UIM/src/Shared/Modules/Utility/Signal.lua

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2024-05-04 22:07:37 +00:00
-- -----------------------------------------------------------------------------
-- Batched Yield-Safe Signal Implementation --
-- This is a Signal class which has effectively identical behavior to a --
-- normal RBXScriptSignal, with the only difference being a couple extra --
-- stack frames at the bottom of the stack trace when an error is thrown. --
-- This implementation caches runner coroutines, so the ability to yield in --
-- the signal handlers comes at minimal extra cost over a naive signal --
-- implementation that either always or never spawns a thread. --
-- --
-- API: --
-- local Signal = require(THIS MODULE) --
-- local sig = Signal.new() --
-- local connection = sig:Connect(function(arg1, arg2, ...) ... end) --
-- sig:Fire(arg1, arg2, ...) --
-- connection:Disconnect() --
-- sig:DisconnectAll() --
-- local arg1, arg2, ... = sig:Wait() --
-- --
-- License: --
-- Licensed under the MIT license. --
-- --
-- Authors: --
-- stravant - July 31st, 2021 - Created the file. --
-- sleitnick - August 3rd, 2021 - Modified for Knit. --
-- -----------------------------------------------------------------------------
-- Signal types
export type Connection = {
Disconnect: (self: Connection) -> (),
Destroy: (self: Connection) -> (),
Connected: boolean,
}
export type Signal<T...> = {
Fire: (self: Signal<T...>, T...) -> (),
FireDeferred: (self: Signal<T...>, T...) -> (),
Connect: (self: Signal<T...>, fn: (T...) -> ()) -> Connection,
Once: (self: Signal<T...>, fn: (T...) -> ()) -> Connection,
DisconnectAll: (self: Signal<T...>) -> (),
GetConnections: (self: Signal<T...>) -> { Connection },
Destroy: (self: Signal<T...>) -> (),
Wait: (self: Signal<T...>) -> T...,
}
-- The currently idle thread to run the next handler on
local freeRunnerThread = nil
-- Function which acquires the currently idle handler runner thread, runs the
-- function fn on it, and then releases the thread, returning it to being the
-- currently idle one.
-- If there was a currently idle runner thread already, that's okay, that old
-- one will just get thrown and eventually GCed.
local function acquireRunnerThreadAndCallEventHandler(fn, ...)
local acquiredRunnerThread = freeRunnerThread
freeRunnerThread = nil
fn(...)
-- The handler finished running, this runner thread is free again.
freeRunnerThread = acquiredRunnerThread
end
-- Coroutine runner that we create coroutines of. The coroutine can be
-- repeatedly resumed with functions to run followed by the argument to run
-- them with.
local function runEventHandlerInFreeThread(...)
acquireRunnerThreadAndCallEventHandler(...)
while true do
acquireRunnerThreadAndCallEventHandler(coroutine.yield())
end
end
--[=[
@within Signal
@interface SignalConnection
.Connected boolean
.Disconnect (SignalConnection) -> ()
Represents a connection to a signal.
```lua
local connection = signal:Connect(function() end)
print(connection.Connected) --> true
connection:Disconnect()
print(connection.Connected) --> false
```
]=]
-- Connection class
local Connection = {}
Connection.__index = Connection
function Connection.new(signal, fn)
return setmetatable({
Connected = true,
_signal = signal,
_fn = fn,
_next = false,
}, Connection)
end
function Connection:Disconnect()
if not self.Connected then
return
end
self.Connected = false
-- Unhook the node, but DON'T clear it. That way any fire calls that are
-- currently sitting on this node will be able to iterate forwards off of
-- it, but any subsequent fire calls will not hit it, and it will be GCed
-- when no more fire calls are sitting on it.
if self._signal._handlerListHead == self then
self._signal._handlerListHead = self._next
else
local prev = self._signal._handlerListHead
while prev and prev._next ~= self do
prev = prev._next
end
if prev then
prev._next = self._next
end
end
end
Connection.Destroy = Connection.Disconnect
-- Make Connection strict
setmetatable(Connection, {
__index = function(_tb, key)
error(("Attempt to get Connection::%s (not a valid member)"):format(tostring(key)), 2)
end,
__newindex = function(_tb, key, _value)
error(("Attempt to set Connection::%s (not a valid member)"):format(tostring(key)), 2)
end,
})
--[=[
@within Signal
@type ConnectionFn (...any) -> ()
A function connected to a signal.
]=]
--[=[
@class Signal
Signals allow events to be dispatched and handled.
For example:
```lua
local signal = Signal.new()
signal:Connect(function(msg)
print("Got message:", msg)
end)
signal:Fire("Hello world!")
```
]=]
local Signal = {}
Signal.__index = Signal
--[=[
Constructs a new Signal
@return Signal
]=]
function Signal.new<T...>(): Signal<T...>
local self = setmetatable({
_handlerListHead = false,
_proxyHandler = nil,
}, Signal)
return self
end
--[=[
Constructs a new Signal that wraps around an RBXScriptSignal.
