All user data for FoundryVTT. Includes worlds, systems, modules, and any asset in the "foundryuserdata" directory. Does NOT include the FoundryVTT installation itself.
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/*
* MIT License
*
* Copyright (c) 2021 DnD5e Helpers Team
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
import {MODULE} from './module.js'
let updateQueues = new Map();
/**
* Safely manages concurrent updates to the provided entity type
* @function warpgate.plugin.queueUpdate
* @param {Function} updateFn the function that handles the actual update (can be async)
*/
export function queueUpdate(updateFn) {
/** queue the update for this entity */
getQueue().queueUpdate(updateFn);
}
export function flush() {
return getQueue().flush();
}
function getQueue(entity = "default"){
/** if this is a new entity type, create the queue object to manage it */
if(!updateQueues.has(entity)) {
updateQueues.set(entity, new UpdateQueue(entity));
}
/** queue the update for this entity */
return updateQueues.get(entity);
}
/**
* Helper class to manage database updates that occur from
* hooks that may fire back to back.
* @ignore
*/
class UpdateQueue {
constructor(entityType) {
/** self identification */
this.entityType = entityType;
/** buffer of update functions to run */
this.queue = [];
/** Semaphore for 'batch update in progress' */
this.inFlight = false;
}
queueUpdate(fn) {
this.queue.push(fn);
/** only kick off a batch of updates if none are in flight */
if (!this.inFlight) {
this.runUpdate();
}
}
flush() {
return MODULE.waitFor( () => !this.inFlight )
}
async runUpdate(){
this.inFlight = true;
while(this.queue.length > 0) {
/** grab the last update in the list and hold onto its index
* in case another update pushes onto this array before we
* are finished.
*/
const updateIndex = this.queue.length-1;
const updateFn = this.queue[updateIndex];
/** wait for the update to complete */
await updateFn();
/** remove this entry from the queue */
this.queue.splice(updateIndex,1);
}
this.inFlight = false;
}
}