// This file is part of Moodle - http://moodle.org/
//
// Moodle is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Moodle is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Moodle. If not, see <http://www.gnu.org/licenses/>.
/**
* Reactive simple state manager.
*
* The state manager contains the state data, trigger update events and
* can lock and unlock the state data.
*
* This file contains the three main elements of the state manager:
* - State manager: the public class to alter the state, dispatch events and process update messages.
* - Proxy handler: a private class to keep track of the state object changes.
* - StateMap class: a private class extending Map class that triggers event when a state list is modifed.
*
* @module core/local/reactive/stateManager
* @class core/local/reactive/stateManager
* @copyright 2021 Ferran Recio <ferran@moodle.com>
* @license http://www.gnu.org/copyleft/gpl.html GNU GPL v3 or later
*/
import Logger from 'core/local/reactive/logger';
/**
* State manager class.
*
* This class handle the reactive state and ensure only valid mutations can modify the state.
* It also provide methods to apply batch state update messages (see processUpdates function doc
* for more details on update messages).
*
* Implementing a deep state manager is complex and will require many frontend resources. To keep
* the state fast and simple, the state can ONLY store two kind of data:
* - Object with attributes
* - Sets of objects with id attributes.
*
* This is an example of a valid state:
*
* {
* course: {
* name: 'course name',
* shortname: 'courseshort',
* sectionlist: [21, 34]
* },
* sections: [
* {id: 21, name: 'Topic 1', visible: true},
* {id: 34, name: 'Topic 2', visible: false,
* ],
* }
*
* The following cases are NOT allowed at a state ROOT level (throws an exception if they are assigned):
* - Simple values (strings, boolean...).
* - Arrays of simple values.
* - Array of objects without ID attribute (all arrays will be converted to maps and requires an ID).
*
* Thanks to those limitations it can simplify the state update messages and the event names. If You
* need to store simple data, just group them in an object.
*
* To grant any state change triggers the proper events, the class uses two private structures:
* - proxy handler: any object stored in the state is proxied using this class.
* - StateMap class: any object set in the state will be converted to StateMap using the
* objects id attribute.
*/
export default class StateManager {
/**
* Create a basic reactive state store.
*
* The state manager is meant to work with native JS events. To ensure each reactive module can use
* it in its own way, the parent element must provide a valid event dispatcher function and an optional
* DOM element to anchor the event.
*
* @param {function} dispatchEvent the function to dispatch the custom event when the state changes.
* @param {element} target the state changed custom event target (document if none provided)
*/
constructor(dispatchEvent, target) {
// The dispatch event function.
/** @package */
this.dispatchEvent = dispatchEvent;
// The DOM container to trigger events.
/** @package */
this.target = target ?? document;
// State can be altered freely until initial state is set.
/** @package */
this.readonly = false;
// List of state changes pending to be published as events.
/** @package */
this.eventsToPublish = [];
// The update state types functions.
/** @package */
this.updateTypes = {
"create": this.defaultCreate.bind(this),
"update": this.defaultUpdate.bind(this),
"delete": this.defaultDelete.bind(this),
"put": this.defaultPut.bind(this),
"override": this.defaultOverride.bind(this),
"remove": this.defaultRemove.bind(this),
"prepareFields": this.defaultPrepareFields.bind(this),
};
// The state_loaded event is special because it only happens one but all components
// may react to that state, even if they are registered after the setIinitialState.
// For these reason we use a promise for that event.
this.initialPromise = new Promise((resolve) => {
const initialStateDone = (event) => {
resolve(event.detail.state);
};
this.target.addEventListener('state:loaded', initialStateDone);
});
this.logger = new Logger();
}
/**
* Loads the initial state.
*
* Note this method will trigger a state changed event with "state:loaded" actionname.
*
* The state mode will be set to read only when the initial state is loaded.
*
* @param {object} initialState
*/
setInitialState(initialState) {
if (this.state !== undefined) {
throw Error('Initial state can only be initialized ones');
}
// Create the state object.
const state = new Proxy({}, new Handler('state', this, true));
for (const [prop, propValue] of Object.entries(initialState)) {
state[prop] = propValue;
}
this.state = state;
// When the state is loaded we can lock it to prevent illegal changes.
this.readonly = true;
this.dispatchEvent({
action: 'state:loaded',
state: this.state,
}, this.target);
}
/**
* Generate a promise that will be resolved when the initial state is loaded.
