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https://github.com/AmberGraceRblx/luau-promise.git
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8
.editorconfig
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8
.editorconfig
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root = true
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[*.lua]
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indent_style = tab
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end_of_line = lf
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charset = utf-8
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trim_trailing_whitespace = true
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insert_final_newline = false
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41
.luacheckrc
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41
.luacheckrc
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stds.roblox = {
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globals = {
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"game"
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},
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read_globals = {
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-- Roblox globals
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"script",
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-- Extra functions
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"tick", "warn", "spawn",
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"wait", "settings", "typeof",
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-- Types
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"Vector2", "Vector3",
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"Color3",
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"UDim", "UDim2",
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"Rect",
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"CFrame",
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"Enum",
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"Instance",
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}
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}
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stds.testez = {
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read_globals = {
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"describe",
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"it", "itFOCUS", "itSKIP",
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"FOCUS", "SKIP", "HACK_NO_XPCALL",
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"expect",
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}
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}
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ignore = {
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"212", -- unused arguments
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}
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std = "lua51+roblox"
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files["**/*.spec.lua"] = {
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std = "+testez",
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}
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24
LICENSE
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24
LICENSE
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This is free and unencumbered software released into the public domain.
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Anyone is free to copy, modify, publish, use, compile, sell, or
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distribute this software, either in source code form or as a compiled
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binary, for any purpose, commercial or non-commercial, and by any
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means.
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In jurisdictions that recognize copyright laws, the author or authors
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of this software dedicate any and all copyright interest in the
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software to the public domain. We make this dedication for the benefit
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of the public at large and to the detriment of our heirs and
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successors. We intend this dedication to be an overt act of
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relinquishment in perpetuity of all present and future rights to this
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software under copyright law.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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For more information, please refer to <http://unlicense.org/>
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4
README.md
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4
README.md
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# Lua Promise
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## License
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Lua Promise is available under the terms of the Unlicense. See [LICENSE](LICENSE) for details.
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311
lib/init.lua
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311
lib/init.lua
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--[[
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An implementation of Promises similar to Promise/A+.
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]]
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local PROMISE_DEBUG = false
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-- If promise debugging is on, use a version of pcall that warns on failure.
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-- This is useful for finding errors that happen within Promise itself.
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local wpcall
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if PROMISE_DEBUG then
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wpcall = function(f, ...)
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local result = { pcall(f, ...) }
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if not result[1] then
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warn(result[2])
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end
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return unpack(result)
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end
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else
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wpcall = pcall
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end
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--[[
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Creates a function that invokes a callback with correct error handling and
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resolution mechanisms.
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]]
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local function createAdvancer(callback, resolve, reject)
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return function(...)
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local result = { wpcall(callback, ...) }
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local ok = table.remove(result, 1)
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if ok then
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resolve(unpack(result))
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else
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reject(unpack(result))
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end
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end
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end
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local function isEmpty(t)
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return next(t) == nil
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end
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local Promise = {}
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Promise.__index = Promise
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Promise.Status = {
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Started = "Started",
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Resolved = "Resolved",
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Rejected = "Rejected",
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}
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--[[
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Constructs a new Promise with the given initializing callback.
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This is generally only called when directly wrapping a non-promise API into
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a promise-based version.
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The callback will receive 'resolve' and 'reject' methods, used to start
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invoking the promise chain.
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For example:
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local function get(url)
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return Promise.new(function(resolve, reject)
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spawn(function()
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resolve(HttpService:GetAsync(url))
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end)
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end)
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end
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get("https://google.com")
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:andThen(function(stuff)
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print("Got some stuff!", stuff)
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end)
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]]
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function Promise.new(callback)
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local promise = {
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-- Used to locate where a promise was created
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_source = debug.traceback(),
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-- A tag to identify us as a promise
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_type = "Promise",
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_status = Promise.Status.Started,
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-- A table containing a list of all results, whether success or failure.
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-- Only valid if _status is set to something besides Started
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_value = nil,
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-- If an error occurs with no observers, this will be set.
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_unhandledRejection = false,
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-- Queues representing functions we should invoke when we update!
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_queuedResolve = {},
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_queuedReject = {},
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}
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setmetatable(promise, Promise)
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local function resolve(...)
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promise:_resolve(...)
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end
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local function reject(...)
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promise:_reject(...)
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end
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local ok, err = wpcall(callback, resolve, reject)
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if not ok and promise._status == Promise.Status.Started then
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reject(err)
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end
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return promise
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end
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--[[
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Create a promise that represents the immediately resolved value.
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]]
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function Promise.resolve(value)
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return Promise.new(function(resolve)
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resolve(value)
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end)
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end
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--[[
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Create a promise that represents the immediately rejected value.
