@watchable/store-follow
v1.0.2
Published
Await @watchable/store state changes and trigger business logic
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Track selected changes to state
Monitors selected parts of a @watchable/store {@link Store}, triggering async callbacks.
@watchable/store-follow
re-runs a Selector
after each change to store state,
notifying the follower callback whenever a different value is returned.
Read the API Reference or the reference usages below, or browse the source on Github.
Usage
Follow a Selector
// given this example store
const gameStore = createStore({
steps: 0,
direction: null,
});
// queue any changes to `steps` to be passed to the follower callback
followSelector(
gameStore,
(state) => state.steps,
async (steps) => {
stepDisplay.innerText = `Completed ${steps} steps`;
}
);
Getting Started
Install
npm install @watchable/store-follow
Advanced Usage
Explicitly handle queue.receive()
For complex examples needing access to underlying queue logic, use
withSelectorQueue
. It's what followSelector
uses under the hood.
Sometimes you can't afford the syntactic sugar of followSelector
which
subscribes your callback automatically and hides the queue.receive()
API that
is notified of changes to your selection.
Like followSelector
, withSelectorQueue
also creates and subscribes a Queue
to be notified every time a new value is returned, but it passes this Queue
direct to your handler along with the initial selected value. It unsubscribes
and disposes the queue only when your handler returns.
Example
The withSelectorQueue
example below needs direct access to queue.receive()
as it waits for the first event of either...
- game character direction changed (from users keyboard input)
- timer expired (the character steps every 300ms)
It therefore has to use Promise.race()
to handle either the receive or the
timeout, whichever comes first.
// given this example store
const gameStore = createStore({
steps: 0,
direction: null,
});
// track direction (set elsewhere in the app)
const lastDirection = await withSelectorQueue(
gameStore,
(state) => state.direction,
async function ({ receive }, initialDirection) {
let direction = initialDirection;
let directionPromise = null;
let stepPromise = null;
while (direction !== null) {
// loop until player stopped moving
directionPromise = directionPromise || receive();
stepPromise = stepPromise || sleep(STEP_MS);
const winner: string = await Promise.race([
directionPromise.then(() => "direction"),
stepPromise.then(() => "step"),
]);
if (winner === "direction") {
direction = await directionPromise; // direction changed
directionPromise = null; // dispose promise
} else if (winner === "step") {
stepDirection(direction); // time to step
stepPromise = null; // dispose promise
}
}
}
);