*
* In most cases the final state will be loaded using an ajax call. This is the reason
* why states manager are created unlocked and won't be reactive until the initial state is set.
*
* @return {Promise} the resulting promise
*/
getInitialPromise() {
return this.initialPromise;
}
/**
* Locks or unlocks the state to prevent illegal updates.
*
* Mutations use this method to modify the state. Once the state is updated, they must
* block again the state.
*
* All changes done while the state is writable will be registered using registerStateAction.
* When the state is set again to read only the method will trigger _publishEvents to communicate
* changes to all watchers.
*
* @param {bool} readonly if the state is in read only mode enabled
*/
setReadOnly(readonly) {
this.readonly = readonly;
let mode = 'off';
// When the state is in readonly again is time to publish all pending events.
if (this.readonly) {
mode = 'on';
this._publishEvents();
}
// Dispatch a read only event.
this.dispatchEvent({
action: `readmode:${mode}`,
state: this.state,
element: null,
}, this.target);
}
/**
* Add methods to process update state messages.
*
* The state manager provide a default update, create and delete methods. However,
* some applications may require to override the default methods or even add new ones
* like "refresh" or "error".
*
* @param {Object} newFunctions the new update types functions.
*/
addUpdateTypes(newFunctions) {
for (const [updateType, updateFunction] of Object.entries(newFunctions)) {
if (typeof updateFunction === 'function') {
this.updateTypes[updateType] = updateFunction.bind(newFunctions);
}
}
}
/**
* Process a state updates array and do all the necessary changes.
*
* Note this method unlocks the state while it is executing and relocks it
* when finishes.
*
* @param {array} updates
* @param {Object} updateTypes optional functions to override the default update types.
*/
processUpdates(updates, updateTypes) {
if (!Array.isArray(updates)) {
throw Error('State updates must be an array');
}
this.setReadOnly(false);
updates.forEach((update) => {
if (update.name === undefined) {
throw Error('Missing state update name');
}
this.processUpdate(
update.name,
update.action,
update.fields,
updateTypes
);
});
this.setReadOnly(true);
}
/**
* Process a single state update.
*
* Note this method will not lock or unlock the state by itself.
*
* @param {string} updateName the state element to update
* @param {string} action to action to perform
* @param {object} fields the new data
* @param {Object} updateTypes optional functions to override the default update types.
*/
processUpdate(updateName, action, fields, updateTypes) {
if (!fields) {
throw Error('Missing state update fields');
}
if (updateTypes === undefined) {
updateTypes = {};
}
action = action ?? 'update';
const method = updateTypes[action] ?? this.updateTypes[action];
if (method === undefined) {
throw Error(`Unkown update action ${action}`);
}
// Some state data may require some cooking before sending to the
// state. Reactive instances can overrdide the default fieldDefaults
// method to add extra logic to all updates.
const prepareFields = updateTypes.prepareFields ?? this.updateTypes.prepareFields;
method(this, updateName, prepareFields(this, updateName, fields));
}
/**
* Prepare fields for processing.
*
* This method is used to add default values or calculations from the frontend side.
*
* @param {Object} stateManager the state manager
* @param {String} updateName the state element to update
* @param {Object} fields the new data
* @returns {Object} final fields data
*/
defaultPrepareFields(stateManager, updateName, fields) {
return fields;
}
/**
* Process a create state message.
*
* @param {Object} stateManager the state manager
* @param {String} updateName the state element to update
* @param {Object} fields the new data
*/
defaultCreate(stateManager, updateName, fields) {
let state = stateManager.state;
// Create can be applied only to lists, not to objects.
if (state[updateName] instanceof StateMap) {
state[updateName].add(fields);
return;
}
state[updateName] = fields;
}
/**
* Process a delete state message.
*
* @param {Object} stateManager the state manager
* @param {String} updateName the state element to update
* @param {Object} fields the new data
*/
defaultDelete(stateManager, updateName, fields) {
// Get the current value.
let current = stateManager.get(updateName, fields.id);
if (!current) {
throw Error(`Inexistent ${updateName} ${fields.id}`);
}
// Process deletion.
let state = stateManager.state;
if (state[updateName] instanceof StateMap) {
state[updateName].delete(fields.id);
return;
}
delete state[updateName];
}
/**
* Process a remove state message.