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]]
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function Promise.reject(value)
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return Promise.new(function(_, reject)
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reject(value)
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end)
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end
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--[[
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Returns a new promise that:
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* is resolved when all input promises resolve
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* is rejected if ANY input promises reject
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]]
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function Promise.all(...)
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error("unimplemented", 2)
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end
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--[[
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Is the given object a Promise instance?
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]]
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function Promise.is(object)
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if type(object) ~= "table" then
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return false
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end
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return object._type == "Promise"
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end
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--[[
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Creates a new promise that receives the result of this promise.
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The given callbacks are invoked depending on that result.
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]]
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function Promise:andThen(successHandler, failureHandler)
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self._unhandledRejection = false
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-- Create a new promise to follow this part of the chain
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return Promise.new(function(resolve, reject)
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-- Our default callbacks just pass values onto the next promise.
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-- This lets success and failure cascade correctly!
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local successCallback = resolve
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if successHandler then
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successCallback = createAdvancer(successHandler, resolve, reject)
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end
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local failureCallback = reject
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if failureHandler then
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failureCallback = createAdvancer(failureHandler, resolve, reject)
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end
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if self._status == Promise.Status.Started then
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-- If we haven't resolved yet, put ourselves into the queue
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table.insert(self._queuedResolve, successCallback)
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table.insert(self._queuedReject, failureCallback)
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elseif self._status == Promise.Status.Resolved then
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-- This promise has already resolved! Trigger success immediately.
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successCallback(unpack(self._value))
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elseif self._status == Promise.Status.Rejected then
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-- This promise died a terrible death! Trigger failure immediately.
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failureCallback(unpack(self._value))
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end
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end)
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end
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--[[
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Used to catch any errors that may have occurred in the promise.
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]]
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function Promise:catch(failureCallback)
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return self:andThen(nil, failureCallback)
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end
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--[[
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Yield until the promise is completed.
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This matches the execution model of normal Roblox functions.
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]]
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function Promise:await()
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self._unhandledRejection = false
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if self._status == Promise.Status.Started then
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local result
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local bindable = Instance.new("BindableEvent")
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self:andThen(function(...)
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result = {...}
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bindable:Fire(true)
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end, function(...)
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result = {...}
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bindable:Fire(false)
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end)
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local ok = bindable.Event:Wait()
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bindable:Destroy()
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if not ok then
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error(tostring(result[1]), 2)
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end
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return unpack(result)
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elseif self._status == Promise.Status.Resolved then
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return unpack(self._value)
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elseif self._status == Promise.Status.Rejected then
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error(tostring(self._value[1]), 2)
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end
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end
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function Promise:_resolve(...)
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if self._status ~= Promise.Status.Started then
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return
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end
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-- If the resolved value was a Promise, we chain onto it!
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if Promise.is((...)) then
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-- Without this warning, arguments sometimes mysteriously disappear
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if select("#", ...) > 1 then
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local message = (
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"When returning a Promise from andThen, extra arguments are " ..
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"discarded! See:\n\n%s"
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):format(
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self._source
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)
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warn(message)
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end
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(...):andThen(function(...)
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self:_resolve(...)
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end, function(...)
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self:_reject(...)
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end)
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return
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end
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self._status = Promise.Status.Resolved
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self._value = {...}
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-- We assume that these callbacks will not throw errors.
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for _, callback in ipairs(self._queuedResolve) do
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callback(...)
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end
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end
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function Promise:_reject(...)
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if self._status ~= Promise.Status.Started then
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return
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end
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self._status = Promise.Status.Rejected
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self._value = {...}
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-- If there are any rejection handlers, call those!
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if not isEmpty(self._queuedReject) then
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-- We assume that these callbacks will not throw errors.
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for _, callback in ipairs(self._queuedReject) do
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callback(...)
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end
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else
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-- At this point, no one was able to observe the error.
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-- An error handler might still be attached if the error occurred
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-- synchronously. We'll wait one tick, and if there are still no
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-- observers, then we should put a message in the console.
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self._unhandledRejection = true
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local err = tostring((...))
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spawn(function()
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-- Someone observed the error, hooray!
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if not self._unhandledRejection then
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return
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end
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-- Build a reasonable message
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local message = ("Unhandled promise rejection:\n\n%s\n\n%s"):format(
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err,
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self._source
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)
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warn(message)
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end)
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end
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end
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return Promise
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10
rojo.json
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10
rojo.json
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{
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"name": "lua-promise",
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"servePort": 8000,
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"partitions": {
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"lib": {
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"path": "src",
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"target": "ServerScriptService.roblox-request"
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}
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}
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}
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