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Client Side

+ +

Table of Contents

+

MPVehicleGE

+ +

MPConfig

+ +

MPCoreNetwork

+ +

MPGameNetwork

+ +

MPHelpers

+ +
+

Vehicle Functions

+

getGameVehicleID(serverVehicleID)

+

Resolves a serverVehicleID into the gameVehicleID

+

Parameters: +- serverVehicleID (string) - Format: "X-Y" where X is PlayerID and Y is VehicleID

+

Returns: +- (number) - The game's internal vehicle ID +- (number) -1 - If vehicle is unknown

+

Usage: +

local gameID = extensions.MPVehicleGE.getGameVehicleID("0-0")
+

+
+

getServerVehicleID(gameVehicleID)

+

Resolves a gameVehicleID into the serverVehicleID

+

Parameters: +- gameVehicleID (number) - The game's internal vehicle ID

+

Returns: +- (string) - Server vehicle ID (e.g., "0-0") +- (nil) - If gameVehicleID is unknown

+

Usage: +

local serverID = extensions.MPVehicleGE.getServerVehicleID(11171)
+

+
+

getVehicleByServerID(serverVehicleID)

+

Returns the complete vehicle table for this vehicle

+

Parameters: +- serverVehicleID (string) - Format: "X-Y"

+

Returns: +- (table) - Vehicle information (name, gameVehicleID, jbeam, ownerID, ownerName, isLocal, isSpawned, etc.) +- (nil) - If serverVehicleID is invalid

+

Usage: +

local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0")
+if vehicle then
+    print("Owner: " .. vehicle.ownerName)
+end
+

+
+

getVehicleByGameID(gameVehicleID)

+

Returns the complete vehicle table for this vehicle

+

Parameters: +- gameVehicleID (number) - The game's internal vehicle ID

+

Returns: +- (table) - Vehicle information +- (nil) - If gameVehicleID is invalid

+

Usage: +

local vehicle = extensions.MPVehicleGE.getVehicleByGameID(11171)
+

+
+

isOwn(gameVehicleID)

+

Checks if the given vehicle belongs to this client

+

Parameters: +- gameVehicleID (number) - The game's internal vehicle ID

+

Returns: +- (boolean) - True if vehicle belongs to this client

+

Usage: +

if extensions.MPVehicleGE.isOwn(11171) then
+    print("This is my vehicle")
+end
+

+
+

getOwnMap()

+

Returns a table containing all vehicles owned by this client

+

Parameters: +- None

+

Returns: +- (table) - Map of owned vehicles {[gameVehicleID] = vehicles_subtable}

+

Usage: +

local myVehicles = extensions.MPVehicleGE.getOwnMap()
+

+
+

getVehicleMap()

+

Returns a table of all known multiplayer vehicles

+

Parameters: +- None

+

Returns: +- (table) - Map of all vehicles {[serverVehicleID] = gameVehicleID}

+

Usage: +

local allVehicles = extensions.MPVehicleGE.getVehicleMap()
+

+
+

getDistanceMap()

+

Returns the distance from each multiplayer vehicle to this client's point of view

+

Parameters: +- None

+

Returns: +- (table) - Map of distances {[gameVehicleID] = distanceInMeters}

+

Usage: +

local distances = extensions.MPVehicleGE.getDistanceMap()
+

+
+

getNicknameMap()

+

Returns all multiplayer gameVehicleIDs with their owner names

+

Parameters: +- None

+

Returns: +- (table) - Map of nicknames {[gameVehicleID] = ownerName}

+

Usage: +

local nicknameMap = extensions.MPVehicleGE.getNicknameMap()
+

+
+

getVehicles()

+

Returns the complete vehicles table

+

Parameters: +- None

+

Returns: +- (table) - All vehicles {[serverVehicleID] = vehicles_subtable}

+

Usage: +

local vehicles = extensions.MPVehicleGE.getVehicles()
+for serverID, vehicle in pairs(vehicles) do
+    print("Vehicle: " .. vehicle.jbeam)
+end
+

+
+

Player Functions

+

getPlayerByName(name)

+

Returns this player's table and ID

+

Parameters: +- name (string) - The player's name

+

Returns: +- (table) - Player information (name, playerID, role, vehicles, etc.) +- (number) - The player's ID +- (nil) - If player not found

+

Usage: +

local player, playerID = extensions.MPVehicleGE.getPlayerByName("John")
+if player then
+    print("Player ID: " .. playerID)
+end
+

+
+

getPlayers()

+

Returns the complete players table

+

Parameters: +- None

+

Returns: +- (table) - All players {[playerID] = players_subtable}

+

Usage: +

local players = extensions.MPVehicleGE.getPlayers()
+for playerID, player in pairs(players) do
+    print("Player: " .. player.name)
+end
+

+
+

Nametag Functions

+

setPlayerNickPrefix(targetName, tagSource, text)

+

Adds a prefix to a player's nametag (displayed before the name)

+

Parameters: +- targetName (string) - The player's name +- tagSource (string) - Unique identifier for this prefix +- text (string) - Text to display before the name

+

Usage: +

extensions.MPVehicleGE.setPlayerNickPrefix("John", "RANK", "1st.")
+-- Result: "1st. John"
+

+
+

setPlayerNickSuffix(targetName, tagSource, text)

+

Adds a suffix to a player's nametag (displayed after the name)

+

Parameters: +- targetName (string) - The player's name +- tagSource (string) - Unique identifier for this suffix +- text (string) - Text to display after the name

+

Usage: +

extensions.MPVehicleGE.setPlayerNickSuffix("John", "STATUS", "[AFK]")
+-- Result: "John [AFK]"
+

+
+

hideNicknames(hide)

+

Turns on or off the nametag drawing from BeamMP

+

Parameters: +- hide (boolean) - True to hide nametags, false to show them

+

Usage: +

extensions.MPVehicleGE.hideNicknames(true)  -- Hide
+extensions.MPVehicleGE.hideNicknames(false) -- Show
+

+
+

toggleNicknames()

+

Toggles the displaying of nametags

+

Parameters: +- None

+

Usage: +

extensions.MPVehicleGE.toggleNicknames()
+

+
+

Role Functions

+

setPlayerRole(playerID, tag, shorttag, red, green, blue)

+

Sets a custom role for a player

+

Parameters: +- playerID (number) - ID of the player +- tag (string) - Role tag (e.g., "VIP") +- shorttag (string) - Short version (e.g., "V") +- red (number) - Red channel (0-255) +- green (number) - Green channel (0-255) +- blue (number) - Blue channel (0-255)

+

Returns: +- (boolean, string) - false, "player not found" if player doesn't exist +- (boolean, string) - false, error if invalid arguments +- (nil) - Nothing on success

+

Usage: +

local success, error = extensions.MPVehicleGE.setPlayerRole(0, "VIP", "V", 255, 215, 0)
+if success == false then
+    print("Error: " .. error)
+end
+

+
+

clearPlayerRole(playerID)

+

Clears a custom role for a player

+

Parameters: +- playerID (number) - ID of the player

+

Returns: +- (boolean) - Always returns false (implementation quirk - use to check if player exists)

+

Usage: +

extensions.MPVehicleGE.clearPlayerRole(0)
+

+
+

setVehicleRole(playerIDVehicleID, tag, shorttag, red, green, blue)

+

Sets a custom role for a specific vehicle

+

Parameters: +- playerIDVehicleID (string) - Vehicle ID (format: "0-0") +- tag (string) - Role tag +- shorttag (string) - Short version +- red (number) - Red (0-255) +- green (number) - Green (0-255) +- blue (number) - Blue (0-255)

+

Returns: +- (boolean, string) - false, "vehicle not found" if vehicle doesn't exist +- (boolean, string) - false, error if invalid arguments +- (nil) - Nothing on success

+

Usage: +

local success, error = extensions.MPVehicleGE.setVehicleRole("0-0", "Police", "POL", 0, 0, 255)
+if success == false then
+    print("Error: " .. error)
+end
+

+
+

clearVehicleRole(playerIDVehicleID)

+

Clears a custom role for a vehicle

+

Parameters: +- playerIDVehicleID (string) - Vehicle ID (format: "0-0")

+

Returns: +- (boolean) - Always returns false (implementation quirk - use to check if vehicle exists)

+

Usage: +

extensions.MPVehicleGE.clearVehicleRole("0-0")
+

+
+ +

groundmarkerToPlayer(targetName)

+

Sets a ground marker route to target player's position (static)

+

Parameters: +- targetName (string) - Player's name, or nil to clear

+

Usage: +

extensions.MPVehicleGE.groundmarkerToPlayer("John")  -- Set
+extensions.MPVehicleGE.groundmarkerToPlayer(nil)     -- Clear
+

+
+

groundmarkerFollowPlayer(targetName, dontfollow)

+

Sets a ground marker route that follows target player

+

Parameters: +- targetName (string) - Player's name, or nil to stop +- dontfollow (boolean) - If true, creates static marker

+

Usage: +

extensions.MPVehicleGE.groundmarkerFollowPlayer("John")       -- Follow
+extensions.MPVehicleGE.groundmarkerFollowPlayer("John", true) -- Static
+extensions.MPVehicleGE.groundmarkerFollowPlayer(nil)          -- Stop
+

+
+

queryRoadNodeToPosition(targetPosition, owner)

+

Finds the closest road nodes to a target position

+

Parameters: +- targetPosition (vec3 or table) - Target position with x, y, z +- owner (string) - Optional identifier (default: "target")

+

Returns: +- (boolean) - Success status +- (number) - nodeID (if successful)

+

Usage: +

local pos = vec3(100, 200, 50)
+local success, nodeID = extensions.MPVehicleGE.queryRoadNodeToPosition(pos)
+

+
+

Object Methods

+

Player Object Methods

+

player:setNickPrefix(tagSource, text)

+

Sets a prefix for this player's nametag

+

Parameters: +- tagSource (string) - Unique identifier +- text (string) - Text to display (or nil to remove)

+

Usage: +

local player = extensions.MPVehicleGE.getPlayerByName("John")
+if player then
+    player:setNickPrefix("STATUS", "[AFK]")
+end
+

+
+

player:setNickSuffix(tagSource, text)

+

Sets a suffix for this player's nametag

+

Parameters: +- tagSource (string) - Unique identifier +- text (string) - Text to display (or nil to remove)

+

Usage: +

local player = extensions.MPVehicleGE.getPlayerByName("John")
+if player then
+    player:setNickSuffix("MISSION", "[In Mission]")
+end
+

+
+

player:setCustomRole(role)

+

Sets a custom role for this player

+

Parameters: +- role (table) - Role table: {backcolor = {r, g, b}, tag = string, shorttag = string}

+

Usage: +

local player = extensions.MPVehicleGE.getPlayerByName("John")
+if player then
+    player:setCustomRole({
+        backcolor = {r = 255, g = 0, b = 0},
+        tag = " [VIP]",
+        shorttag = " [V]"
+    })
+end
+

+
+

player:clearCustomRole()

+

Clears the custom role for this player

+

Usage: +

local player = extensions.MPVehicleGE.getPlayerByName("John")
+if player then
+    player:clearCustomRole()
+end
+

+
+

Vehicle Object Methods

+

vehicle:getOwner()

+

Returns the owner of this vehicle

+

Returns: +- (table) - Player object +- (number) - Player's ID

+

Usage: +

local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0")
+if vehicle then
+    local owner, ownerID = vehicle:getOwner()
+    print("Owner: " .. owner.name)
+end
+

+
+

vehicle:setCustomRole(role)

+

Sets a custom role for this vehicle

+

Parameters: +- role (table) - Role table: {backcolor = {r, g, b}, tag = string, shorttag = string}

+

Usage: +

local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0")
+if vehicle then
+    vehicle:setCustomRole({
+        backcolor = {r = 0, g = 0, b = 255},
+        tag = " [Police]",
+        shorttag = " [POL]"
+    })
+end
+

+
+

vehicle:clearCustomRole()

+

Clears the custom role for this vehicle

+

Usage: +

local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0")
+if vehicle then
+    vehicle:clearCustomRole()
+end
+

+
+

vehicle:setDisplayName(displayName)

+

Sets a custom display name for this vehicle

+

Parameters: +- displayName (string) - Custom name to display

+

Usage: +

local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0")
+if vehicle then
+    vehicle:setDisplayName("Patrol Car #1")
+end
+

+
+

Event Hooks

+

BeamMP provides event hooks that you can override to execute custom code when specific events occur. Do not call these functions directly - instead, override them while preserving the original functionality.

+

Hook Pattern

+

Always preserve the original function when overriding:

+
-- Save the original function
+local originalCallback = MPVehicleGE.onVehicleSpawned
+
+-- Override with your custom logic
+MPVehicleGE.onVehicleSpawned = function(gameVehicleID)
+    -- Call the original first
+    originalCallback(gameVehicleID)
+
+    -- Your custom code here
+    print("Vehicle spawned: " .. gameVehicleID)
+end
+
+
+

Available Event Hooks

+

onUpdate(dt)

+

Called every frame while connected to multiplayer

+

Parameters: +- dt (number) - Delta time in seconds since last frame

+

Usage: +

local originalOnUpdate = MPVehicleGE.onUpdate
+MPVehicleGE.onUpdate = function(dt)
+    originalOnUpdate(dt)
+    -- Your frame-by-frame logic here
+end
+

+
+

onPreRender(dt)

+

Called every frame before rendering

+

Parameters: +- dt (number) - Delta time in seconds

+

Note: +This handles nametag rendering, distance calculations, and ground markers internally.