*
* @param {Object} stateManager the state manager
* @param {String} updateName the state element to update
* @param {Object} fields the new data
*/
defaultRemove(stateManager, updateName, fields) {
// Get the current value.
let current = stateManager.get(updateName, fields.id);
if (!current) {
return;
}
// Process deletion.
let state = stateManager.state;
if (state[updateName] instanceof StateMap) {
state[updateName].delete(fields.id);
return;
}
delete state[updateName];
}
/**
* Process a update state message.
*
* @param {Object} stateManager the state manager
* @param {String} updateName the state element to update
* @param {Object} fields the new data
*/
defaultUpdate(stateManager, updateName, fields) {
// Get the current value.
let current = stateManager.get(updateName, fields.id);
if (!current) {
throw Error(`Inexistent ${updateName} ${fields.id}`);
}
// Execute updates.
for (const [fieldName, fieldValue] of Object.entries(fields)) {
current[fieldName] = fieldValue;
}
}
/**
* Process a put state message.
*
* @param {Object} stateManager the state manager
* @param {String} updateName the state element to update
* @param {Object} fields the new data
*/
defaultPut(stateManager, updateName, fields) {
// Get the current value.
let current = stateManager.get(updateName, fields.id);
if (current) {
// Update attributes.
for (const [fieldName, fieldValue] of Object.entries(fields)) {
current[fieldName] = fieldValue;
}
} else {
// Create new object.
let state = stateManager.state;
if (state[updateName] instanceof StateMap) {
state[updateName].add(fields);
return;
}
state[updateName] = fields;
}
}
/**
* Process an override state message.
*
* @param {Object} stateManager the state manager
* @param {String} updateName the state element to update
* @param {Object} fields the new data
*/
defaultOverride(stateManager, updateName, fields) {
// Get the current value.
let current = stateManager.get(updateName, fields.id);
if (current) {
// Remove any unnecessary fields.
for (const [fieldName] of Object.entries(current)) {
if (fields[fieldName] === undefined) {
delete current[fieldName];
}
}
// Update field.
for (const [fieldName, fieldValue] of Object.entries(fields)) {
current[fieldName] = fieldValue;
}
} else {
// Create the element if not exists.
let state = stateManager.state;
if (state[updateName] instanceof StateMap) {
state[updateName].add(fields);
return;
}
state[updateName] = fields;
}
}
/**
* Set the logger class instance.
*
* Reactive instances can provide alternative loggers to provide advanced logging.
* @param {Logger} logger
*/
setLogger(logger) {
this.logger = logger;
}
/**
* Add a new log entry into the reactive logger.
* @param {LoggerEntry} entry
*/
addLoggerEntry(entry) {
this.logger.add(entry);
}
/**
* Get an element from the state or form an alternative state object.
*
* The altstate param is used by external update functions that gets the current
* state as param.
*
* @param {String} name the state object name
* @param {*} id and object id for state maps.
* @return {Object|undefined} the state object found
*/
get(name, id) {
const state = this.state;
let current = state[name];
if (current instanceof StateMap) {
if (id === undefined) {
throw Error(`Missing id for ${name} state update`);
}
current = state[name].get(id);
}
return current;
}
/**
* Register a state modification and generate the necessary events.
*
* This method is used mainly by proxy helpers to dispatch state change event.
* However, mutations can use it to inform components about non reactive changes
* in the state (only the two first levels of the state are reactive).
*
* Each action can produce several events:
* - The specific attribute updated, created or deleter (example: "cm.visible:updated")
* - The general state object updated, created or deleted (example: "cm:updated")
* - If the element has an ID attribute, the specific event with id (example: "cm[42].visible:updated")
* - If the element has an ID attribute, the general event with id (example: "cm[42]:updated")
* - A generic state update event "state:update"
*
* @param {string} field the affected state field name
* @param {string|null} prop the affecter field property (null if affect the full object)
* @param {string} action the action done (created/updated/deleted)
* @param {*} data the affected data
*/
registerStateAction(field, prop, action, data) {
let parentAction = 'updated';
if (prop !== null) {
this.eventsToPublish.push({
eventName: `${field}.${prop}:${action}`,
eventData: data,
action,
});
} else {
parentAction = action;
}
// Trigger extra events if the element has an ID attribute.
if (data.id !== undefined) {
if (prop !== null) {
this.eventsToPublish.push({
eventName: `${field}[${data.id}].${prop}:${action}`,
eventData: data,
action,
});
}
this.eventsToPublish.push({
eventName: `${field}[${data.id}]:${parentAction}`,
eventData: data,
action: parentAction,
});
}
// Register the general change.
this.eventsToPublish.push({
eventName: `${field}:${parentAction}`,
eventData: data,
action: parentAction,
});
// Register state updated event.
this.eventsToPublish.push({
eventName: `state:updated`,
eventData: data,
action: 'updated',
});
}
/**
* Internal method to publish events.
