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Also fixed potential bug with `create()` being called recursively if a property binding passed as a property to `create()` also calls `create()`
68 lines
1.8 KiB
Lua
68 lines
1.8 KiB
Lua
if not game then script = require "test/relative-string" end
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local throw = require(script.Parent.throw)
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local graph = require(script.Parent.graph)
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type Node<T> = graph.Node<T>
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type StartNode<T> = graph.StartNode<T>
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local create_node = graph.create_node
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local evaluate_node = graph.evaluate_node
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local set_owner = graph.set_owner
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local track = graph.track
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local destroy = graph.destroy
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local assert_owning_scope = graph.assert_owning_scope
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local open_scope = graph.open_scope
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local close_scope = graph.close_scope
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type Map<K, V> = { [K]: V }
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local function switch<T, U>(source: () -> T): (map: Map<T, ((() -> U)?)>) -> () -> U?
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local owner = assert_owning_scope()
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return function(map)
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local last_scope: Node<false>?
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local last_component: (() -> U)?
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local function update(cached): U?
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local component = map[source()]
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if component == last_component then return cached end
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last_component = component
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if last_scope then
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destroy(last_scope :: Node<any>)
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last_scope = nil
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end
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if component == nil then return nil end
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if type(component) ~= "function" then
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throw "map must map a value to a function"
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end
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local new_scope = create_node(false, false)
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last_scope = new_scope :: Node<any>
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set_owner(new_scope, owner)
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open_scope(new_scope)
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local ok, result = pcall(component)
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close_scope()
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if not ok then error(result, 0) end
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return result
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end
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local node = create_node(nil :: U?, update)
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set_owner(node, owner)
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evaluate_node(node)
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return function()
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track(node)
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return node.cache
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end
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end
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end
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return switch
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