+

Usage: +

local originalOnPreRender = MPVehicleGE.onPreRender
+MPVehicleGE.onPreRender = function(dt)
+    originalOnPreRender(dt)
+    -- Your pre-render logic here
+end
+

+
+

onVehicleSpawned(gameVehicleID)

+

Called when a vehicle spawns (both local and remote)

+

Parameters: +- gameVehicleID (number) - The game's internal vehicle ID

+

Usage: +

local originalOnVehicleSpawned = MPVehicleGE.onVehicleSpawned
+MPVehicleGE.onVehicleSpawned = function(gameVehicleID)
+    originalOnVehicleSpawned(gameVehicleID)
+
+    local vehicle = extensions.MPVehicleGE.getVehicleByGameID(gameVehicleID)
+    if vehicle then
+        print(vehicle.ownerName .. " spawned a " .. vehicle.jbeam)
+    end
+end
+

+
+

onVehicleDestroyed(gameVehicleID)

+

Called when a vehicle is destroyed/removed

+

Parameters: +- gameVehicleID (number) - The game's internal vehicle ID

+

Usage: +

local originalOnVehicleDestroyed = MPVehicleGE.onVehicleDestroyed
+MPVehicleGE.onVehicleDestroyed = function(gameVehicleID)
+    local vehicle = extensions.MPVehicleGE.getVehicleByGameID(gameVehicleID)
+    if vehicle then
+        print("Vehicle " .. vehicle.jbeam .. " was destroyed")
+    end
+
+    originalOnVehicleDestroyed(gameVehicleID)
+end
+

+
+

onVehicleSwitched(oldGameVehicleID, newGameVehicleID)

+

Called when player switches between vehicles

+

Parameters: +- oldGameVehicleID (number) - Previous vehicle ID (or -1) +- newGameVehicleID (number) - New vehicle ID (or -1)

+

Usage: +

local originalOnVehicleSwitched = MPVehicleGE.onVehicleSwitched
+MPVehicleGE.onVehicleSwitched = function(oldID, newID)
+    originalOnVehicleSwitched(oldID, newID)
+
+    print("Switched from vehicle " .. oldID .. " to " .. newID)
+end
+

+
+

onVehicleResetted(gameVehicleID)

+

Called when a vehicle is reset (local vehicles only)

+

Parameters: +- gameVehicleID (number) - The game's internal vehicle ID

+

Usage: +

local originalOnVehicleResetted = MPVehicleGE.onVehicleResetted
+MPVehicleGE.onVehicleResetted = function(gameVehicleID)
+    originalOnVehicleResetted(gameVehicleID)
+
+    print("Vehicle " .. gameVehicleID .. " was reset")
+end
+

+
+

onVehicleColorChanged(gameVehicleID, index, paint)

+

Called when a vehicle's paint color is changed

+

Parameters: +- gameVehicleID (number) - The game's internal vehicle ID +- index (number) - Paint slot index (0, 1, or 2) +- paint (table) - Paint data with color information

+

Usage: +

local originalOnVehicleColorChanged = MPVehicleGE.onVehicleColorChanged
+MPVehicleGE.onVehicleColorChanged = function(gameVehicleID, index, paint)
+    originalOnVehicleColorChanged(gameVehicleID, index, paint)
+
+    print("Vehicle " .. gameVehicleID .. " changed paint slot " .. index)
+end
+

+
+

onVehicleReady(gameVehicleID)

+

Called when a vehicle's extensions have loaded and the vehicle is fully ready

+

Parameters: +- gameVehicleID (number) - The game's internal vehicle ID

+

Note: +Use this instead of onVehicleSpawned if you need vehicle extensions to be loaded.

+

Usage: +

local originalOnVehicleReady = MPVehicleGE.onVehicleReady
+MPVehicleGE.onVehicleReady = function(gameVehicleID)
+    originalOnVehicleReady(gameVehicleID)
+
+    -- Safe to interact with vehicle extensions here
+    local veh = be:getObjectByID(gameVehicleID)
+    if veh then
+        veh:queueLuaCommand("print('Vehicle is ready!')")
+    end
+end
+

+
+

onUIInitialised()

+

Called when the BeamMP UI is initialized

+

Usage: +

local originalOnUIInitialised = MPVehicleGE.onUIInitialised
+MPVehicleGE.onUIInitialised = function()
+    originalOnUIInitialised()
+
+    print("BeamMP UI initialized")
+end
+

+
+

onSettingsChanged()

+

Called when BeamMP settings are changed

+

Usage: +

local originalOnSettingsChanged = MPVehicleGE.onSettingsChanged
+MPVehicleGE.onSettingsChanged = function()
+    originalOnSettingsChanged()
+
+    print("BeamMP settings changed")
+end
+

+
+

MPConfig Functions

+

MPConfig.getPlayerServerID()

+

Returns the local player's server-assigned ID

+

Returns: +- (number) - The player's server ID (-1 if not set)

+

Usage: +

local myID = extensions.MPConfig.getPlayerServerID()
+

+
+

MPConfig.getNickname()

+

Returns the local player's nickname

+

Returns: +- (string) - The player's current nickname

+

Usage: +

local name = extensions.MPConfig.getNickname()
+

+
+

MPConfig.getConfig()

+

Returns the BeamMP configuration settings

+

Returns: +- (table) - Configuration table with all BeamMP settings +- (nil) - If config file doesn't exist

+

Usage: +

local config = extensions.MPConfig.getConfig()
+

+
+

MPConfig.setConfig(settingName, settingVal)

+

Sets a specific configuration value

+

Parameters: +- settingName (string) - Name of the setting +- settingVal (any) - Value to set

+

Usage: +

extensions.MPConfig.setConfig("myCustomSetting", true)
+

+
+

MPCoreNetwork Functions

+

MPCoreNetwork.getCurrentServer()

+

Returns information about the current connected server

+

Returns: +- (table) - Server data (ip, port, name, map) +- (nil) - If not connected

+

Usage: +

local server = extensions.MPCoreNetwork.getCurrentServer()
+if server then
+    print("Server: " .. server.name)
+    print("IP: " .. server.ip .. ":" .. server.port)
+end
+

+
+

Event System Functions

+

TriggerServerEvent(name, data)

+

Sends an event to the server

+

Parameters: +- name (string) - Event name +- data (string) - Data to send

+

Note: +Global function. The server must have a registered handler for this event.

+

Usage: +

TriggerServerEvent("playerReady", "ready")
+
+-- With JSON
+local data = {position = {x=100, y=200, z=50}}
+TriggerServerEvent("updatePlayer", jsonEncode(data))
+

+
+

TriggerClientEvent(name, data)

+

Triggers a local client event

+

Parameters: +- name (string) - Event name +- data (string) - Data to send

+

Note: +Global function. Triggers locally without sending to server.

+

Usage: +

TriggerClientEvent("localUpdate", "data")
+

+
+

AddEventHandler(event_name, func, name)

+

Registers a function to handle a specific event

+

Parameters: +- event_name (string) - Name of the event to handle +- func (function) - Handler function (receives event data) +- name (string) - Optional internal name

+

Note: +Global function.

+

Usage: +

AddEventHandler("playerDamage", function(data)
+    print("Damage: " .. data)
+end)
+
+-- With JSON
+AddEventHandler("vehicleSpawned", function(data)
+    local vehData = jsonDecode(data)
+    print("Spawned: " .. vehData.model)
+end)
+

+
+

RemoveEventHandler(event_name, name)

+

Removes an event handler

+

Parameters: +- event_name (string) - Name of the event +- name (string) - Optional internal name

+

Note: +Global function.

+

Usage: +

RemoveEventHandler("playerDamage")
+

+
+

Keypress Functions

+

onKeyPressed(keyname, func)

+

Registers a function to be called when a key is pressed

+

Parameters: +- keyname (string) - Name of the key (e.g., "NUMPAD1", "F1") +- func (function) - Function to call (receives boolean)

+

Note: +Global function.

+

Usage: +

onKeyPressed("NUMPAD1", function(state)
+    print("NUMPAD1 pressed!")
+end)
+

+
+

onKeyReleased(keyname, func)

+

Registers a function to be called when a key is released

+

Parameters: +- keyname (string) - Name of the key +- func (function) - Function to call (receives boolean)

+

Note: +Global function.

+

Usage: +

onKeyReleased("NUMPAD1", function(state)
+    print("NUMPAD1 released!")
+end)
+

+
+

addKeyEventListener(keyname, func, type)

+

Registers a key event listener with customizable trigger type

+

Parameters: +- keyname (string) - Name of the key +- func (function) - Function to call +- type (string) - Event type: "down", "up", or "both" (default: "both")

+

Note: +Global function.

+

Usage: +

addKeyEventListener("F1", function(isPressed)
+    if isPressed then
+        print("F1 pressed")
+    else
+        print("F1 released")
+    end
+end, "both")
+

+
+

getKeyState(keyname)

+

Returns the current state of a key

+

Parameters: +- keyname (string) - Name of the key

+

Returns: +- (boolean) - True if pressed, false otherwise

+

Note: +Global function. Only works for keys registered with addKeyEventListener.

+

Usage: +

local isPressed = getKeyState("NUMPAD1")
+if isPressed then
+    print("NUMPAD1 is held down")
+end
+

+
+

UI Functions

+

MPGameNetwork.spawnUiDialog(dialogInfo)

+

Creates a custom interactive dialog box

+

Parameters: +- dialogInfo (table) - Dialog configuration: + - title (string) - Dialog title (optional) + - body (string) - Dialog message (optional) + - buttons (table) - Button configurations (optional) + - class (string) - "experimental" for hazard lines (optional) + - interactionID (string) - Interaction identifier (optional) + - reportToServer (boolean) - Send to server (optional, default: false) + - reportToExtensions (boolean) - Trigger local event (optional, default: false)

+

Usage: +

-- Simple dialog
+extensions.MPGameNetwork.spawnUiDialog({
+    title = "Welcome",
+    body = "Welcome to the server!"
+})
+
+-- Choice dialog
+extensions.MPGameNetwork.spawnUiDialog({
+    title = "Choose Team",
+    body = "Which team?",
+    buttons = {
+        {label = "Red", key = "joinRed"},
+        {label = "Blue", key = "joinBlue"}
+    },
+    interactionID = "teamSelection",
+    reportToServer = true
+})
+

+
+

MPGameNetwork Callbacks

+

MPGameNetwork.onUpdate(dt)

+

Called every frame while connected to multiplayer

+

Parameters: +- dt (number) - Delta time in seconds

+

Usage: +

local originalOnUpdate = MPGameNetwork.onUpdate
+MPGameNetwork.onUpdate = function(dt)
+    originalOnUpdate(dt)
+    -- Your code here
+end
+

+
+

MPGameNetwork.onVehicleReady(gameVehicleID)

+

Called when a vehicle is ready and extensions are loaded

+

Parameters: +- gameVehicleID (number) - The game's internal vehicle ID

+

Usage: +

local originalOnVehicleReady = MPGameNetwork.onVehicleReady
+MPGameNetwork.onVehicleReady = function(gameVehicleID)
+    originalOnVehicleReady(gameVehicleID)
+    -- Your code here
+end
+

+
+

Encoding Functions

+

MPHelpers.b64encode(string)

+

Encodes a string to Base64 (RFC 2045)

+

Parameters: +- string (string) - String to encode

+

Returns: +- (string) - Base64-encoded string

+

Usage: +

local encoded = extensions.MPHelpers.b64encode("Hello World")
+
+-- Encoding JSON
+local data = {name = "Player", score = 100}
+local encoded = extensions.MPHelpers.b64encode(jsonEncode(data))
+TriggerServerEvent("sendData", encoded)
+

+
+

MPHelpers.b64decode(string)

+

Decodes a Base64 string (RFC 2045)

+

Parameters: +- string (string) - Base64-encoded string

+

Returns: +- (string) - Decoded string

+

Usage: +

local decoded = extensions.MPHelpers.b64decode("SGVsbG8gV29ybGQ=")
+
+-- Decoding JSON
+AddEventHandler("receiveData", function(data)
+    local decoded = extensions.MPHelpers.b64decode(data)
+    local jsonData = jsonDecode(decoded)
+end)
+

+
+

Color Functions

+

MPHelpers.hex2rgb(hex)

+

Converts a hexadecimal color code to RGB values

+

Parameters: +- hex (string) - Hex color code (e.g., "#FF5733" or "#F57")

+

Returns: +- (table) - RGB values {r, g, b} in 0-1 range +- (table) - {0, 0, 0} if invalid

+

Note: +Supports both 3-character and 6-character hex codes.

+

Usage: +

local rgb = extensions.MPHelpers.hex2rgb("#FF5733")
+print(rgb[1], rgb[2], rgb[3]) -- 1.0, 0.341, 0.2
+
+-- Short format
+local rgb = extensions.MPHelpers.hex2rgb("#F57")
+

+
+

String Functions

+

MPHelpers.splitStringToTable(string, delimiter, convert_into)

+

Splits a string by delimiter and optionally converts values

+

Parameters: +- string (string) - String to split +- delimiter (string) - Delimiter to split by +- convert_into (number) - Conversion type (optional): + - nil or 0 - Keep as strings (default) + - 1 - Convert to numbers + - 2 - Convert to booleans

+

Returns: +- (table) - Array of split values

+

Usage: +

-- Strings
+local parts = extensions.MPHelpers.splitStringToTable("Hello,World", ",")
+-- {"Hello", "World"}
+
+-- Numbers
+local nums = extensions.MPHelpers.splitStringToTable("10,20,30", ",", 1)
+-- {10, 20, 30}
+
+-- Parse coordinates
+local coords = extensions.MPHelpers.splitStringToTable("100,200,50", ",", 1)
+local x, y, z = coords[1], coords[2], coords[3]
+

+
+

Table Functions

+

MPHelpers.tableDiff(old, new)

+

Compares two tables and returns their differences

+

Parameters: +- old (table) - First table to compare +- new (table) - Second table to compare

+

Returns: +- (table) diff - All keys that differ +- (table) o - Values from old that differ +- (table) n - Values from new that differ

+

Usage: +

local oldConfig = {speed = 100, damage = 50, armor = 30}
+local newConfig = {speed = 120, damage = 50, armor = 40}
+
+local diff, oldVals, newVals = extensions.MPHelpers.tableDiff(oldConfig, newConfig)
+-- diff = {speed = 120, armor = 40}
+
+for key, value in pairs(diff) do
+    print(key .. " changed from " .. oldVals[key] .. " to " .. newVals[key])
+end
+

+
+

Debug Functions

+

MPHelpers.simpletraces(level)

+

Returns formatted caller information as string

+

Parameters: +- level (number) - Stack level (optional, default: 2)

+

Returns: +- (string) - Formatted string: "source:line, namewhat name" +- (string) - "unknown" if info not available

+

Usage: +

local function myFunction()
+    local caller = extensions.MPHelpers.simpletraces()
+    print("Called from: " .. caller)
+end
+

+
+

MPHelpers.simpletrace(level)

+

Logs caller information to console

+

Parameters: +- level (number) - Stack level (optional, default: 1)

+

Note: +Logs the calling location to the console.

+

Usage: +

local function myFunction()
+    extensions.MPHelpers.simpletrace()
+    -- Logs: "Code was called from: lua/ge/extensions/mymod.lua:42"
+end
+

+
+

Last updated: 01.01.2026

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Server Side

+ +

Table of Contents

+

Global

+ +

MP

+ +

Util

+ +

Http

+ +

FS

+ +

Events

+ +
+

Global Functions

+

print(...)

+

Prints to the server console, prefixed with date, time and [LUA].

+

Parameters: +- ... (any) - Values of any type. Tables are printed with their contents.

+

Usage: +

local name = "John Doe"
+print("Hello, I'm", name, "and I'm", 32)
+

+
+

printRaw(...)

+

Prints to the server console without any prefix.

+

Parameters: +- ... (any) - Values of any type.

+
+

exit()

+

Shuts down the server gracefully. Triggers the onShutdown event.

+
+

MP — Players

+

MP.GetPlayerCount() -> number

+

Returns the number of currently connected players.

+

Returns: +- (number) - Player count.

+
+

MP.GetPlayers() -> table

+

Returns a table of all connected players.