*
* This is a private method, it will be invoked when the state is set back to read only mode.
*/
_publishEvents() {
const fieldChanges = this.eventsToPublish;
this.eventsToPublish = [];
// Dispatch a transaction start event.
this.dispatchEvent({
action: 'transaction:start',
state: this.state,
element: null,
changes: fieldChanges,
}, this.target);
// State changes can be registered in any order. However it will avoid many
// components errors if they are sorted to have creations-updates-deletes in case
// some component needs to create or destroy DOM elements before updating them.
fieldChanges.sort((a, b) => {
const weights = {
created: 0,
updated: 1,
deleted: 2,
};
const aweight = weights[a.action] ?? 0;
const bweight = weights[b.action] ?? 0;
// In case both have the same weight, the eventName length decide.
if (aweight === bweight) {
return a.eventName.length - b.eventName.length;
}
return aweight - bweight;
});
// List of the published events to prevent redundancies.
let publishedEvents = new Set();
fieldChanges.forEach((event) => {
const eventkey = `${event.eventName}.${event.eventData.id ?? 0}`;
if (!publishedEvents.has(eventkey)) {
this.dispatchEvent({
action: event.eventName,
state: this.state,
element: event.eventData
}, this.target);
publishedEvents.add(eventkey);
}
});
// Dispatch a transaction end event.
this.dispatchEvent({
action: 'transaction:end',
state: this.state,
element: null,
}, this.target);
}
}
// Proxy helpers.
/**
* The proxy handler.
*
* This class will inform any value change directly to the state manager.
*
* The proxied variable will throw an error if it is altered when the state manager is
* in read only mode.
*/
class Handler {
/**
* Class constructor.
*
* @param {string} name the variable name used for identify triggered actions
* @param {StateManager} stateManager the state manager object
* @param {boolean} proxyValues if new values must be proxied (used only at state root level)
*/
constructor(name, stateManager, proxyValues) {
this.name = name;
this.stateManager = stateManager;
this.proxyValues = proxyValues ?? false;
}
/**
* Set trap to trigger events when the state changes.
*
* @param {object} obj the source object (not proxied)
* @param {string} prop the attribute to set
* @param {*} value the value to save
* @param {*} receiver the proxied element to be attached to events
* @returns {boolean} if the value is set
*/
set(obj, prop, value, receiver) {
// Only mutations should be able to set state values.
if (this.stateManager.readonly) {
throw new Error(`State locked. Use mutations to change ${prop} value in ${this.name}.`);
}
// Check any data change.
if (JSON.stringify(obj[prop]) === JSON.stringify(value)) {
return true;
}
const action = (obj[prop] !== undefined) ? 'updated' : 'created';
// Proxy value if necessary (used at state root level).
if (this.proxyValues) {
if (Array.isArray(value)) {
obj[prop] = new StateMap(prop, this.stateManager).loadValues(value);
} else {
obj[prop] = new Proxy(value, new Handler(prop, this.stateManager));
}
} else {
obj[prop] = value;
}
// If the state is not ready yet means the initial state is not yet loaded.
if (this.stateManager.state === undefined) {
return true;
}
this.stateManager.registerStateAction(this.name, prop, action, receiver);
return true;
}
/**
* Delete property trap to trigger state change events.
*
* @param {*} obj the affected object (not proxied)
* @param {*} prop the prop to delete
* @returns {boolean} if prop is deleted
*/
deleteProperty(obj, prop) {
// Only mutations should be able to set state values.
if (this.stateManager.readonly) {
throw new Error(`State locked. Use mutations to delete ${prop} in ${this.name}.`);
}
if (prop in obj) {
delete obj[prop];
this.stateManager.registerStateAction(this.name, prop, 'deleted', obj);
}
return true;
}
}
/**
* Class to add events dispatching to the JS Map class.
*
* When the state has a list of objects (with IDs) it will be converted into a StateMap.
* StateMap is used almost in the same way as a regular JS map. Because all elements have an
* id attribute, it has some specific methods:
* - add: a convenient method to add an element without specifying the key ("id" attribute will be used as a key).
* - loadValues: to add many elements at once wihout specifying keys ("id" attribute will be used).
*
* Apart, the main difference between regular Map and MapState is that this one will inform any change to the
* state manager.
