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  • License MIT

Beacon is a signal implementation for sending and receiving events

Package Exports

  • @rbxts/beacon
  • @rbxts/beacon/out/init.lua

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (@rbxts/beacon) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

Beacon

Beacon is a signal implementation for sending and receiving events.

Signal API

Types

type SignalParams<T> = Parameters<
    T extends unknown[] ? (...args: T) => never : T extends unknown ? (arg: T) => never : () => never
>;

type SignalCallback<T> = (...args: SignalParams<T>) => unknown;

type SignalWait<T> = T extends unknown[] ? LuaTuple<T> : T;

Constructor

const signal = new Signal<T>();

Signal.Connect

public Connect(callback: SignalCallback<T>): Connection<T>

Connects a callback, which will be called each time the signal is fired. The returned connection can be disconnected to stop receiving events.

Signal.Once

public Once(callback: SignalCallback<T>): Connection<T>

Same as Signal.Connect, but disconnects itself after the first time it is triggered.

Signal.Fire

public Fire(...args: SignalParams<T>): void

Fires the signal with the given event. All connected callbacks will receive the event. Internally, this uses task.spawn to fire each callback.

Signal.FireDeferred

public FireDeferred(...args: SignalParams<T>): void

Same as Signal.Fire, except uses task.defer internally.

Signal.Wait

public Wait(): SignalWait<T>

Yields the calling thread until the signal is next fired. Returns the fired event.

Signal.DisconnectAll

public DisconnectAll(): void

Disconnects all connections on the signal.

Signal.Destroy

public Destroy(): void

Alias for Signal.DisconnectAll.

Connection API

Connection.Connected

public Connected: boolean

Indicates if the connection is currently connected.

Connection.Disconnect

public Disconnect(): void

Disconnects the connection.

Connection.Destroy

public Destroy(): void

Alias for Connection.Disconnect.

Example

const messenger = new Signal<string>();

const connection = messenger.Connect((msg) => {
    print(`Got message: ${msg}`);
});

messenger.Fire("Hello world!");
connection.Disconnect();
messenger.Fire("No one will see this");

// The spawned thread will wait indefinitely until the
// signal is fired. If all connections are disconnected
// using signal.Destroy() or signal.DisconnectAll(), then
// the waiting thread will be closed.
task.spawn(() => {
    const msg = messenger.Wait();
    print(`Got message from waiting: ${msg}`);
});
task.wait(2);
messenger.Fire("Hello to the waiting thread");

// Destroying isn't necessary for cleanup, but is nice when
// using signals in OOP environments for quick cleanup.
messenger.Destroy();

Different number of arguments

// No args:
const signal = new Signal<void>();
signal.Connect(() => {});
signal.Fire();

// One arg:
const signal = new Signal<number>();
signal.Connect((n) => print(n));
signal.Fire(32);

// One arg, named (preferred over the above):
const signal = new Signal<[points: number]>();
signal.Connect((points) => print(points));
signal.Fire(64);

// Multiple args:
const signal = new Signal<[msg: string, value: number, cool: boolean]>();
signal.Connect((msg, value, cool) => print(msg, cool, value));
signal.Fire("hello", 10, true);