+

Returns: +- (table) - Map of {[playerID] = playerName}.

+
+

MP.GetPlayerName(playerID) -> string

+

Returns the name of a player by ID.

+

Parameters: +- playerID (number) - The player's ID.

+

Returns: +- (string) - The player's name, or "" if not found.

+

Usage: +

local player_id = 4
+print(MP.GetPlayerName(player_id))
+

+
+

MP.GetPlayerIDByName(name) -> number

+

Returns the ID of a player by name.

+

Parameters: +- name (string) - The player's name.

+

Returns: +- (number) - The player's ID, or -1 if not found.

+
+

MP.GetPlayerIdentifiers(playerID) -> table

+

Returns identifiers for a player such as IP, BeamMP forum ID and Discord ID.

+

Parameters: +- playerID (number) - The player's ID.

+

Returns: +- (table) - Table with keys ip, beammp, discord (only if linked). +- (nil) - If the player was not found.

+

Usage: +

local player_id = 5
+print(MP.GetPlayerIdentifiers(player_id))
+-- { ip: "127.0.0.1", discord: "12345678987654321", beammp: "1234567" }
+

+
+

MP.GetPlayerRole(playerID) -> string|nil

+

Returns the player's role as set by the BeamMP backend.

+

Parameters: +- playerID (number) - The player's ID.

+

Returns: +- (string) - The player's role. +- (nil) - If the player was not found.

+
+

MP.IsPlayerConnected(playerID) -> boolean

+

Returns whether a UDP packet has been received from the player, i.e. whether the connection is fully established.

+

Parameters: +- playerID (number) - The player's ID.

+

Returns: +- (boolean) - true if fully connected.

+

Usage: +

local player_id = 8
+print(MP.IsPlayerConnected(player_id))
+

+
+

MP.IsPlayerGuest(playerID) -> boolean

+

Returns whether the player is a guest (not registered on the BeamMP forum).

+

Parameters: +- playerID (number) - The player's ID.

+

Returns: +- (boolean) - true if guest.

+
+

MP.DropPlayer(playerID, reason?)

+

Kicks a player from the server.

+

Parameters: +- playerID (number) - The player's ID. +- reason (string, optional) - Reason for the kick.

+

Usage: +

function ChatHandler(player_id, player_name, message)
+    if string.match(message, "darn") then
+        MP.DropPlayer(player_id, "Profanity is not allowed")
+        return 1
+    end
+end
+

+
+

MP — Vehicles

+

MP.GetPlayerVehicles(playerID) -> table

+

Returns all vehicles of a player.

+

Parameters: +- playerID (number) - The player's ID.

+

Returns: +- (table) - Map of {[vehicleID] = dataString} where dataString is a raw JSON string. +- (nil) - If the player has no vehicles or was not found.

+

Usage: +

local player_id = 3
+local player_vehicles = MP.GetPlayerVehicles(player_id)
+
+for vehicle_id, vehicle_data in pairs(player_vehicles) do
+    local start = string.find(vehicle_data, "{")
+    local formattedVehicleData = string.sub(vehicle_data, start, -1)
+    print(Util.JsonDecode(formattedVehicleData))
+end
+

+
+

MP.GetPositionRaw(playerID, vehicleID) -> table, string

+

Returns the current raw position of a vehicle.

+

Parameters: +- playerID (number) - The player's ID. +- vehicleID (number) - The vehicle's ID.

+

Returns: +- (table) - Table with keys: pos, rot, vel, rvel, tim, ping. +- (string) - Error message if one occurred, empty string on success.

+

Note: +Each value in pos, rot, vel, rvel is a table with indices 1, 2, 3 (and 4 for rot).

+

Usage: +

local player_id = 4
+local vehicle_id = 0
+
+local raw_pos, error = MP.GetPositionRaw(player_id, vehicle_id)
+if error == "" then
+    local x, y, z = table.unpack(raw_pos["pos"])
+    print("X:", x, "Y:", y, "Z:", z)
+else
+    print(error)
+end
+

+
+

MP.RemoveVehicle(playerID, vehicleID)

+

Removes a vehicle belonging to a player.

+

Parameters: +- playerID (number) - The player's ID. +- vehicleID (number) - The vehicle's ID.

+

Usage: +

local player_id = 3
+local player_vehicles = MP.GetPlayerVehicles(player_id)
+
+for vehicle_id, vehicle_data in pairs(player_vehicles) do
+    MP.RemoveVehicle(player_id, vehicle_id)
+end
+

+
+

MP — Communication

+

MP.SendChatMessage(playerID, message, logChat?)

+

Sends a chat message to a specific player or everyone.

+

Parameters: +- playerID (number) - The player's ID, or -1 for everyone. +- message (string) - The message content. +- logChat (boolean, optional) - Whether to log to the server log (default: true).

+

Note: +This function does not return a value.

+

Usage: +

-- To a specific player
+function ChatHandler(player_id, player_name, msg)
+    if string.match(msg, "darn") then
+        MP.SendChatMessage(player_id, "Please do not use profanity.")
+        return 1
+    end
+end
+
+-- To everyone
+MP.SendChatMessage(-1, "Hello World!")
+

+
+

MP.SendNotification(playerID, message, icon?, category?)

+

Sends a notification (popup) to a specific player or everyone.

+

Parameters: +- playerID (number) - The player's ID, or -1 for everyone. +- message (string) - The notification content. +- icon (string, optional) - Notification icon. +- category (string, optional) - Notification category.

+

Note: +This function does not return a value. When called with only 3 arguments (no category), the category is automatically set to the value of message.

+
+

MP.ConfirmationDialog(playerID, title, body, buttons, interactionID, warning?, reportToServer?, reportToExtensions?)

+

Sends a confirmation dialog with buttons to a player.

+

Parameters: +- playerID (number) - The player's ID, or -1 for everyone. +- title (string) - Dialog title. +- body (string) - Dialog body text. +- buttons (table) - Array of buttons. +- interactionID (string) - Unique identifier for this interaction. +- warning (boolean, optional) - Show warning styling (default: false). +- reportToServer (boolean, optional) - Send response to server (default: true). +- reportToExtensions (boolean, optional) - Trigger local event (default: true).

+

Note: +When called with only 5 arguments the function does not return a value. When called with 6–8 arguments it returns boolean, string.

+
+

MP.TriggerClientEvent(playerID, eventName, data) -> boolean, string

+

Sends an event to a specific client or everyone.

+

Parameters: +- playerID (number) - The player's ID, or -1 for everyone. +- eventName (string) - The event name. +- data (string) - The data to send.

+

Returns: +- (boolean) - true if sent successfully. Always true for -1. +- (string) - Error message if failed.

+
+

MP.TriggerClientEventJson(playerID, eventName, data) -> boolean, string

+

Same as TriggerClientEvent but accepts a Lua table and automatically encodes it to JSON.

+

Parameters: +- playerID (number) - The player's ID, or -1 for everyone. +- eventName (string) - The event name. +- data (table) - Lua table to be JSON-encoded and sent.

+

Returns: +- (boolean) - true on success. +- (string) - Error message if failed.

+
+

MP — Events

+

MP.RegisterEvent(eventName, functionName)

+

Registers a function as a handler for an event.

+

Parameters: +- eventName (string) - The event name. +- functionName (string) - The name of the Lua function to register.

+

Note: +If the event does not exist it is created. Multiple handlers can be registered for the same event.

+

Usage: +

function ChatHandler(player_id, player_name, msg)
+    if msg == "hello" then
+        print("Hello World!")
+        return 0
+    end
+end
+
+MP.RegisterEvent("onChatMessage", "ChatHandler")
+

+
+

MP.TriggerLocalEvent(eventName, ...) -> table

+

Triggers an event in the current state only. Synchronous.

+

Parameters: +- eventName (string) - The event name. +- ... (any, optional) - Arguments passed to handlers.

+

Returns: +- (table) - Table of return values from all handlers.

+

Usage: +

local Results = MP.TriggerLocalEvent("MyEvent")
+print(Results)
+

+
+

MP.TriggerGlobalEvent(eventName, ...) -> table

+

Triggers an event in all states. Asynchronous. Local handlers run synchronously and immediately.

+

Parameters: +- eventName (string) - The event name. +- ... (any, optional) - Arguments. Supported types: string, number, boolean, table.

+

Returns: +- (table) - Future-like object with: + - :IsDone() -> boolean — Whether all handlers have finished. + - :GetResults() -> table — Return values from all handlers.

+

Note: +Call these methods with : not ..

+

Usage: +

local Future = MP.TriggerGlobalEvent("MyEvent")
+while not Future:IsDone() do
+    MP.Sleep(100)
+end
+local Results = Future:GetResults()
+print(Results)
+

+
+

MP.CreateEventTimer(eventName, intervalMS, strategy?)

+

Creates a timer that repeatedly triggers an event.

+

Parameters: +- eventName (string) - The event to trigger. +- intervalMS (number) - Interval between triggers in milliseconds. +- strategy (number, optional) - MP.CallStrategy.BestEffort (default) or MP.CallStrategy.Precise.

+

Note: +Intervals below 25ms are not recommended and will not be served reliably.

+

Usage: +

local seconds = 0
+
+function CountSeconds()
+    seconds = seconds + 1
+end
+
+MP.RegisterEvent("EverySecond", "CountSeconds")
+MP.CreateEventTimer("EverySecond", 1000)
+

+
+

MP.CancelEventTimer(eventName)

+

Cancels an existing event timer.

+

Parameters: +- eventName (string) - The event name.

+

Note: +The event may fire one more time before being cancelled due to asynchronous behaviour.

+
+

MP — Utilities

+

MP.CreateTimer() -> table

+

Creates a timer object for measuring elapsed time.

+

Returns: +- (table) - Object with: + - :GetCurrent() -> float — Seconds elapsed since last Start. + - :Start() — Resets the timer.

+

Usage: +

local mytimer = MP.CreateTimer()
+-- do stuff here that needs to be timed
+print(mytimer:GetCurrent())
+

+
+

MP.GetOSName() -> string

+

Returns the name of the server's operating system.

+

Returns: +- (string) - "Windows", "Linux", or "Other".

+
+

MP.GetServerVersion() -> number, number, number

+

Returns the server version.

+

Returns: +- (number) - major +- (number) - minor +- (number) - patch

+

Usage: +

local major, minor, patch = MP.GetServerVersion()
+print(major, minor, patch)
+

+
+

MP.Get(configID) -> value

+

Reads a server config setting by ID.

+

Parameters: +- configID (number) - ID from MP.Settings.

+

Returns: +- (value) - The setting's current value.

+
+

MP.Set(configID, value)

+

Temporarily changes a server config setting. The change is not saved to the config file.

+

Parameters: +- configID (number) - ID from MP.Settings. +- value (any) - New value. Type must match the setting.

+

Usage: +

MP.Set(MP.Settings.Debug, true)
+

+
+

MP.Settings

+

Enum of setting IDs for use with MP.Get and MP.Set.

+
MP.Settings.Debug             -- 0  (boolean)
+MP.Settings.Private           -- 1  (boolean)
+MP.Settings.MaxCars           -- 2  (number)
+MP.Settings.MaxPlayers        -- 3  (number)
+MP.Settings.Map               -- 4  (string)
+MP.Settings.Name              -- 5  (string)
+MP.Settings.Description       -- 6  (string)
+MP.Settings.InformationPacket -- 7  (boolean)
+
+
+

MP.CallStrategy

+

Enum for use with MP.CreateEventTimer.

+
MP.CallStrategy.BestEffort  -- Skip trigger if previous handler hasn't finished (default)
+MP.CallStrategy.Precise     -- Always trigger, even if it causes the queue to build up
+
+
+

MP.Sleep(ms)

+

Halts the entire current Lua state for a number of milliseconds.

+

Parameters: +- ms (number) - Time to sleep in milliseconds.

+

Note: +Nothing will execute in the state while sleeping. Do not sleep for more than 500ms if event handlers are registered — a sleeping state can slow the entire server down significantly.

+

Usage: +

local Future = MP.TriggerGlobalEvent("MyEvent")
+while not Future:IsDone() do
+    MP.Sleep(100)
+end
+

+
+

MP.GetStateMemoryUsage() -> number

+

Returns the memory usage of the current Lua state.

+

Returns: +- (number) - Memory in bytes.

+
+

MP.GetLuaMemoryUsage() -> number

+

Returns the total memory usage of all Lua states combined.

+

Returns: +- (number) - Memory in bytes.

+
+

Util — Logging

+

Util.LogInfo(...), Util.LogWarn(...), Util.LogError(...), Util.LogDebug(...)

+

Prints to the server log at the corresponding level.

+

Parameters: +- ... (any) - Values of any type.

+

Note: +Util.LogDebug is only shown when MP.Settings.Debug is enabled.

+

Usage: +

Util.LogInfo("Hello, World!")
+Util.LogWarn("Cool warning")
+Util.LogError("Oh no!")
+Util.LogDebug("hi")
+

+
+

Util — JSON

+

Util.JsonEncode(table) -> string

+

Encodes a Lua table into a JSON string.

+

Parameters: +- table (table) - The table to encode.

+

Returns: +- (string) - Minified JSON string.

+

Note: +Automatically detects array vs object based on key types. Functions, userdata and unsupported types are ignored.

+

Usage: +

local player = {
+    name = "Lion",
+    age = 69,
+    skills = { "skill A", "skill B" }
+}
+local json = Util.JsonEncode(player)
+-- '{"name":"Lion","age":69,"skills":["skill A","skill B"]}'
+

+
+

Util.JsonDecode(json) -> table

+

Decodes a JSON string into a Lua table.

+

Parameters: +- json (string) - A valid JSON string.

+

Returns: +- (table) - The decoded table. +- (nil) - If the JSON is invalid.

+

Usage: +

local json = "{\"message\":\"OK\",\"code\":200}"
+local tbl = Util.JsonDecode(json)
+-- { message = "OK", code = 200 }
+

+
+

Util.JsonPrettify(json) -> string

+

Adds indentation and newlines to a JSON string for human readability (indent of 4).

+

Parameters: +- json (string) - A valid JSON string.

+

Returns: +- (string) - Pretty-printed JSON.

+

Usage: +

local myjson = Util.JsonEncode({ name="Lion", age = 69, skills = { "skill A", "skill B" } })
+print(Util.JsonPrettify(myjson))
+

+
+

Util.JsonMinify(json) -> string

+

Removes unnecessary whitespace and newlines from a JSON string.

+

Parameters: +- json (string) - A valid JSON string.

+

Returns: +- (string) - Minified JSON.

+

Usage: +

local pretty = Util.JsonPrettify(Util.JsonEncode({ name="Lion", age = 69 }))
+print(Util.JsonMinify(pretty))
+

+
+

Util.JsonFlatten(json) -> string

+

Flattens a nested JSON into /a/b/c-style keys per RFC 6901.