*/
class StateMap extends Map {
/**
* Create a reactive Map.
*
* @param {string} name the property name
* @param {StateManager} stateManager the state manager
* @param {iterable} iterable an iterable object to create the Map
*/
constructor(name, stateManager, iterable) {
// We don't have any "this" until be call super.
super(iterable);
this.name = name;
this.stateManager = stateManager;
}
/**
* Set an element into the map.
*
* Each value needs it's own id attribute. Objects without id will be rejected.
* The function will throw an error if the value id and the key are not the same.
*
* @param {*} key the key to store
* @param {*} value the value to store
* @returns {Map} the resulting Map object
*/
set(key, value) {
// Only mutations should be able to set state values.
if (this.stateManager.readonly) {
throw new Error(`State locked. Use mutations to change ${key} value in ${this.name}.`);
}
// Normalize keys as string to prevent json decoding errors.
key = this.normalizeKey(key);
this.checkValue(value);
if (key === undefined || key === null) {
throw Error('State lists keys cannot be null or undefined');
}
// ID is mandatory and should be the same as the key.
if (this.normalizeKey(value.id) !== key) {
throw new Error(`State error: ${this.name} list element ID (${value.id}) and key (${key}) mismatch`);
}
const action = (super.has(key)) ? 'updated' : 'created';
// Save proxied data into the list.
const result = super.set(key, new Proxy(value, new Handler(this.name, this.stateManager)));
// If the state is not ready yet means the initial state is not yet loaded.
if (this.stateManager.state === undefined) {
return result;
}
this.stateManager.registerStateAction(this.name, null, action, super.get(key));
return result;
}
/**
* Check if a value is valid to be stored in a a State List.
*
* Only objects with id attribute can be stored in State lists.
*
* This method throws an error if the value is not valid.
*
* @param {object} value (with ID)
*/
checkValue(value) {
if (!typeof value === 'object' && value !== null) {
throw Error('State lists can contain objects only');
}
if (value.id === undefined) {
throw Error('State lists elements must contain at least an id attribute');
}
}
/**
* Return a normalized key value for state map.
*
* Regular maps uses strict key comparissons but state maps are indexed by ID.JSON conversions
* and webservices sometimes do unexpected types conversions so we convert any integer key to string.
*
* @param {*} key the provided key
* @returns {string}
*/
normalizeKey(key) {
return String(key).valueOf();
}
/**
* Insert a new element int a list.
*
* Each value needs it's own id attribute. Objects withouts id will be rejected.
*
* @param {object} value the value to add (needs an id attribute)
* @returns {Map} the resulting Map object
*/
add(value) {
this.checkValue(value);
return this.set(value.id, value);
}
/**
* Return a state map element.
*
* @param {*} key the element id
* @return {Object}
*/
get(key) {
return super.get(this.normalizeKey(key));
}
/**
* Check whether an element with the specified key exists or not.
*
* @param {*} key the key to find
* @return {boolean}
*/
has(key) {
return super.has(this.normalizeKey(key));
}
/**
* Delete an element from the map.
*
* @param {*} key
* @returns {boolean}
*/
delete(key) {
// State maps uses only string keys to avoid strict comparisons.
key = this.normalizeKey(key);
// Only mutations should be able to set state values.
if (this.stateManager.readonly) {
throw new Error(`State locked. Use mutations to change ${key} value in ${this.name}.`);
}
const previous = super.get(key);
const result = super.delete(key);
if (!result) {
return result;
}
this.stateManager.registerStateAction(this.name, null, 'deleted', previous);
return result;
}
/**
* Return a suitable structure for JSON conversion.
*
* This function is needed because new values are compared in JSON. StateMap has Private
* attributes which cannot be stringified (like this.stateManager which will produce an
* infinite recursivity).
*
* @returns {array}
*/
toJSON() {
let result = [];
this.forEach((value) => {
result.push(value);
});
return result;
}
/**
* Insert a full list of values using the id attributes as keys.
*
* This method is used mainly to initialize the list. Note each element is indexed by its "id" attribute.
* This is a basic restriction of StateMap. All elements need an id attribute, otherwise it won't be saved.
*
* @param {iterable} values the values to load
* @returns {StateMap} return the this value
*/
loadValues(values) {
values.forEach((data) => {
this.checkValue(data);
let key = data.id;
let newvalue = new Proxy(data, new Handler(this.name, this.stateManager));
this.set(key, newvalue);
});
return this;
}
}