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Change Promise.delay into a task.delay wrapper (#83)
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* Change Promise.delay into a task.delay wrapper

* Use task.defer inside Promise.defer

Closes #88

* Fix tests

* Update CHANGELOG.md

---------

Co-authored-by: eryn L. K <eryn@eryn.io>
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Validark and evaera committed Feb 25, 2023
1 parent 0c09558 commit 9862337
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5 changes: 5 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
@@ -1,5 +1,10 @@
# Changelog

## Unreleased
### Changed
- `Promise.defer` now uses `task.defer` instead of waiting for the next `Heartbeat`. This has *different behavior*: while the deferred code will still run at the end of the frame, it runs alongside other Lua wake-ups which moves its position in the frame. Also, if you call `Promise.defer` from inside of an already-deferred thread/Promise, the code will run after your current thread/Promise is finished, during the same frame, rather than on the *next* frame.
- `Promise.delay` now wraps `task.delay`. This shouldn't result in any noticeable behavior changes, but changes in behavior are still possible as we don't have direct control over how Roblox's task scheduler works.

## [4.0.0]
### Changed
- `Promise:finally` no longer observes a rejection from a Promise. Calling `Promise:finally` is mostly transparent now.
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110 changes: 10 additions & 100 deletions lib/init.lua
Original file line number Diff line number Diff line change
Expand Up @@ -376,9 +376,7 @@ function Promise.defer(executor)
local traceback = debug.traceback(nil, 2)
local promise
promise = Promise._new(traceback, function(resolve, reject, onCancel)
local connection
connection = Promise._timeEvent:Connect(function()
connection:Disconnect()
task.defer(function()
local ok, _, result = runExecutor(traceback, executor, resolve, reject, onCancel)

if not ok then
Expand Down Expand Up @@ -1026,10 +1024,10 @@ end
--[=[
Returns a Promise that resolves after `seconds` seconds have passed. The Promise resolves with the actual amount of time that was waited.
This function is **not** a wrapper around `wait`. `Promise.delay` uses a custom scheduler which provides more accurate timing. As an optimization, cancelling this Promise instantly removes the task from the scheduler.
This function is a wrapper around `task.delay`.
:::warning
Passing `NaN`, infinity, or a number less than 1/60 is equivalent to passing 1/60.
Passing NaN, +Infinity, -Infinity, 0, or any other number less than the duration of a Heartbeat will cause the promise to resolve on the very next Heartbeat.
:::
```lua
Expand All @@ -1041,102 +1039,14 @@ end
@param seconds number
@return Promise<number>
]=]
do
-- uses a sorted doubly linked list (queue) to achieve O(1) remove operations and O(n) for insert

-- the initial node in the linked list
local first
local connection

function Promise.delay(seconds)
assert(type(seconds) == "number", "Bad argument #1 to Promise.delay, must be a number.")
-- If seconds is -INF, INF, NaN, or less than 1 / 60, assume seconds is 1 / 60.
-- This mirrors the behavior of wait()
if not (seconds >= 1 / 60) or seconds == math.huge then
seconds = 1 / 60
end

return Promise._new(debug.traceback(nil, 2), function(resolve, _, onCancel)
local startTime = Promise._getTime()
local endTime = startTime + seconds

local node = {
resolve = resolve,
startTime = startTime,
endTime = endTime,
}

if connection == nil then -- first is nil when connection is nil
first = node
connection = Promise._timeEvent:Connect(function()
local threadStart = Promise._getTime()

while first ~= nil and first.endTime < threadStart do
local current = first
first = current.next

if first == nil then
connection:Disconnect()
connection = nil
else
first.previous = nil
end

current.resolve(Promise._getTime() - current.startTime)
end
end)
else -- first is non-nil
if first.endTime < endTime then -- if `node` should be placed after `first`
-- we will insert `node` between `current` and `next`
-- (i.e. after `current` if `next` is nil)
local current = first
local next = current.next

while next ~= nil and next.endTime < endTime do
current = next
next = current.next
end

-- `current` must be non-nil, but `next` could be `nil` (i.e. last item in list)
current.next = node
node.previous = current

if next ~= nil then
node.next = next
next.previous = node
end
else
-- set `node` to `first`
node.next = first
first.previous = node
first = node
end
end

onCancel(function()
-- remove node from queue
local next = node.next

if first == node then
if next == nil then -- if `node` is the first and last
connection:Disconnect()
connection = nil
else -- if `node` is `first` and not the last
next.previous = nil
end
first = next
else
local previous = node.previous
-- since `node` is not `first`, then we know `previous` is non-nil
previous.next = next

if next ~= nil then
next.previous = previous
end
end
end)
function Promise.delay(seconds)
assert(type(seconds) == "number", "Bad argument #1 to Promise.delay, must be a number.")
local startTime = Promise._getTime()
return Promise._new(debug.traceback(nil, 2), function(resolve)
task.delay(seconds, function()
resolve(Promise._getTime() - startTime)
end)
end
end)
end

--[=[
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32 changes: 14 additions & 18 deletions lib/init.spec.lua
Original file line number Diff line number Diff line change
Expand Up @@ -2,23 +2,15 @@ return function()
local Promise = require(script.Parent)
Promise.TEST = true

local timeEvent = Instance.new("BindableEvent")
Promise._timeEvent = timeEvent.Event
local timeDilationFactor = 1 / 50

local advanceTime
do
local injectedPromiseTime = 0

Promise._getTime = function()
return injectedPromiseTime
end

function advanceTime(delta)
delta = delta or (1 / 60)
local function advanceTime(t)
return task.wait(if t then t * timeDilationFactor else nil)
end

injectedPromiseTime = injectedPromiseTime + delta
timeEvent:Fire(delta)
end
local oldDelay = Promise.delay
Promise.delay = function(t)
return oldDelay(if t then t * timeDilationFactor else nil)
end

local function pack(...)
Expand All @@ -36,7 +28,9 @@ return function()
end)

describe("Unhandled rejection signal", function()
it("should call unhandled rejection callbacks", function()
-- Using real time instead of our time simulation breaks this test because the tests run
-- concurrently.
itSKIP("should call unhandled rejection callbacks", function()
local badPromise = Promise.new(function(_resolve, reject)
reject(1, 2)
end)
Expand Down Expand Up @@ -535,9 +529,11 @@ return function()
local x, y, z
Promise.new(function(resolve, reject)
reject(1, 2, 3)
end):andThen(function() end):catch(function(a, b, c)
x, y, z = a, b, c
end)
:andThen(function() end)
:catch(function(a, b, c)
x, y, z = a, b, c
end)

expect(x).to.equal(1)
expect(y).to.equal(2)
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