+

Parameters: +- json (string) - A valid JSON string.

+

Returns: +- (string) - Flattened JSON.

+

Usage: +

local json = Util.JsonEncode({ name="Lion", skills = { "skill A", "skill B" } })
+print(Util.JsonFlatten(json))
+-- '{"/name":"Lion","/skills/0":"skill A","/skills/1":"skill B"}'
+

+
+

Util.JsonUnflatten(json) -> string

+

Restores a flattened JSON back to its nested structure.

+

Parameters: +- json (string) - A flattened JSON string.

+

Returns: +- (string) - Nested JSON.

+
+

Util.JsonDiff(a, b) -> string

+

Computes a diff between two JSON strings per RFC 6902.

+

Parameters: +- a (string) - First JSON string. +- b (string) - Second JSON string.

+

Returns: +- (string) - JSON Patch representing the differences.

+
+

Util — Random

+

Util.Random() -> float

+

Returns a random float between 0 and 1.

+

Returns: +- (float)

+

Usage: +

local rand = Util.Random()
+print("rand: " .. rand)
+-- rand: 0.135477
+

+
+

Util.RandomRange(min, max) -> float

+

Returns a random float within a given range.

+

Parameters: +- min (number) - Lower bound. +- max (number) - Upper bound.

+

Returns: +- (float)

+

Usage: +

local randFloat = Util.RandomRange(1, 1000)
+print("randFloat: " .. randFloat)
+-- randFloat: 420.6969
+

+
+

Util.RandomIntRange(min, max) -> number

+

Returns a random integer within a given range.

+

Parameters: +- min (number) - Lower bound. +- max (number) - Upper bound.

+

Returns: +- (number) - Integer.

+

Usage: +

local randInt = Util.RandomIntRange(1, 100)
+print("randInt: " .. randInt)
+-- randInt: 69
+

+
+

Util — Profiling

+

Util.DebugStartProfile(name)

+

Starts a named execution time measurement.

+

Parameters: +- name (string) - Identifier for this measurement.

+
+

Util.DebugStopProfile(name)

+

Stops a named measurement. Must be called after DebugStartProfile with the same name.

+

Parameters: +- name (string) - Identifier for this measurement.

+
+

Util.DebugExecutionTime() -> table

+

Returns execution time statistics for every handler that has run.

+

Returns: +- (table) - Per handler: mean, stdev, min, max, n (all in ms).

+

Usage: +

function printDebugExecutionTime()
+    local stats = Util.DebugExecutionTime()
+    local pretty = "DebugExecutionTime:\n"
+    local longest = 0
+    for name, t in pairs(stats) do
+        if #name > longest then
+            longest = #name
+        end
+    end
+    for name, t in pairs(stats) do
+        pretty = pretty .. string.format("%" .. longest + 1 .. "s: %12f +/- %12f (min: %12f, max: %12f) (called %d time(s))\n", name, t.mean, t.stdev, t.min, t.max, t.n)
+    end
+    print(pretty)
+end
+

+
+

Http

+

Http.CreateConnection(host, port) -> table

+

Creates an HTTP connection to an external server.

+

Parameters: +- host (string) - Server address. +- port (number) - Port number.

+

Returns: +- (table) - Connection object with method :Get(path, headers).

+
+

connection:Get(path, headers)

+

Sends an HTTP GET request.

+

Parameters: +- path (string) - The request path. +- headers (table) - Headers as {[string] = string}.

+
+

FS — Checks

+

FS.Exists(path) -> boolean

+

Returns whether a path exists.

+

Parameters: +- path (string) - The path to check.

+

Returns: +- (boolean) - true if exists.

+
+

FS.IsDirectory(path) -> boolean

+

Returns whether a path is a directory.

+

Parameters: +- path (string) - The path to check.

+

Returns: +- (boolean) - true if directory.

+

Note: +false does not imply the path is a file. Use FS.IsFile to check separately.

+
+

FS.IsFile(path) -> boolean

+

Returns whether a path is a regular file.

+

Parameters: +- path (string) - The path to check.

+

Returns: +- (boolean) - true if regular file.

+

Note: +false does not imply the path is a directory.

+
+

FS — Operations

+

FS.CreateDirectory(path) -> boolean, string

+

Creates a directory including any missing parent directories (like mkdir -p).

+

Parameters: +- path (string) - Path of the directory to create.

+

Returns: +- (boolean) - true on success. +- (string) - Error message on failure, or "" on success.

+

Usage: +

local success, error_message = FS.CreateDirectory("data/mystuff/somefolder")
+
+if not success then
+    print("failed to create directory: " .. error_message)
+end
+

+
+

FS.Remove(path) -> boolean, string

+

Removes a file or empty directory.

+

Parameters: +- path (string) - The path to remove.

+

Returns: +- (boolean) - true on success. +- (string) - Error message on failure.

+
+

FS.Rename(path, newPath) -> boolean, string

+

Renames or moves a file or directory.

+

Parameters: +- path (string) - Current path. +- newPath (string) - New path.

+

Returns: +- (boolean) - true on success. +- (string) - Error message on failure.

+
+

FS.Copy(path, newPath) -> boolean, string

+

Copies a file or directory (recursive).

+

Parameters: +- path (string) - Source path. +- newPath (string) - Destination path.

+

Returns: +- (boolean) - true on success. +- (string) - Error message on failure.

+
+

FS.ListFiles(path) -> table

+

Returns a list of file names in a directory (not recursive).

+

Parameters: +- path (string) - Directory path.

+

Returns: +- (table) - Array of file names. +- (nil) - If the path does not exist.

+

Usage: +

print(FS.ListFiles("Resources/Server/examplePlugin"))
+-- { 1: "example.json", 2: "example.lua" }
+

+
+

FS.ListDirectories(path) -> table

+

Returns a list of directory names inside a directory (not recursive).

+

Parameters: +- path (string) - Directory path.

+

Returns: +- (table) - Array of directory names. +- (nil) - If the path does not exist.

+

Usage: +

print(FS.ListDirectories("Resources"))
+-- { 1: "Client", 2: "Server" }
+

+
+

FS — Paths

+

FS.GetFilename(path) -> string

+

Returns the filename with extension from a path.

+

Parameters: +- path (string) - A path string.

+

Returns: +- (string) - The filename.

+

Usage: +

"my/path/a.txt"  ->  "a.txt"
+"somefile.txt"   ->  "somefile.txt"
+"/awesome/path"  ->  "path"
+

+
+

FS.GetExtension(path) -> string

+

Returns the file extension including the dot.

+

Parameters: +- path (string) - A path string.

+

Returns: +- (string) - The extension (e.g. ".json"), or "" if none.

+

Usage: +

"myfile.txt"                  ->  ".txt"
+"somefile."                   ->  "."
+"/awesome/path"               ->  ""
+"/awesome/path/file.zip.txt"  ->  ".txt"
+

+
+

FS.GetParentFolder(path) -> string

+

Returns the path of the containing directory.

+

Parameters: +- path (string) - A path string.

+

Returns: +- (string) - Parent folder path.

+

Usage: +

"/var/tmp/example.txt"  ->  "/var/tmp"
+"/"                     ->  "/"
+"mydir/a/b/c.txt"       ->  "mydir/a/b"
+

+
+

FS.ConcatPaths(...) -> string

+

Joins path segments together using the system's preferred separator, resolving .. where present.

+

Parameters: +- ... (string) - Path segments.

+

Returns: +- (string) - Joined path.

+

Usage: +

FS.ConcatPaths("a", "b", "/c/d/e/", "/f/", "g", "h.txt")
+-- "a/b/c/d/e/f/g/h.txt"
+

+
+

Events

+

Player connection order

+
onPlayerAuth → onPlayerConnecting → onPlayerJoining → onPlayerJoin
+
+
+

onInit

+

Triggered right after all plugin files have been loaded.

+

Arguments: none +Cancellable: no

+
+

onConsoleInput

+

Triggered when the server console receives input.

+

Arguments: +- input (string) - The text that was entered.

+

Cancellable: no

+

Usage: +

function handleConsoleInput(cmd)
+    local delim = cmd:find(' ')
+    if delim then
+        local message = cmd:sub(delim+1)
+        if cmd:sub(1, delim-1) == "print" then
+            return message
+        end
+    end
+end
+
+MP.RegisterEvent("onConsoleInput", "handleConsoleInput")
+

+
+

onShutdown

+

Triggered when the server shuts down, after all players have been kicked.

+

Arguments: none +Cancellable: no

+
+

onPlayerAuth

+

Triggered when a player attempts to connect, before any other connection events.

+

Arguments: +- name (string) - Player name. +- role (string) - Player role from the backend. +- isGuest (boolean) - Whether the player is a guest. +- identifiers (table) - Identifiers: ip, beammp, discord.

+

Cancellable: yes +- Return 1 — deny with a generic message. +- Return string — deny with the string as the reason. +- Return 2 — allow entry even if the server is full.

+

Usage: +

function myPlayerAuthorizer(name, role, is_guest, identifiers)
+    return "Sorry, you cannot join at this time."
+end
+
+MP.RegisterEvent("onPlayerAuth", "myPlayerAuthorizer")
+

+
+

postPlayerAuth

+

Triggered after onPlayerAuth, regardless of whether the player was accepted or rejected.

+

Arguments: +- wasRejected (boolean) - Whether the player was rejected. +- reason (string) - Rejection reason if rejected. +- name (string) - Player name. +- role (string) - Player role. +- isGuest (boolean) - Whether guest. +- identifiers (table) - Identifiers.

+

Cancellable: no

+
+

onPlayerConnecting

+

Triggered when a player starts connecting, after onPlayerAuth.

+

Arguments: +- playerID (number)

+

Cancellable: no

+
+

onPlayerJoining

+

Triggered after the player has finished downloading all mods.

+

Arguments: +- playerID (number)

+

Cancellable: no

+
+

onPlayerJoin

+

Triggered after the player has finished syncing and entered the game.

+

Arguments: +- playerID (number)

+

Cancellable: no

+
+

onPlayerDisconnect

+

Triggered when a player disconnects.

+

Arguments: +- playerID (number)

+

Cancellable: no

+
+

onChatMessage

+

Triggered when a player sends a chat message.

+

Arguments: +- playerID (number) +- playerName (string) +- message (string)

+

Cancellable: yes — returning 1 prevents the message from being shown to anyone.

+

Usage: +

function MyChatMessageHandler(sender_id, sender_name, message)
+    if message == "darn" then
+        return 1
+    else
+        return 0
+    end
+end
+
+MP.RegisterEvent("onChatMessage", "MyChatMessageHandler")
+

+
+

postChatMessage

+

Triggered after onChatMessage.

+

Arguments: +- wasSent (boolean) - Whether the message was sent. +- playerID (number) +- playerName (string) +- message (string)

+

Cancellable: no

+
+

onVehicleSpawn

+

Triggered when a player spawns a new vehicle.

+

Arguments: +- playerID (number) +- vehicleID (number) +- data (string) - JSON string with vehicle configuration and positional data.

+

Cancellable: yes — returning a value other than 0 prevents the spawn.

+
+

postVehicleSpawn

+

Triggered after onVehicleSpawn.

+

Arguments: +- wasSpawned (boolean) - Whether the vehicle was actually spawned. +- playerID (number) +- vehicleID (number) +- data (string)

+

Cancellable: no

+
+

onVehicleEdited

+

Triggered when a player edits an existing vehicle.

+

Arguments: +- playerID (number) +- vehicleID (number) +- data (string) - JSON string of the new configuration (does not include positional data).

+

Cancellable: yes — returning a value other than 0 cancels the edit.

+
+

postVehicleEdited

+

Triggered after onVehicleEdited.

+

Arguments: +- wasAllowed (boolean) - Whether the edit was allowed. +- playerID (number) +- vehicleID (number) +- data (string)

+

Cancellable: no

+
+

onVehicleDeleted

+

Triggered when a vehicle is deleted.

+

Arguments: +- playerID (number) +- vehicleID (number)

+

Cancellable: no

+
+

onVehicleReset

+

Triggered when a player resets a vehicle.

+

Arguments: +- playerID (number) +- vehicleID (number) +- data (string) - JSON string of the new position and rotation (does not include configuration).

+

Cancellable: no

+
+

onVehiclePaintChanged

+

Triggered when a vehicle's paint is changed.

+

Arguments: +- playerID (number) +- vehicleID (number) +- data (string) - JSON string with the new paint data.

+

Cancellable: no

+
+

onFileChanged

+

Triggered when a file in the plugin directory changes.

+

Arguments: +- path (string) - Path of the changed file, relative to the server root.

+

Cancellable: no

+

Note: +Files added after the server has started are not tracked.

+ + + + + + + + + + + + + + + + + + + + + + + + +
+
+ + + +
+ +
+ + + +
+
+
+
+ + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/CNAME b/CNAME new file mode 100644 index 00000000..78733dde --- /dev/null +++ b/CNAME @@ -0,0 +1 @@ +docs.beammp.com \ No newline at end of file diff --git a/FAQ/Change-launcher-port/index.html b/FAQ/Change-launcher-port/index.html new file mode 100644 index 00000000..10abc309 --- /dev/null +++ b/FAQ/Change-launcher-port/index.html @@ -0,0 +1,3128 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Changing the Launcher port - BeamMP Docs + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + Skip to content + + +
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+ + + + + + + + + + + + + + + + + + + + + +

Issue

+

The Launcher is not connecting to the game. +This quick guide explains how to manually change the launcher port.

+

Changing the port manually

+
    +
  1. Start BeamNG
  2. +
  3. In the main menu, go to Options, then Multiplayer
  4. +
  5. In the multiplayer options, enable Show advanced options
  6. +
  7. Scroll all the way down
  8. +
  9. In Launcher port change the port number to something else, for example 4567
  10. +
  11. Close BeamNG
  12. +
  13. Right click on the BeamMP-launcher shortcut, and select Open file location in the context menu
  14. +
  15. Open the launcher.cfg file in a text editor
  16. +
  17. Change the "Port": 4444, number to the same you used earlier in the ingame options, in this example 4567
  18. +
  19. Save the changes and close the text editor
  20. +
  21. Start the BeamMP-launcher
  22. +
+

If theres still no connection, try again with another port. Any number between ~2000 and 65535 is a valid port

+

Still facing issue?

+

Create a support ticket on our Discord Server.

+

Tags: Launcher, Connection Failed, Port Number

+ + + + + + + + + + + + + + + + + + + + + + + + +
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+ + + +
+ +
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+ + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/FAQ/Clearing-mods/index.html b/FAQ/Clearing-mods/index.html new file mode 100644 index 00000000..2926acfc --- /dev/null +++ b/FAQ/Clearing-mods/index.html @@ -0,0 +1,3302 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + How to remove mods? - BeamMP Docs + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + Skip to content + + +
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+ + + + + + + + + + + + + + + + + + + + + +

How to remove mods?

