75 lines
2.5 KiB
JavaScript
75 lines
2.5 KiB
JavaScript
|
|
'use strict';
|
||
|
|
|
||
|
|
// Serialises an async dispatch so that high-frequency callers cannot stack
|
||
|
|
// up overlapping invocations. Intermediate values are dropped — only the
|
||
|
|
// most recent fire() during an in-flight dispatch is replayed afterwards.
|
||
|
|
// Extracted from machineGroupControl's _dispatchInFlight + _delayedCall
|
||
|
|
// pattern so MGC, pumpingStation, valveGroupControl etc. can share it.
|
||
|
|
|
||
|
|
class LatestWinsGate {
|
||
|
|
constructor(asyncDispatchFn, options = {}) {
|
||
|
|
if (typeof asyncDispatchFn !== 'function') {
|
||
|
|
throw new TypeError('LatestWinsGate requires an async dispatch function');
|
||
|
|
}
|
||
|
|
this._dispatch = asyncDispatchFn;
|
||
|
|
this._logger = options.logger || null;
|
||
|
|
this._inFlight = false;
|
||
|
|
this._pending = null; // { value, ctx } | null
|
||
|
|
this._drainResolvers = []; // resolved when idle again
|
||
|
|
this.lastError = null;
|
||
|
|
}
|
||
|
|
|
||
|
|
// 0 = idle, 1 = running with no pending, 2 = running with pending.
|
||
|
|
get size() {
|
||
|
|
if (!this._inFlight) return 0;
|
||
|
|
return this._pending ? 2 : 1;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Never blocks the caller. If a dispatch is in flight, the latest
|
||
|
|
// value is parked; older parked values are silently overwritten.
|
||
|
|
fire(value, ctx) {
|
||
|
|
if (this._inFlight) {
|
||
|
|
this._pending = { value, ctx };
|
||
|
|
return;
|
||
|
|
}
|
||
|
|
this._run(value, ctx);
|
||
|
|
}
|
||
|
|
|
||
|
|
drain() {
|
||
|
|
if (!this._inFlight && !this._pending) return Promise.resolve();
|
||
|
|
return new Promise((resolve) => { this._drainResolvers.push(resolve); });
|
||
|
|
}
|
||
|
|
|
||
|
|
_run(value, ctx) {
|
||
|
|
this._inFlight = true;
|
||
|
|
// Kick the dispatch on a microtask so fire() always returns
|
||
|
|
// synchronously, even if _dispatch resolves immediately.
|
||
|
|
Promise.resolve()
|
||
|
|
.then(() => this._dispatch(value, ctx))
|
||
|
|
.catch((err) => {
|
||
|
|
this.lastError = err;
|
||
|
|
if (this._logger && typeof this._logger.error === 'function') {
|
||
|
|
this._logger.error(err);
|
||
|
|
}
|
||
|
|
// Swallow: an error must not deadlock the gate.
|
||
|
|
})
|
||
|
|
.then(() => this._afterDispatch());
|
||
|
|
}
|
||
|
|
|
||
|
|
_afterDispatch() {
|
||
|
|
this._inFlight = false;
|
||
|
|
if (this._pending) {
|
||
|
|
const { value, ctx } = this._pending;
|
||
|
|
this._pending = null;
|
||
|
|
this._run(value, ctx);
|
||
|
|
return;
|
||
|
|
}
|
||
|
|
// Idle — release any drain() waiters.
|
||
|
|
const waiters = this._drainResolvers;
|
||
|
|
this._drainResolvers = [];
|
||
|
|
for (const r of waiters) r();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
module.exports = LatestWinsGate;
|