@param rbxScriptSignal RBXScriptSignal -- Existing RBXScriptSignal to wrap
@return Signal
For example:
```lua
local signal = Signal.Wrap(workspace.ChildAdded)
signal:Connect(function(part) print(part.Name .. " added") end)
Instance.new("Part").Parent = workspace
```
]=]
function Signal.Wrap<T...>(rbxScriptSignal: RBXScriptSignal): Signal<T...>
assert(
typeof(rbxScriptSignal) == "RBXScriptSignal",
"Argument #1 to Signal.Wrap must be a RBXScriptSignal; got " .. typeof(rbxScriptSignal)
)
local signal = Signal.new()
signal._proxyHandler = rbxScriptSignal:Connect(function(...)
signal:Fire(...)
end)
return signal
end
--[=[
Checks if the given object is a Signal.
@param obj any -- Object to check
@return boolean -- `true` if the object is a Signal.
]=]
function Signal.Is(obj: any): boolean
return type(obj) == "table" and getmetatable(obj) == Signal
end
--[=[
@param fn ConnectionFn
@return SignalConnection
Connects a function to the signal, which will be called anytime the signal is fired.
```lua
signal:Connect(function(msg, num)
print(msg, num)
end)
signal:Fire("Hello", 25)
```
]=]
function Signal:Connect(fn)
local connection = Connection.new(self, fn)
if self._handlerListHead then
connection._next = self._handlerListHead
self._handlerListHead = connection
else
self._handlerListHead = connection
end
return connection
end
--[=[
@deprecated v1.3.0 -- Use `Signal:Once` instead.
@param fn ConnectionFn
@return SignalConnection
]=]
function Signal:ConnectOnce(fn)
return self:Once(fn)
end
--[=[
@param fn ConnectionFn
@return SignalConnection
Connects a function to the signal, which will be called the next time the signal fires. Once
the connection is triggered, it will disconnect itself.
```lua
signal:Once(function(msg, num)
print(msg, num)
end)
signal:Fire("Hello", 25)
signal:Fire("This message will not go through", 10)
```
]=]
function Signal:Once(fn)
local connection
local done = false
connection = self:Connect(function(...)
if done then
return
end
done = true
connection:Disconnect()
fn(...)
end)
return connection
end
function Signal:GetConnections()
local items = {}
local item = self._handlerListHead
while item do
table.insert(items, item)
item = item._next
end
return items
end
-- Disconnect all handlers. Since we use a linked list it suffices to clear the
-- reference to the head handler.
--[=[
Disconnects all connections from the signal.
```lua
signal:DisconnectAll()
```
]=]
function Signal:DisconnectAll()
local item = self._handlerListHead
while item do
item.Connected = false
item = item._next
end
self._handlerListHead = false
end
-- Signal:Fire(...) implemented by running the handler functions on the
-- coRunnerThread, and any time the resulting thread yielded without returning
-- to us, that means that it yielded to the Roblox scheduler and has been taken
-- over by Roblox scheduling, meaning we have to make a new coroutine runner.
--[=[
@param ... any
Fire the signal, which will call all of the connected functions with the given arguments.
```lua
signal:Fire("Hello")
-- Any number of arguments can be fired:
signal:Fire("Hello", 32, {Test = "Test"}, true)
```
]=]
function Signal:Fire(...)
local item = self._handlerListHead
while item do
if item.Connected then
if not freeRunnerThread then
freeRunnerThread = coroutine.create(runEventHandlerInFreeThread)
end
task.spawn(freeRunnerThread, item._fn, ...)
end
item = item._next
end
end
--[=[
@param ... any
Same as `Fire`, but uses `task.defer` internally & doesn't take advantage of thread reuse.
```lua
signal:FireDeferred("Hello")
```
]=]
function Signal:FireDeferred(...)
local item = self._handlerListHead
while item do
task.defer(item._fn, ...)
item = item._next
end
end
--[=[
@return ... any
@yields
Yields the current thread until the signal is fired, and returns the arguments fired from the signal.
Yielding the current thread is not always desirable. If the desire is to only capture the next event
fired, using `Once` might be a better solution.
```lua
task.spawn(function()
local msg, num = signal:Wait()
print(msg, num) --> "Hello", 32
end)
signal:Fire("Hello", 32)
```
]=]
function Signal:Wait()
local waitingCoroutine = coroutine.running()
local connection
local done = false
connection = self:Connect(function(...)
if done then
return
end
done = true
connection:Disconnect()
task.spawn(waitingCoroutine, ...)
end)
return coroutine.yield()
end
--[=[
Cleans up the signal.
Technically, this is only necessary if the signal is created using
`Signal.Wrap`. Connections should be properly GC'd once the signal
is no longer referenced anywhere. However, it is still good practice
to include ways to strictly clean up resources. Calling `Destroy`
on a signal will also disconnect all connections immediately.
```lua
signal:Destroy()
```
]=]
function Signal:Destroy()
self:DisconnectAll()
local proxyHandler = rawget(self, "_proxyHandler")
if proxyHandler then
proxyHandler:Disconnect()
end
end
-- Make signal strict
setmetatable(Signal, {
__index = function(_tb, key)
error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2)
end,
__newindex = function(_tb, key, _value)
error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2)
end,
})
return {
new = Signal.new,
Wrap = Signal.Wrap,
Is = Signal.Is,
}