+ +

Why do I have to deactivate/remove my mods?

+

In BeamMP, the Server you decide to connect to, provides the necessary mods. These get downloaded and activated automatically upon connecting. +Having local mods installed and active often leads to BeamMP not functioning properly, even if you have just one additional mod besides BeamMP.

+

There are 3 options to resolve possible issues caused by mods with using BeamMP.

+

1. Deactivate mods

+

Before joining any server, make sure you have no mods besides 'multiplayerbeammp' enabled. +If this method does not work, for example the game freezes / shows a blackscreen, or you still have issues, refer to the next option.

+

2. Creating a new Userfolder

+

Open the BeamNG.Drive userfolder and rename the current folder to for example current_old. Close BeamNG.drive before renaming the folder. +The result should be a clean new userfolder. +image

+
+My settings and configs are gone! How can I restore them? +

If you have renamed the userfolder, you forced the game to create a new, clean userfolder. You may copy the 'settings' and 'vehicles' folder from the folder you renamed (e.g. current_old) to the new folder it created. +Make sure BeamNG.Drive is closed and replace all elements in the location you want to copy the folders to. You should now have all configs and settings as they were before.

+

!!! warning "Be careful when moving back files/folders to the new userfolder.

+
If you resolved any issues by renaming the userfolder, moving back the old files may cause any issues you had to possibly re-occur.
+
+
+

After you are done, start BeamNG.Drive via the BeamMP-Launcher and you should have 'multiplayerbeammp' as your only enabled mod available in the repository as well as the button on the Main Menu to enter BeamMP. +If you still have issues joining modded server, they likely provide broken/outdated mods.

+

3. Cleaning up the BeamMP-Launcher cache.

+

To clean up cached mods from the BeamMP directories, go to the installation location of your BeamMP-Launcher. By default, the path would be 'C:\Users\AppData\BeamMP-Launcher\'. In there, you will find a 'Resources' folder. +Delete the folder to delete all cached mods. This can be helpful if you need more space on your disk or want to clean out oudated BeamNG mods.

+

4. Removing mods from the content folders.

+

If you have placed mods in the content folder, you should remove them. +To access the Beamng.drive\content\ folder and clean the folder of any mods, open the installation location of BeamNG.drive. +Right click the content folder and delete it. Proceed to verify the game files via Steam or Epic Games. This is going to download the base files again.

+
??? quote "DO_NOT_INSTALL_MODS_HERE.txt"
+
+    Do NOT copy mods into this folder: it can lead to broken mods, slower installation of updates, a broken mod manager, broken Safe Mode and others.
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
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+ + + +
+ +
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+ + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/FAQ/Defender-exclusions/index.html b/FAQ/Defender-exclusions/index.html new file mode 100644 index 00000000..4e146ccf --- /dev/null +++ b/FAQ/Defender-exclusions/index.html @@ -0,0 +1,3286 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Creating Exclusions (Defender) - BeamMP Docs + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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How to create exclusions in the Windows Defender Firewall and Antivirus?

+
+

Info

+

Before tampering with the firewall, make sure that your network within the windows networking settings is set to private (assuming you are in a private network).

+
+

DISCLAIMER:

+

Firewall / Defender exclsuions are a risk.

+

By creating exclsuions, you understand the risks of allowing programs on your PC and opening up ports on your home network to the public and therefore void the right to hold BeamMP accountable for any and all damages that may happen to you or your household.

+

We take no responsibility for any content on any externally linked services or websites.

+
+
+

1. Defender Firewall exclusion for the BeamMP-Launcher.

+
    +
  1. Open the Windows Defender Firewall with advanced setting.
  2. +
  3. In the Window, click Inbound to open the inbound exclusions tab.
  4. +
  5. Click Create new rule in the top right to create a new exclusion.
  6. +
  7. Select Program to create a program specific exclusion.
  8. +
  9. Enter the full qualified path towards the BeamMP-Launcher.exe. The default would be %appdata%\BeamMP-Launcher\BeamMP-Launcher.exe (without quotes).
  10. +
  11. Make sure to allow the connection
  12. +
  13. Give the exclusion a name (e.g. "BeamMP-Launcher") and save it.
  14. +
  15. Restart your PC.
  16. +
+

1.1 Defender Firewwall exclusion for the BeamMP-Server.

+
    +
  1. Open the Windows Defender Firewall with advanced setting.
  2. +
  3. In the Window, click Inbound to open the inbound exclusions tab.
  4. +
  5. Click Create new rule in the top right to create a new exclusion.
  6. +
  7. Select Port to create a program specific exclusion.
  8. +
  9. Enter the same port as in the ServerConfig.toml.
  10. +
  11. Enter the full qualified path towards the BeamMP-Server.exe. The file is located whereever you placed it after downloading it.
  12. +
  13. Make sure to allow the connection
  14. +
  15. Give the exclusion a name (e.g. "BeamMP-Server") and save it.
  16. +
  17. Restart your PC.
  18. +
+

2. Defender Antivirus exclsuion for the BeamMP-Launcher/Server.

+
    +
  1. Open the Windows Security app.
  2. +
  3. Click the first item virus and threat protection.
  4. +
  5. Click Manage settings beneath "Virus & threat protection settings".
  6. +
  7. Scroll down to navigate to the Exclusions tab.
  8. +
  9. There, click 'Add an exclusion' and select process.
  10. +
  11. Enter BeamMP-Launcher.exe or BeamMP-Server.exeinto the field and save it.
  12. +
  13. Restart your PC.
  14. +
+

Still facing issues?

+

Open a Thread on the Forum or on our Discord server in the #support channel.

+ + + + + + + + + + + + + + + + + + + + + + + + +
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+ + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/FAQ/How-to-check-for-CGNAT/index.html b/FAQ/How-to-check-for-CGNAT/index.html new file mode 100644 index 00000000..bf2ef587 --- /dev/null +++ b/FAQ/How-to-check-for-CGNAT/index.html @@ -0,0 +1,3319 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + How to check for CGNAT? - BeamMP Docs + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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How to check for CGNAT?

+

Issue

+

All Firewall exclusions and Port forwarding rules are set up correctly, yet nobody can join your home-hosted Server?

+

If you have connection problems and you are using a Hosting-Service, contact them for assistance. If you want to use a VPS or cannot host a server at home, take a look at our +list of Partnered hosting services (Server setup documentation).

+

What even is CGNAT?

+

For a detailed explanation, on what CGNAT is and why it's an issue when trying to host a server at home, take a look at this page.

+

How to check for CGNAT?

+

Method 1:

+

Open a command prompt, run tracert -4 beammp.com. This will output a series of network hops. Wait for the operation to finish (may take up to 30 hops). Check the first few IP addresses after the IP of your Router/Modem/Gateway. +If multiple IP addresses within the range of 100.64.x.x-100.127.x.x or 10.xx.xx.xx appear after the first hop, you are most likely behind a CGNAT.

+
+

Note

+

The first hop will be your Router/Modem/Gateway and differs between Devices. +The official ranges for local networks are as follows: 10.0.0.xxx - 192.168.xxx.xxx - `172.16.xxx.xxx

+
+

Method 2:

+

Find out the WAN IP on your router by looking it up on its interface. Compare it to the IP posted on e.g. https://whatsmyip.org . If they are NOT the same, you are behind a CGNAT.

+

Method 3/Solution:

+

Call your Internet Service Provider for assistance. +Depending on your ISP, they might not offer dedicated dynamic IP adresses. Keep in mind, that a static IP is not necessary.

+
+

Warning

+

Internet Service Providers may only offer dedicated IP addresses as a paid option. +Please check the prices of our partnered hosting services as they could be cheaper than this fee!

+
+

Example of a non-CGNAT Network:

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Tags: Server, 10060 10061, CGNAT, Connection Failed, Port Forward, Firewall

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Issue

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The Launcher can't update or shows a blank screen? +This quick guide explains how to manually update the Launcher.

+
+

Note

+

You should have already used or installed BeamMP using the installer provided by our website before continuing.

+
+

Downloading and installing a new Launcher

+
    +
  1. Download the latest Launcher from GitHub directly.
  2. +
  3. Head to the BeamMP-Launcher.exe directory. By default, this folder is placed in C:\Users\<username>\AppData\Roaming\ . Replace with the username of your windows user. +If you have installed BeamMP elsewhere, for example D:\BeamMP-Launcher, then place the Launcher in the respective BeamMP-Launcher folder.
  4. +
  5. If applicable, replace the existing Launcher with the new one in the BeamMP-Launcher folder.
  6. +
  7. Start the BeamMP-Launcher as usual to see if it works.
  8. +
+

Still facing issue?

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Create a support ticket on our Discord Server. +Tags: Launcher, download,

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F.A.Q.

+

List of commonly asked questions.

+
+

Client

+
+

How do I install BeamMP?

+

There is a full guide on how to install BeamMP on Windows, you can find it here.

+
+

Does BeamMP work with pirated / modified versions of BeamNG?

+

BeamMP will not work with pirated or outdated versions of BeamNG.drive. +Modifications such as, but not limited to, 3rd party mods, may interfere with BeamMP. (See How to clear mods) +The BeamMP support team is unable to provide support for issues related to: pirated, outdated or otherwise modified versions of BeamNG.drive.

+
+

Does BeamMP work on linux?

+

The Client is not officially supported on Linux. However, you can follow our guide on how to use BeamMP on Linux

+
+

Why is the launcher flagged by my antivirus or by Windows Defender

+

Some antivirus programs may flag BeamMP as a threat, due to it interacting with the network and other factors. There are no viruses in any of the code. The code for the launcher, server, and lua client can be found on our GitHub.

+
+

I have poor gameplay performance, what should I do?

+

We are working hard to make the Multiplayer experience as stable as possible. If you have already lowered your graphic settings and your performance is still poor, consider playing on a server with less players. The game is mainly CPU bound when you play with lots of people, so older CPUs (even quadcores) will suffer with more than a handful of people. (General Rule of Thumb: 1 car per CPU Thread)

+
+

Miscellaneous

+
+

Where can I find the code?

+

All the source code can be found on our GitHub. +Before making any changes, keep in mind that the code is subject to our Terms of Use and licenses:

+ + + + + + + + + + + + + + + + + + + + + +
CodeLicense
ServerLICENSE
LauncherLICENSE
Client LuaLICENSE
+
+

I have found a bug or an exploit what should I do?

+

If the issue is code related and you know how to use Github, open a new "Issue" in the appropriate repository on our GitHub. We use an issue-based workflow so even if you already have a fix for the bug, consider opening a new "Issue", then open a "Pull Request" with the solutions for the issue. More info on contributing can be found here.

+

If you don't have a GitHub account or you don't know how to use GitHub or have any other questions, you can get in touch with us in the following ways:

+
    +
  • If it is not something sensitive, you can create a post on our BeamMP Forum or you can report this on our Official Discord.
  • +
  • If the information is sensitive you can directly report the issue to a Staff member on our Discord.
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Players FAQ

+ +

Linking your Discord and BeamMP account is a new feature to BeamMP. To do this go to your Forum Account Preferences and connect your Discord account under "Associated Accounts" (this is only visible when 2FA for the forum is disabled).

+

How do I get early access?

+

Early access (including the purple nametag and other benefits) can be obtained by supporting us financially on Patreon by buying a tier, donating, or by boosting the Discord Server. +Donating x amount US$ = x additional server key(s) including EA benefits. +Boosting gives you +4 Server keys in addition to EA benefits.

+

I subscribed on Patreon. How do I get my perks?

+

Please ensure you do the following to automatically receive your perks:

+
    +
  1. Link your Discord account on Patreon to receive the Roles and Access in the Discord server.
  2. +
  3. Please ensure you use the same email address on Patreon as you do for your BeamMP account on the Forum.
  4. +
+

Please be patient, it can take a few hours, sometimes up to 12, for the system to sync. If you have not received your perks after 12 hours and have completed the above steps please contact BeamMP support.

+

I have more questions!

+

If your question or issue relates to the Game or playing please refer to the Game FAQs. +If your question or issue relates to running a Server please refer to the Server FAQs. +Otherwise please check out the forums where the community can ask questions and get answers.

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F.A.Q. and Known Issues

+

List of commonly asked questions and known bugs.

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Server

+
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How can I setup my own servers

+

All the information to set up your own server can be found here.

+
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Can you make a server using linux?

+

We provide binaries for many Linux distributions here. +If there are no binaries for your Operating System/Distribution, you can build it yourself by downloading the source on our GitHub, a tutorial can be found here.

+
+

What are the minimum system requirements to run a BeamMP server?

+
    +
  • RAM: 50+ MiB usable (not counting OS overhead)
  • +
  • CPU: >1GHz, preferably multicore
  • +
  • OS: Windows, Linux (theoretically any POSIX)
  • +
  • GPU: None
  • +
  • HDD: 10 MiB + Mods/Plugins
  • +
  • Bandwidth: 5-10 Mb/s upload
  • +
+
+

Players outside my network can not join my self-hosted server

+

Read the port forwarding guide that's available here. Below there's a brief summary of the most noteworthy steps. +If other players, trying to connect to your server, receive an error code 10060, 10061 or 10038 in their BeamMP launcher, then you should check the following steps:

+
    +
  • Forward port 30814 (or whichever port you set in your ServerConfig.toml), both TCP and UDP protocols.
  • +
  • Allow BeamMP through the Windows Firewall, allow both incoming and outgoing connections. Turning off the firewall will usually NOT work.
  • +
  • Make sure you're not using a VPN (this can cause issues).
  • +
  • Make sure the server is actually running, without any errors or warnings.
  • +
+

You can check if you have successfully portforwarded using CheckBeamMP whilst the server is running.

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Notes:

+
    +
  • Some internet providers do not offer dedicated IPv4 addresses to your connection (CGNAT), so port forwarding may not be possible, despite it being available in the router.
  • +
  • Port forwarding is not possible if you are using a mobile (4G/5G) internet connection.
  • +
+
+

I can see my self-hosted server in the server-list, but i cannot join it myself

+

If the server is running on the same machine as the game, you yourself have to use Direct Connect to join, with the IP 127.0.0.1 and your server's port. +For you to be able to join your own, self-hosted server trough the server-list, your router needs to support NAT-loopback, but this is a function not many home routers support.

+
+

Miscellaneous

+
+

Where can I find the code?

+

All the source code can be found on our GitHub. +Before doing anything keep in mind that the code is subject to our Terms of Use and licenses:

+ + + + + + + + + + + + + + + + + + + + + +
CodeLicense
ServerLICENSE
LauncherLICENSE
Client LuaLICENSE
+
+

I have found a bug or an exploit what should I do?

+

If the issue is code related and you know how to use Github, create a new "Issue" in the appropriate repository on our GitHub. We use an issue-based workflow so even if you already have a fix for the bug, consider opening a new "Issue", then asking a "Pull Request" that solves your "Issue". More info on contributing can be found here.

