protected registeredClasses = new Set<SystemClass>();
136
+ private readonly signalMap: Map<ID, Signal>;
137
+
138
+ constructor(parent?: EcsInjector<SystemClass>) {
139
+ super(parent);
140
+ this.signalMap = parent ? parent.signalMap : new Map<ID, Signal>();
141
+
142
+ // TODO: do we need to have this maps in every child injector?
143
+ this.entitySystemMap = new Map<EntityClass, SystemClass[]>();
144
+ this.dynamicComponentSystemMap = new Map<EntityClass, SystemClass[]>();
145
+ this.entitySystemResolverTuples = new Map<Class, Map<SystemClass, ResolverFunction[]>>();
146
+
147
+ this.map(EcsInjector).toValue(this);
148
+
149
+ if (!parent) {
150
+ // only add extension resolvers to the main/parent injector
151
+ this.addExtensionResolver('entity', entityResolver);
152
+ this.addExtensionResolver('component', componentResolver);
153
+ this.addExtensionResolver('dynamic', dynamicComponentResolver);
154
+ this.addExtensionResolver('context', contextResolver);
155
+
156
+ const signalResolver = ({kind}: ResolverContext, dependency: Dependency): ResolverFunction => {
157
+ const signal = putIfAbsent(this.signalMap, (<SignalDependency>dependency).id, () => new Signal());
158
+ return (entity: any) => signal;
159
+ };
160
+ this.addExtensionResolver('signal', signalResolver);
161
+ this.addExtensionResolver('entitySignal', entitySignalResolver);
162
+ }
163
+ }
164
+
165
+ //TODO: this needs some overthinking...
166
+ // newSignalScope() {
167
+ // this.signalMap = new Map<ID, Signal>();
168
+ // }
169
+
170
+ registerSystem<T extends SystemClass>(systemClass: T) {
171
+ if (this.registeredClasses.has(systemClass)) {
172
+ throw new Error(`System ${systemClass.name} already registered.`);
173
+ }
174
+ this.registeredClasses.add(systemClass);
175
+ const componentDependencies = this.componentDependencyMap.get(systemClass)?.map(it => it.type) || [];
176
+ const dynamicComponentDependencies = this.dynamicComponentDependencyMap.get(systemClass) || [];
177
+
178
+ for (const dynamicComponentDependency of dynamicComponentDependencies) {
179
+ const systemClassesForDynamicComponent = putIfAbsent(this.dynamicComponentSystemMap, dynamicComponentDependency.type, () => [] as SystemClass[]);
180
+ systemClassesForDynamicComponent.push(systemClass);
181
+ }
182
+
183
+ if (componentDependencies.length === 0) {
184
+ throw new Error(`${systemClass.name} needs at least one component dependency.`);
185
+ }
186
+ const entityClasses = getEntityClassesForComponentDependencies(componentDependencies);
187
+ if (entityClasses.length === 0 && EcsInjector.warnNoMatchingEntities) {
188
+ console.warn(`System '${systemClass.name}' has no matching entities.`);
189
+ return;
190
+ }
191
+ for (let entityClass of entityClasses) {
192
+ const systemClasses = putIfAbsent(this.entitySystemMap, entityClass, (): SystemClass[] => []);
193
+ systemClasses.push(systemClass);
194
+ }
195
+ }
196
+
197
+ createSystemsForDynamicComponents(dynamicComponentClass: Class, entity: Entity) {
198
+ const potentialSystems = this.getSystemResolverTuples(entity);
199
+ const systems = this.dynamicComponentSystemMap.get(dynamicComponentClass)!;
200
+
201
+ if (!systems) {
202
+ return undefined;
203
+ }
204
+
205
+ const finalSystemResolverEntries = new Map<SystemClass, ResolverFunction[]>();
206
+ for (const system of systems) {
207
+ const resolverTuples = potentialSystems.get(system);
208
+ if (resolverTuples) {
209
+ finalSystemResolverEntries.set(system, resolverTuples);
210
+ }
211
+ }
212
+
213
+ return this.createSystems(finalSystemResolverEntries, entity);
214
+ }
215
+
216
+ createSystemsForEntity(entity: Entity): Set<SystemContext> {
217
+ const systemResolverTuples = this.getSystemResolverTuples(entity);
218
+ return this.createSystems(systemResolverTuples, entity);
219
+ }
220
+
221
+ private createSystems(systemResolverMap: Map<SystemClass, ResolverFunction[]>, entity: Entity) {
222
+ const systemInstances = new Set<SystemContext>();
223
+ for (const [system, resolver] of systemResolverMap) {
224
+ const args = new Array(resolver.length);
225
+
226
+ const dynamicDependencies = this.dynamicComponentDependencyMap.get(system) || [];
227
+ const hasUnfulfilledDynamicDependencies = dynamicDependencies.some((dependency, index) => {
228
+ return !entity.hasDynamicComponentClass(dependency.type);
229
+ });
230
+ if (hasUnfulfilledDynamicDependencies) {
231
+ continue;
232
+ }
233
+
234
+ const systemContext = new SystemContext<InstanceType<SystemClass>>(entity);
235
+
236
+ for (let i = 0; i < args.length; i++) {
237
+ args[i] = resolver[i](systemContext);
238
+ }
239
+
240
+ const newSystem = new system(...args); // TODO: new class(...args) is very slow in firefox :/
241
+
242
+ // map entity signals
243
+ const entitySignals = entitySignalHandlers.get(system);
244
+ if (entitySignals?.length) {
245
+ for (const [propertyKey, id] of entitySignals) {
246
+ entity.getSignal(id).add(newSystem[propertyKey], {context: newSystem});
247
+ }
248
+ }
249
+
250
+ // friend class :)
251
+ (systemContext as any).system = newSystem;
252
+
253
+ systemInstances.add(systemContext);
254
+ }
255
+ return systemInstances;
256
+ }
257
+
258
+ private getSystemResolverTuples(entity: Entity) {
259
+ return putIfAbsent(this.entitySystemResolverTuples, entity.constructor, (): Map<SystemClass, ResolverFunction[]> => {
260
+ const systems = this.entitySystemMap.get(entity.constructor as Class);
261
+ if (!systems) return [] as any;
262
+
263
+ // const result: SystemResolvers<SystemClass>[] = [];
264
+ const result = new Map<SystemClass, ResolverFunction[]>();
265
+ for (const systemClass of systems) {
266
+ result.set(systemClass, this.createResolverArray({type: systemClass, kind: 'system', entityClass: entity.constructor}));
267
+ }
268
+ return result;
269
+ });
270
+ }
271
+
272
+ getSignal<T>(id: ID): Signal<T> {
273
+ return putIfAbsent(this.signalMap, id, () => new Signal<any>());
274
+ }
275
+
276
+ dispose() {
277
+ // TODO: implement dispose in Injector
278
+ for (const [key, signal] of this.signalMap) {
279
+ signal.detachAll();
280
+ }
281
+ }
282
+ }