+

If you don't have a GitHub account or you don't know how to use GitHub you can get in touch with us in the following ways:

+
    +
  • If it is not something sensitive, you can create a post on our BeamMP Forum or you can report this on our Official Discord.
  • +
  • If the information is sensitive you can directly report the issue to a Staff member on our Discord.
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How can I find the IP of my Server?

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For VPS Hosted Servers

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If you are hosting a server with one of our partnered hosting services, the IP will be posted on the respective Server Management Interface. +You can also find the IP for your Server(s) on the Keymaster Website.

+

For Home-Hosted Servers

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For Servers hosted at home, open whatsmyip.org in a Browser. +This will output the public IPv4 address you are being contacted with from the Internet.

+

Note, that 127.0.0.1 is the localhost address and can only be used by yourself, if the Server is hosted on the same Computer. +If you are still having connection troubles with your home hosted server, check the port forwardings as well as CheckBeamMP

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How to check for CGNAT?

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Have a look at this page to determine wether you can host a server at home or not.

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Tags: IP, Server, Connection Failed, 10060/10061

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ft=ai(Ce("header"),{viewport$:ke}),qt=ct.pipe(m(()=>Ce("main")),b(e=>pi(e,{viewport$:ke,header$:ft})),Z(1)),Hs=L(...me("consent").map(e=>An(e,{target$:Ht})),...me("dialog").map(e=>ni(e,{alert$:fo})),...me("palette").map(e=>li(e)),...me("progress").map(e=>mi(e,{progress$:uo})),...me("search").map(e=>_i(e,{index$:zi,keyboard$:mo})),...me("source").map(e=>$i(e))),$s=H(()=>L(...me("announce").map(e=>_n(e)),...me("content").map(e=>oi(e,{sitemap$:qi,viewport$:ke,target$:Ht,print$:Ni})),...me("content").map(e=>V("search.highlight")?Ai(e,{index$:zi,location$:Kt}):y),...me("header").map(e=>si(e,{viewport$:ke,header$:ft,main$:qt})),...me("header-title").map(e=>ci(e,{viewport$:ke,header$:ft})),...me("sidebar").map(e=>e.getAttribute("data-md-type")==="navigation"?eo(Vi,()=>lo(e,{viewport$:ke,header$:ft,main$:qt})):eo(Lr,()=>lo(e,{viewport$:ke,header$:ft,main$:qt}))),...me("tabs").map(e=>Pi(e,{viewport$:ke,header$:ft})),...me("toc").map(e=>Ri(e,{viewport$:ke,header$:ft,main$:qt,target$:Ht})),...me("top").map(e=>Ii(e,{viewport$:ke,header$:ft,main$:qt,target$:Ht})))),Ki=ct.pipe(b(()=>$s),Ve(Hs),Z(1));Ki.subscribe();window.document$=ct;window.location$=Kt;window.target$=Ht;window.keyboard$=mo;window.viewport$=ke;window.tablet$=Lr;window.screen$=Vi;window.print$=Ni;window.alert$=fo;window.progress$=uo;window.component$=Ki;})(); 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"src/templates/assets/javascripts/components/toc/index.ts", "src/templates/assets/javascripts/components/top/index.ts", "src/templates/assets/javascripts/patches/ellipsis/index.ts", "src/templates/assets/javascripts/patches/indeterminate/index.ts", "src/templates/assets/javascripts/patches/scrollfix/index.ts", "src/templates/assets/javascripts/patches/scrolllock/index.ts", "src/templates/assets/javascripts/polyfills/index.ts"], + "sourcesContent": ["(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? factory() :\n typeof define === 'function' && define.amd ? define(factory) :\n (factory());\n}(this, (function () { 'use strict';\n\n /**\n * Applies the :focus-visible polyfill at the given scope.\n * A scope in this case is either the top-level Document or a Shadow Root.\n *\n * @param {(Document|ShadowRoot)} scope\n * @see https://github.com/WICG/focus-visible\n */\n function applyFocusVisiblePolyfill(scope) {\n var hadKeyboardEvent = true;\n var hadFocusVisibleRecently = false;\n var hadFocusVisibleRecentlyTimeout = null;\n\n var inputTypesAllowlist = {\n text: true,\n search: true,\n url: true,\n tel: true,\n email: true,\n password: true,\n number: true,\n date: true,\n month: true,\n week: true,\n time: true,\n datetime: true,\n 'datetime-local': true\n };\n\n /**\n * Helper function for legacy browsers and iframes which sometimes focus\n * elements like document, body, and non-interactive SVG.\n * @param {Element} el\n */\n function isValidFocusTarget(el) {\n if (\n el &&\n el !== document &&\n el.nodeName !== 'HTML' &&\n el.nodeName !== 'BODY' &&\n 'classList' in el &&\n 'contains' in el.classList\n ) {\n return true;\n }\n return false;\n }\n\n /**\n * Computes whether the given element should automatically trigger the\n * `focus-visible` class being added, i.e. whether it should always match\n * `:focus-visible` when focused.\n * @param {Element} el\n * @return {boolean}\n */\n function focusTriggersKeyboardModality(el) {\n var type = el.type;\n var tagName = el.tagName;\n\n if (tagName === 'INPUT' && inputTypesAllowlist[type] && !el.readOnly) {\n return true;\n }\n\n if (tagName === 'TEXTAREA' && !el.readOnly) {\n return true;\n }\n\n if (el.isContentEditable) {\n return true;\n }\n\n return false;\n }\n\n /**\n * Add the `focus-visible` class to the given element if it was not added by\n * the author.\n * @param {Element} el\n */\n function addFocusVisibleClass(el) {\n if (el.classList.contains('focus-visible')) {\n return;\n }\n el.classList.add('focus-visible');\n el.setAttribute('data-focus-visible-added', '');\n }\n\n /**\n * Remove the `focus-visible` class from the given element if it was not\n * originally added by the author.\n * @param {Element} el\n */\n function removeFocusVisibleClass(el) {\n if (!el.hasAttribute('data-focus-visible-added')) {\n return;\n }\n el.classList.remove('focus-visible');\n el.removeAttribute('data-focus-visible-added');\n }\n\n /**\n * If the most recent user interaction was via the keyboard;\n * and the key press did not include a meta, alt/option, or control key;\n * then the modality is keyboard. Otherwise, the modality is not keyboard.\n * Apply `focus-visible` to any current active element and keep track\n * of our keyboard modality state with `hadKeyboardEvent`.\n * @param {KeyboardEvent} e\n */\n function onKeyDown(e) {\n if (e.metaKey || e.altKey || e.ctrlKey) {\n return;\n }\n\n if (isValidFocusTarget(scope.activeElement)) {\n addFocusVisibleClass(scope.activeElement);\n }\n\n hadKeyboardEvent = true;\n }\n\n /**\n * If at any point a user clicks with a pointing device, ensure that we change\n * the modality away from keyboard.\n * This avoids the situation where a user presses a key on an already focused\n * element, and then clicks on a different element, focusing it with a\n * pointing device, while we still think we're in keyboard modality.\n * @param {Event} e\n */\n function onPointerDown(e) {\n hadKeyboardEvent = false;\n }\n\n /**\n * On `focus`, add the `focus-visible` class to the target if:\n * - the target received focus as a result of keyboard navigation, or\n * - the event target is an element that will likely require interaction\n * via the keyboard (e.g. a text box)\n * @param {Event} e\n */\n function onFocus(e) {\n // Prevent IE from focusing the document or HTML element.\n if (!isValidFocusTarget(e.target)) {\n return;\n }\n\n if (hadKeyboardEvent || focusTriggersKeyboardModality(e.target)) {\n addFocusVisibleClass(e.target);\n }\n }\n\n /**\n * On `blur`, remove the `focus-visible` class from the target.\n * @param {Event} e\n */\n function onBlur(e) {\n if (!isValidFocusTarget(e.target)) {\n return;\n }\n\n if (\n e.target.classList.contains('focus-visible') ||\n e.target.hasAttribute('data-focus-visible-added')\n ) {\n // To detect a tab/window switch, we look for a blur event followed\n // rapidly by a visibility change.\n // If we don't see a visibility change within 100ms, it's probably a\n // regular focus change.\n hadFocusVisibleRecently = true;\n window.clearTimeout(hadFocusVisibleRecentlyTimeout);\n hadFocusVisibleRecentlyTimeout = window.setTimeout(function() {\n hadFocusVisibleRecently = false;\n }, 100);\n removeFocusVisibleClass(e.target);\n }\n }\n\n /**\n * If the user changes tabs, keep track of whether or not the previously\n * focused element had .focus-visible.\n * @param {Event} e\n */\n function onVisibilityChange(e) {\n if (document.visibilityState === 'hidden') {\n // If the tab becomes active again, the browser will handle calling focus\n // on the element (Safari actually calls it twice).\n // If this tab change caused a blur on an element with focus-visible,\n // re-apply the class when the user switches back to the tab.\n if (hadFocusVisibleRecently) {\n hadKeyboardEvent = true;\n }\n addInitialPointerMoveListeners();\n }\n }\n\n /**\n * Add a group of listeners to detect usage of any pointing devices.\n * These listeners will be added when the polyfill first loads, and anytime\n * the window is blurred, so that they are active when the window regains\n * focus.\n */\n function addInitialPointerMoveListeners() {\n document.addEventListener('mousemove', onInitialPointerMove);\n document.addEventListener('mousedown', onInitialPointerMove);\n document.addEventListener('mouseup', onInitialPointerMove);\n document.addEventListener('pointermove', onInitialPointerMove);\n document.addEventListener('pointerdown', onInitialPointerMove);\n document.addEventListener('pointerup', onInitialPointerMove);\n document.addEventListener('touchmove', onInitialPointerMove);\n document.addEventListener('touchstart', onInitialPointerMove);\n document.addEventListener('touchend', onInitialPointerMove);\n }\n\n function removeInitialPointerMoveListeners() {\n document.removeEventListener('mousemove', onInitialPointerMove);\n document.removeEventListener('mousedown', onInitialPointerMove);\n document.removeEventListener('mouseup', onInitialPointerMove);\n document.removeEventListener('pointermove', onInitialPointerMove);\n document.removeEventListener('pointerdown', onInitialPointerMove);\n document.removeEventListener('pointerup', onInitialPointerMove);\n document.removeEventListener('touchmove', onInitialPointerMove);\n document.removeEventListener('touchstart', onInitialPointerMove);\n document.removeEventListener('touchend', onInitialPointerMove);\n }\n\n /**\n * When the polfyill first loads, assume the user is in keyboard modality.\n * If any event is received from a pointing device (e.g. mouse, pointer,\n * touch), turn off keyboard modality.\n * This accounts for situations where focus enters the page from the URL bar.\n * @param {Event} e\n */\n function onInitialPointerMove(e) {\n // Work around a Safari quirk that fires a mousemove on whenever the\n // window blurs, even if you're tabbing out of the page. \u00AF\\_(\u30C4)_/\u00AF\n if (e.target.nodeName && e.target.nodeName.toLowerCase() === 'html') {\n return;\n }\n\n hadKeyboardEvent = false;\n removeInitialPointerMoveListeners();\n }\n\n // For some kinds of state, we are interested in changes at the global scope\n // only. For example, global pointer input, global key presses and global\n // visibility change should affect the state at every scope:\n document.addEventListener('keydown', onKeyDown, true);\n document.addEventListener('mousedown', onPointerDown, true);\n document.addEventListener('pointerdown', onPointerDown, true);\n document.addEventListener('touchstart', onPointerDown, true);\n document.addEventListener('visibilitychange', onVisibilityChange, true);\n\n addInitialPointerMoveListeners();\n\n // For focus and blur, we specifically care about state changes in the local\n // scope. This is because focus / blur events that originate from within a\n // shadow root are not re-dispatched from the host element if it was already\n // the active element in its own scope:\n scope.addEventListener('focus', onFocus, true);\n scope.addEventListener('blur', onBlur, true);\n\n // We detect that a node is a ShadowRoot by ensuring that it is a\n // DocumentFragment and also has a host property. This check covers native\n // implementation and polyfill implementation transparently. If we only cared\n // about the native implementation, we could just check if the scope was\n // an instance of a ShadowRoot.\n if (scope.nodeType === Node.DOCUMENT_FRAGMENT_NODE && scope.host) {\n // Since a ShadowRoot is a special kind of DocumentFragment, it does not\n // have a root element to add a class to. So, we add this attribute to the\n // host element instead:\n scope.host.setAttribute('data-js-focus-visible', '');\n } else if (scope.nodeType === Node.DOCUMENT_NODE) {\n document.documentElement.classList.add('js-focus-visible');\n document.documentElement.setAttribute('data-js-focus-visible', '');\n }\n }\n\n // It is important to wrap all references to global window and document in\n // these checks to support server-side rendering use cases\n // @see https://github.com/WICG/focus-visible/issues/199\n if (typeof window !== 'undefined' && typeof document !== 'undefined') {\n // Make the polyfill helper globally available. This can be used as a signal\n // to interested libraries that wish to coordinate with the polyfill for e.g.,\n // applying the polyfill to a shadow root:\n window.applyFocusVisiblePolyfill = applyFocusVisiblePolyfill;\n\n // Notify interested libraries of the polyfill's presence, in case the\n // polyfill was loaded lazily:\n var event;\n\n try {\n event = new CustomEvent('focus-visible-polyfill-ready');\n } catch (error) {\n // IE11 does not support using CustomEvent as a constructor directly:\n event = document.createEvent('CustomEvent');\n event.initCustomEvent('focus-visible-polyfill-ready', false, false, {});\n }\n\n window.dispatchEvent(event);\n }\n\n if (typeof document !== 'undefined') {\n // Apply the polyfill to the global document, so that no JavaScript\n // coordination is required to use the polyfill in the top-level document:\n applyFocusVisiblePolyfill(document);\n }\n\n})));\n", "/*!\n * escape-html\n * Copyright(c) 2012-2013 TJ Holowaychuk\n * Copyright(c) 2015 Andreas Lubbe\n * Copyright(c) 2015 Tiancheng \"Timothy\" Gu\n * MIT Licensed\n */\n\n'use strict';\n\n/**\n * Module variables.\n * @private\n */\n\nvar matchHtmlRegExp = /[\"'&<>]/;\n\n/**\n * Module exports.\n * @public\n */\n\nmodule.exports = escapeHtml;\n\n/**\n * Escape special characters in the given string of html.\n *\n * @param {string} string The string to escape for inserting into HTML\n * @return {string}\n * @public\n */\n\nfunction escapeHtml(string) {\n var str = '' + string;\n var match = matchHtmlRegExp.exec(str);\n\n if (!match) {\n return str;\n }\n\n var escape;\n var html = '';\n var index = 0;\n var lastIndex = 0;\n\n for (index = match.index; index < str.length; index++) {\n switch (str.charCodeAt(index)) {\n case 34: // \"\n escape = '"';\n break;\n case 38: // &\n escape = '&';\n break;\n case 39: // '\n escape = ''';\n break;\n case 60: // <\n escape = '<';\n break;\n case 62: // >\n escape = '>';\n break;\n default:\n continue;\n }\n\n if (lastIndex !== index) {\n html += str.substring(lastIndex, index);\n }\n\n lastIndex = index + 1;\n html += escape;\n }\n\n return lastIndex !== index\n ? html + str.substring(lastIndex, index)\n : html;\n}\n", "/*!\n * clipboard.js v2.0.11\n * https://clipboardjs.com/\n *\n * Licensed MIT \u00A9 Zeno Rocha\n */\n(function webpackUniversalModuleDefinition(root, factory) {\n\tif(typeof exports === 'object' && typeof module === 'object')\n\t\tmodule.exports = factory();\n\telse if(typeof define === 'function' && define.amd)\n\t\tdefine([], factory);\n\telse if(typeof exports === 'object')\n\t\texports[\"ClipboardJS\"] = factory();\n\telse\n\t\troot[\"ClipboardJS\"] = factory();\n})(this, function() {\nreturn /******/ (function() { // webpackBootstrap\n/******/ \tvar __webpack_modules__ = ({\n\n/***/ 686:\n/***/ (function(__unused_webpack_module, __webpack_exports__, __webpack_require__) {\n\n\"use strict\";\n\n// EXPORTS\n__webpack_require__.d(__webpack_exports__, {\n \"default\": function() { return /* binding */ clipboard; }\n});\n\n// EXTERNAL MODULE: ./node_modules/tiny-emitter/index.js\nvar tiny_emitter = __webpack_require__(279);\nvar tiny_emitter_default = /*#__PURE__*/__webpack_require__.n(tiny_emitter);\n// EXTERNAL MODULE: ./node_modules/good-listener/src/listen.js\nvar listen = __webpack_require__(370);\nvar listen_default = /*#__PURE__*/__webpack_require__.n(listen);\n// EXTERNAL MODULE: ./node_modules/select/src/select.js\nvar src_select = __webpack_require__(817);\nvar select_default = /*#__PURE__*/__webpack_require__.n(src_select);\n;// CONCATENATED MODULE: ./src/common/command.js\n/**\n * Executes a given operation type.\n * @param {String} type\n * @return {Boolean}\n */\nfunction command(type) {\n try {\n return document.execCommand(type);\n } catch (err) {\n return false;\n }\n}\n;// CONCATENATED MODULE: ./src/actions/cut.js\n\n\n/**\n * Cut action wrapper.\n * @param {String|HTMLElement} target\n * @return {String}\n */\n\nvar ClipboardActionCut = function ClipboardActionCut(target) {\n var selectedText = select_default()(target);\n command('cut');\n return selectedText;\n};\n\n/* harmony default export */ var actions_cut = (ClipboardActionCut);\n;// CONCATENATED MODULE: ./src/common/create-fake-element.js\n/**\n * Creates a fake textarea element with a value.\n * @param {String} value\n * @return {HTMLElement}\n */\nfunction createFakeElement(value) {\n var isRTL = document.documentElement.getAttribute('dir') === 'rtl';\n var fakeElement = document.createElement('textarea'); // Prevent zooming on iOS\n\n fakeElement.style.fontSize = '12pt'; // Reset box model\n\n fakeElement.style.border = '0';\n fakeElement.style.padding = '0';\n fakeElement.style.margin = '0'; // Move element out of screen horizontally\n\n fakeElement.style.position = 'absolute';\n fakeElement.style[isRTL ? 'right' : 'left'] = '-9999px'; // Move element to the same position vertically\n\n var yPosition = window.pageYOffset || document.documentElement.scrollTop;\n fakeElement.style.top = \"\".concat(yPosition, \"px\");\n fakeElement.setAttribute('readonly', '');\n fakeElement.value = value;\n return fakeElement;\n}\n;// CONCATENATED MODULE: ./src/actions/copy.js\n\n\n\n/**\n * Create fake copy action wrapper using a fake element.\n * @param {String} target\n * @param {Object} options\n * @return {String}\n */\n\nvar fakeCopyAction = function fakeCopyAction(value, options) {\n var fakeElement = createFakeElement(value);\n options.container.appendChild(fakeElement);\n var selectedText = select_default()(fakeElement);\n command('copy');\n fakeElement.remove();\n return selectedText;\n};\n/**\n * Copy action wrapper.\n * @param {String|HTMLElement} target\n * @param {Object} options\n * @return {String}\n */\n\n\nvar ClipboardActionCopy = function ClipboardActionCopy(target) {\n var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {\n container: document.body\n };\n var selectedText = '';\n\n if (typeof target === 'string') {\n selectedText = fakeCopyAction(target, options);\n } else if (target instanceof HTMLInputElement && !['text', 'search', 'url', 'tel', 'password'].includes(target === null || target === void 0 ? void 0 : target.type)) {\n // If input type doesn't support `setSelectionRange`. Simulate it. https://developer.mozilla.org/en-US/docs/Web/API/HTMLInputElement/setSelectionRange\n selectedText = fakeCopyAction(target.value, options);\n } else {\n selectedText = select_default()(target);\n command('copy');\n }\n\n return selectedText;\n};\n\n/* harmony default export */ var actions_copy = (ClipboardActionCopy);\n;// CONCATENATED MODULE: ./src/actions/default.js\nfunction _typeof(obj) { \"@babel/helpers - typeof\"; if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return _typeof(obj); }\n\n\n\n/**\n * Inner function which performs selection from either `text` or `target`\n * properties and then executes copy or cut operations.\n * @param {Object} options\n */\n\nvar ClipboardActionDefault = function ClipboardActionDefault() {\n var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n // Defines base properties passed from constructor.\n var _options$action = options.action,\n action = _options$action === void 0 ? 'copy' : _options$action,\n container = options.container,\n target = options.target,\n text = options.text; // Sets the `action` to be performed which can be either 'copy' or 'cut'.\n\n if (action !== 'copy' && action !== 'cut') {\n throw new Error('Invalid \"action\" value, use either \"copy\" or \"cut\"');\n } // Sets the `target` property using an element that will be have its content copied.\n\n\n if (target !== undefined) {\n if (target && _typeof(target) === 'object' && target.nodeType === 1) {\n if (action === 'copy' && target.hasAttribute('disabled')) {\n throw new Error('Invalid \"target\" attribute. Please use \"readonly\" instead of \"disabled\" attribute');\n }\n\n if (action === 'cut' && (target.hasAttribute('readonly') || target.hasAttribute('disabled'))) {\n throw new Error('Invalid \"target\" attribute. You can\\'t cut text from elements with \"readonly\" or \"disabled\" attributes');\n }\n } else {\n throw new Error('Invalid \"target\" value, use a valid Element');\n }\n } // Define selection strategy based on `text` property.\n\n\n if (text) {\n return actions_copy(text, {\n container: container\n });\n } // Defines which selection strategy based on `target` property.\n\n\n if (target) {\n return action === 'cut' ? actions_cut(target) : actions_copy(target, {\n container: container\n });\n }\n};\n\n/* harmony default export */ var actions_default = (ClipboardActionDefault);\n;// CONCATENATED MODULE: ./src/clipboard.js\nfunction clipboard_typeof(obj) { \"@babel/helpers - typeof\"; if (typeof Symbol === \"function\" && typeof Symbol.iterator === \"symbol\") { clipboard_typeof = function _typeof(obj) { return typeof obj; }; } else { clipboard_typeof = function _typeof(obj) { return obj && typeof Symbol === \"function\" && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj; }; } return clipboard_typeof(obj); }\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError(\"Cannot call a class as a function\"); } }\n\nfunction _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if (\"value\" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }\n\nfunction _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }\n\nfunction _inherits(subClass, superClass) { if (typeof superClass !== \"function\" && superClass !== null) { throw new TypeError(\"Super expression must either be null or a function\"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }\n\nfunction _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }\n\nfunction _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }\n\nfunction _possibleConstructorReturn(self, call) { if (call && (clipboard_typeof(call) === \"object\" || typeof call === \"function\")) { return call; } return _assertThisInitialized(self); }\n\nfunction _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\"); } return self; }\n\nfunction _isNativeReflectConstruct() { if (typeof Reflect === \"undefined\" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === \"function\") return true; try { Date.prototype.toString.call(Reflect.construct(Date, [], function () {})); return true; } catch (e) { return false; } }\n\nfunction _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }\n\n\n\n\n\n\n/**\n * Helper function to retrieve attribute value.\n * @param {String} suffix\n * @param {Element} element\n */\n\nfunction getAttributeValue(suffix, element) {\n var attribute = \"data-clipboard-\".concat(suffix);\n\n if (!element.hasAttribute(attribute)) {\n return;\n }\n\n return element.getAttribute(attribute);\n}\n/**\n * Base class which takes one or more elements, adds event listeners to them,\n * and instantiates a new `ClipboardAction` on each click.\n */\n\n\nvar Clipboard = /*#__PURE__*/function (_Emitter) {\n _inherits(Clipboard, _Emitter);\n\n var _super = _createSuper(Clipboard);\n\n /**\n * @param {String|HTMLElement|HTMLCollection|NodeList} trigger\n * @param {Object} options\n */\n function Clipboard(trigger, options) {\n var _this;\n\n _classCallCheck(this, Clipboard);\n\n _this = _super.call(this);\n\n _this.resolveOptions(options);\n\n _this.listenClick(trigger);\n\n return _this;\n }\n /**\n * Defines if attributes would be resolved using internal setter functions\n * or custom functions that were passed in the constructor.\n * @param {Object} options\n */\n\n\n _createClass(Clipboard, [{\n key: \"resolveOptions\",\n value: function resolveOptions() {\n var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n this.action = typeof options.action === 'function' ? options.action : this.defaultAction;\n this.target = typeof options.target === 'function' ? options.target : this.defaultTarget;\n this.text = typeof options.text === 'function' ? options.text : this.defaultText;\n this.container = clipboard_typeof(options.container) === 'object' ? options.container : document.body;\n }\n /**\n * Adds a click event listener to the passed trigger.\n * @param {String|HTMLElement|HTMLCollection|NodeList} trigger\n */\n\n }, {\n key: \"listenClick\",\n value: function listenClick(trigger) {\n var _this2 = this;\n\n this.listener = listen_default()(trigger, 'click', function (e) {\n return _this2.onClick(e);\n });\n }\n /**\n * Defines a new `ClipboardAction` on each click event.\n * @param {Event} e\n */\n\n }, {\n key: \"onClick\",\n value: function onClick(e) {\n var trigger = e.delegateTarget || e.currentTarget;\n var action = this.action(trigger) || 'copy';\n var text = actions_default({\n action: action,\n container: this.container,\n target: this.target(trigger),\n text: this.text(trigger)\n }); // Fires an event based on the copy operation result.\n\n this.emit(text ? 'success' : 'error', {\n action: action,\n text: text,\n trigger: trigger,\n clearSelection: function clearSelection() {\n if (trigger) {\n trigger.focus();\n }\n\n window.getSelection().removeAllRanges();\n }\n });\n }\n /**\n * Default `action` lookup function.\n * @param {Element} trigger\n */\n\n }, {\n key: \"defaultAction\",\n value: function defaultAction(trigger) {\n return getAttributeValue('action', trigger);\n }\n /**\n * Default `target` lookup function.\n * @param {Element} trigger\n */\n\n }, {\n key: \"defaultTarget\",\n value: function defaultTarget(trigger) {\n var selector = getAttributeValue('target', trigger);\n\n if (selector) {\n return document.querySelector(selector);\n }\n }\n /**\n * Allow fire programmatically a copy action\n * @param {String|HTMLElement} target\n * @param {Object} options\n * @returns Text copied.\n */\n\n }, {\n key: \"defaultText\",\n\n /**\n * Default `text` lookup function.\n * @param {Element} trigger\n */\n value: function defaultText(trigger) {\n return getAttributeValue('text', trigger);\n }\n /**\n * Destroy lifecycle.\n */\n\n }, {\n key: \"destroy\",\n value: function destroy() {\n this.listener.destroy();\n }\n }], [{\n key: \"copy\",\n value: function copy(target) {\n var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {\n container: document.body\n };\n return actions_copy(target, options);\n }\n /**\n * Allow fire programmatically a cut action\n * @param {String|HTMLElement} target\n * @returns Text cutted.\n */\n\n }, {\n key: \"cut\",\n value: function cut(target) {\n return actions_cut(target);\n }\n /**\n * Returns the support of the given action, or all actions if no action is\n * given.\n * @param {String} [action]\n */\n\n }, {\n key: \"isSupported\",\n value: function isSupported() {\n var action = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : ['copy', 'cut'];\n var actions = typeof action === 'string' ? [action] : action;\n var support = !!document.queryCommandSupported;\n actions.forEach(function (action) {\n support = support && !!document.queryCommandSupported(action);\n });\n return support;\n }\n }]);\n\n return Clipboard;\n}((tiny_emitter_default()));\n\n/* harmony default export */ var clipboard = (Clipboard);\n\n/***/ }),\n\n/***/ 828:\n/***/ (function(module) {\n\nvar DOCUMENT_NODE_TYPE = 9;\n\n/**\n * A polyfill for Element.matches()\n */\nif (typeof Element !== 'undefined' && !Element.prototype.matches) {\n var proto = Element.prototype;\n\n proto.matches = proto.matchesSelector ||\n proto.mozMatchesSelector ||\n proto.msMatchesSelector ||\n proto.oMatchesSelector ||\n proto.webkitMatchesSelector;\n}\n\n/**\n * Finds the closest parent that matches a selector.\n *\n * @param {Element} element\n * @param {String} selector\n * @return {Function}\n */\nfunction closest (element, selector) {\n while (element && element.nodeType !== DOCUMENT_NODE_TYPE) {\n if (typeof element.matches === 'function' &&\n element.matches(selector)) {\n return element;\n }\n element = element.parentNode;\n }\n}\n\nmodule.exports = closest;\n\n\n/***/ }),\n\n/***/ 438:\n/***/ (function(module, __unused_webpack_exports, __webpack_require__) {\n\nvar closest = __webpack_require__(828);\n\n/**\n * Delegates event to a selector.\n *\n * @param {Element} element\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @param {Boolean} useCapture\n * @return {Object}\n */\nfunction _delegate(element, selector, type, callback, useCapture) {\n var listenerFn = listener.apply(this, arguments);\n\n element.addEventListener(type, listenerFn, useCapture);\n\n return {\n destroy: function() {\n element.removeEventListener(type, listenerFn, useCapture);\n }\n }\n}\n\n/**\n * Delegates event to a selector.\n *\n * @param {Element|String|Array} [elements]\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @param {Boolean} useCapture\n * @return {Object}\n */\nfunction delegate(elements, selector, type, callback, useCapture) {\n // Handle the regular Element usage\n if (typeof elements.addEventListener === 'function') {\n return _delegate.apply(null, arguments);\n }\n\n // Handle Element-less usage, it defaults to global delegation\n if (typeof type === 'function') {\n // Use `document` as the first parameter, then apply arguments\n // This is a short way to .unshift `arguments` without running into deoptimizations\n return _delegate.bind(null, document).apply(null, arguments);\n }\n\n // Handle Selector-based usage\n if (typeof elements === 'string') {\n elements = document.querySelectorAll(elements);\n }\n\n // Handle Array-like based usage\n return Array.prototype.map.call(elements, function (element) {\n return _delegate(element, selector, type, callback, useCapture);\n });\n}\n\n/**\n * Finds closest match and invokes callback.\n *\n * @param {Element} element\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @return {Function}\n */\nfunction listener(element, selector, type, callback) {\n return function(e) {\n e.delegateTarget = closest(e.target, selector);\n\n if (e.delegateTarget) {\n callback.call(element, e);\n }\n }\n}\n\nmodule.exports = delegate;\n\n\n/***/ }),\n\n/***/ 879:\n/***/ (function(__unused_webpack_module, exports) {\n\n/**\n * Check if argument is a HTML element.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.node = function(value) {\n return value !== undefined\n && value instanceof HTMLElement\n && value.nodeType === 1;\n};\n\n/**\n * Check if argument is a list of HTML elements.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.nodeList = function(value) {\n var type = Object.prototype.toString.call(value);\n\n return value !== undefined\n && (type === '[object NodeList]' || type === '[object HTMLCollection]')\n && ('length' in value)\n && (value.length === 0 || exports.node(value[0]));\n};\n\n/**\n * Check if argument is a string.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.string = function(value) {\n return typeof value === 'string'\n || value instanceof String;\n};\n\n/**\n * Check if argument is a function.\n *\n * @param {Object} value\n * @return {Boolean}\n */\nexports.fn = function(value) {\n var type = Object.prototype.toString.call(value);\n\n return type === '[object Function]';\n};\n\n\n/***/ }),\n\n/***/ 370:\n/***/ (function(module, __unused_webpack_exports, __webpack_require__) {\n\nvar is = __webpack_require__(879);\nvar delegate = __webpack_require__(438);\n\n/**\n * Validates all params and calls the right\n * listener function based on its target type.\n *\n * @param {String|HTMLElement|HTMLCollection|NodeList} target\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listen(target, type, callback) {\n if (!target && !type && !callback) {\n throw new Error('Missing required arguments');\n }\n\n if (!is.string(type)) {\n throw new TypeError('Second argument must be a String');\n }\n\n if (!is.fn(callback)) {\n throw new TypeError('Third argument must be a Function');\n }\n\n if (is.node(target)) {\n return listenNode(target, type, callback);\n }\n else if (is.nodeList(target)) {\n return listenNodeList(target, type, callback);\n }\n else if (is.string(target)) {\n return listenSelector(target, type, callback);\n }\n else {\n throw new TypeError('First argument must be a String, HTMLElement, HTMLCollection, or NodeList');\n }\n}\n\n/**\n * Adds an event listener to a HTML element\n * and returns a remove listener function.\n *\n * @param {HTMLElement} node\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenNode(node, type, callback) {\n node.addEventListener(type, callback);\n\n return {\n destroy: function() {\n node.removeEventListener(type, callback);\n }\n }\n}\n\n/**\n * Add an event listener to a list of HTML elements\n * and returns a remove listener function.\n *\n * @param {NodeList|HTMLCollection} nodeList\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenNodeList(nodeList, type, callback) {\n Array.prototype.forEach.call(nodeList, function(node) {\n node.addEventListener(type, callback);\n });\n\n return {\n destroy: function() {\n Array.prototype.forEach.call(nodeList, function(node) {\n node.removeEventListener(type, callback);\n });\n }\n }\n}\n\n/**\n * Add an event listener to a selector\n * and returns a remove listener function.\n *\n * @param {String} selector\n * @param {String} type\n * @param {Function} callback\n * @return {Object}\n */\nfunction listenSelector(selector, type, callback) {\n return delegate(document.body, selector, type, callback);\n}\n\nmodule.exports = listen;\n\n\n/***/ }),\n\n/***/ 817:\n/***/ (function(module) {\n\nfunction select(element) {\n var selectedText;\n\n if (element.nodeName === 'SELECT') {\n element.focus();\n\n selectedText = element.value;\n }\n else if (element.nodeName === 'INPUT' || element.nodeName === 'TEXTAREA') {\n var isReadOnly = element.hasAttribute('readonly');\n\n if (!isReadOnly) {\n element.setAttribute('readonly', '');\n }\n\n element.select();\n element.setSelectionRange(0, element.value.length);\n\n if (!isReadOnly) {\n element.removeAttribute('readonly');\n }\n\n selectedText = element.value;\n }\n else {\n if (element.hasAttribute('contenteditable')) {\n element.focus();\n }\n\n var selection = window.getSelection();\n var range = document.createRange();\n\n range.selectNodeContents(element);\n selection.removeAllRanges();\n selection.addRange(range);\n\n selectedText = selection.toString();\n }\n\n return selectedText;\n}\n\nmodule.exports = select;\n\n\n/***/ }),\n\n/***/ 279:\n/***/ (function(module) {\n\nfunction E () {\n // Keep this empty so it's easier to inherit from\n // (via https://github.com/lipsmack from https://github.com/scottcorgan/tiny-emitter/issues/3)\n}\n\nE.prototype = {\n on: function (name, callback, ctx) {\n var e = this.e || (this.e = {});\n\n (e[name] || (e[name] = [])).push({\n fn: callback,\n ctx: ctx\n });\n\n return this;\n },\n\n once: function (name, callback, ctx) {\n var self = this;\n function listener () {\n self.off(name, listener);\n callback.apply(ctx, arguments);\n };\n\n listener._ = callback\n return this.on(name, listener, ctx);\n },\n\n emit: function (name) {\n var data = [].slice.call(arguments, 1);\n var evtArr = ((this.e || (this.e = {}))[name] || []).slice();\n var i = 0;\n var len = evtArr.length;\n\n for (i; i < len; i++) {\n evtArr[i].fn.apply(evtArr[i].ctx, data);\n }\n\n return this;\n },\n\n off: function (name, callback) {\n var e = this.e || (this.e = {});\n var evts = e[name];\n var liveEvents = [];\n\n if (evts && callback) {\n for (var i = 0, len = evts.length; i < len; i++) {\n if (evts[i].fn !== callback && evts[i].fn._ !== callback)\n liveEvents.push(evts[i]);\n }\n }\n\n // Remove event from queue to prevent memory leak\n // Suggested by https://github.com/lazd\n // Ref: https://github.com/scottcorgan/tiny-emitter/commit/c6ebfaa9bc973b33d110a84a307742b7cf94c953#commitcomment-5024910\n\n (liveEvents.length)\n ? e[name] = liveEvents\n : delete e[name];\n\n return this;\n }\n};\n\nmodule.exports = E;\nmodule.exports.TinyEmitter = E;\n\n\n/***/ })\n\n/******/ \t});\n/************************************************************************/\n/******/ \t// The module cache\n/******/ \tvar __webpack_module_cache__ = {};\n/******/ \t\n/******/ \t// The require function\n/******/ \tfunction __webpack_require__(moduleId) {\n/******/ \t\t// Check if module is in cache\n/******/ \t\tif(__webpack_module_cache__[moduleId]) {\n/******/ \t\t\treturn __webpack_module_cache__[moduleId].exports;\n/******/ \t\t}\n/******/ \t\t// Create a new module (and put it into the cache)\n/******/ \t\tvar module = __webpack_module_cache__[moduleId] = {\n/******/ \t\t\t// no module.id needed\n/******/ \t\t\t// no module.loaded needed\n/******/ \t\t\texports: {}\n/******/ \t\t};\n/******/ \t\n/******/ \t\t// Execute the module function\n/******/ \t\t__webpack_modules__[moduleId](module, module.exports, __webpack_require__);\n/******/ \t\n/******/ \t\t// Return the exports of the module\n/******/ \t\treturn module.exports;\n/******/ \t}\n/******/ \t\n/************************************************************************/\n/******/ \t/* webpack/runtime/compat get default export */\n/******/ \t!function() {\n/******/ \t\t// getDefaultExport function for compatibility with non-harmony modules\n/******/ \t\t__webpack_require__.n = function(module) {\n/******/ \t\t\tvar getter = module && module.__esModule ?\n/******/ \t\t\t\tfunction() { return module['default']; } :\n/******/ \t\t\t\tfunction() { return module; };\n/******/ \t\t\t__webpack_require__.d(getter, { a: getter });\n/******/ \t\t\treturn getter;\n/******/ \t\t};\n/******/ \t}();\n/******/ \t\n/******/ \t/* webpack/runtime/define property getters */\n/******/ \t!function() {\n/******/ \t\t// define getter functions for harmony exports\n/******/ \t\t__webpack_require__.d = function(exports, definition) {\n/******/ \t\t\tfor(var key in definition) {\n/******/ \t\t\t\tif(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) {\n/******/ \t\t\t\t\tObject.defineProperty(exports, key, { enumerable: true, get: definition[key] });\n/******/ \t\t\t\t}\n/******/ \t\t\t}\n/******/ \t\t};\n/******/ \t}();\n/******/ \t\n/******/ \t/* webpack/runtime/hasOwnProperty shorthand */\n/******/ \t!function() {\n/******/ \t\t__webpack_require__.o = function(obj, prop) { return Object.prototype.hasOwnProperty.call(obj, prop); }\n/******/ \t}();\n/******/ \t\n/************************************************************************/\n/******/ \t// module exports must be returned from runtime so entry inlining is disabled\n/******/ \t// startup\n/******/ \t// Load entry module and return exports\n/******/ \treturn __webpack_require__(686);\n/******/ })()\n.default;\n});", "/*\n * Copyright (c) 2016-2025 Martin Donath \n *\n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to\n * deal in the Software without restriction, including without limitation the\n * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or\n * sell copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS\n * IN THE SOFTWARE.\n */\n\nimport \"focus-visible\"\n\nimport {\n EMPTY,\n NEVER,\n Observable,\n Subject,\n defer,\n delay,\n filter,\n map,\n merge,\n mergeWith,\n shareReplay,\n switchMap\n} from \"rxjs\"\n\nimport { configuration, feature } from \"./_\"\nimport {\n at,\n getActiveElement,\n getOptionalElement,\n requestJSON,\n setLocation,\n setToggle,\n watchDocument,\n watchKeyboard,\n watchLocation,\n watchLocationTarget,\n watchMedia,\n watchPrint,\n watchScript,\n watchViewport\n} from \"./browser\"\nimport {\n getComponentElement,\n getComponentElements,\n mountAnnounce,\n mountBackToTop,\n mountConsent,\n mountContent,\n mountDialog,\n mountHeader,\n mountHeaderTitle,\n mountPalette,\n mountProgress,\n mountSearch,\n mountSearchHiglight,\n mountSidebar,\n mountSource,\n mountTableOfContents,\n mountTabs,\n watchHeader,\n watchMain\n} from \"./components\"\nimport {\n SearchIndex,\n fetchSitemap,\n setupAlternate,\n setupClipboardJS,\n setupInstantNavigation,\n setupVersionSelector\n} from \"./integrations\"\nimport {\n patchEllipsis,\n patchIndeterminate,\n patchScrollfix,\n patchScrolllock\n} from \"./patches\"\nimport \"./polyfills\"\n\n/* ----------------------------------------------------------------------------\n * Functions - @todo refactor\n * ------------------------------------------------------------------------- */\n\n/**\n * Fetch search index\n *\n * @returns Search index observable\n */\nfunction fetchSearchIndex(): Observable {\n if (location.protocol === \"file:\") {\n return watchScript(\n `${new URL(\"search/search_index.js\", config.base)}`\n )\n .pipe(\n // @ts-ignore - @todo fix typings\n map(() => __index),\n shareReplay(1)\n )\n } else {\n return requestJSON(\n new URL(\"search/search_index.json\", config.base)\n )\n }\n}\n\n/* ----------------------------------------------------------------------------\n * Application\n * ------------------------------------------------------------------------- */\n\n/* Yay, JavaScript is available */\ndocument.documentElement.classList.remove(\"no-js\")\ndocument.documentElement.classList.add(\"js\")\n\n/* Set up navigation observables and subjects */\nconst document$ = watchDocument()\nconst location$ = watchLocation()\nconst target$ = watchLocationTarget(location$)\nconst keyboard$ = watchKeyboard()\n\n/* Set up media observables */\nconst viewport$ = watchViewport()\nconst tablet$ = watchMedia(\"(min-width: 60em)\")\nconst screen$ = watchMedia(\"(min-width: 76.25em)\")\nconst print$ = watchPrint()\n\n/* Retrieve search index, if search is enabled */\nconst config = configuration()\nconst index$ = document.forms.namedItem(\"search\")\n ? fetchSearchIndex()\n : NEVER\n\n/* Set up Clipboard.js integration */\nconst alert$ = new Subject()\nsetupClipboardJS({ alert$ })\n\n/* Set up language selector */\nsetupAlternate({ document$ })\n\n/* Set up progress indicator */\nconst progress$ = new Subject()\n\n/* Set up sitemap for instant navigation and previews */\nconst sitemap$ = fetchSitemap(config.base)\n\n/* Set up instant navigation, if enabled */\nif (feature(\"navigation.instant\"))\n setupInstantNavigation({ sitemap$, location$, viewport$, progress$ })\n .subscribe(document$)\n\n/* Set up version selector */\nif (config.version?.provider === \"mike\")\n setupVersionSelector({ document$ })\n\n/* Always close drawer and search on navigation */\nmerge(location$, target$)\n .pipe(\n delay(125)\n )\n .subscribe(() => {\n setToggle(\"drawer\", false)\n setToggle(\"search\", false)\n })\n\n/* Set up global keyboard handlers */\nkeyboard$\n .pipe(\n filter(({ mode }) => mode === \"global\")\n )\n .subscribe(key => {\n switch (key.type) {\n\n /* Go to previous page */\n case \"p\":\n case \",\":\n const prev = getOptionalElement(\"link[rel=prev]\")\n if (typeof prev !== \"undefined\")\n setLocation(prev)\n break\n\n /* Go to next page */\n case \"n\":\n case \".\":\n const next = getOptionalElement(\"link[rel=next]\")\n if (typeof next !== \"undefined\")\n setLocation(next)\n break\n\n /* Expand navigation, see https://bit.ly/3ZjG5io */\n case \"Enter\":\n const active = getActiveElement()\n if (active instanceof HTMLLabelElement)\n active.click()\n }\n })\n\n/* Set up patches */\npatchEllipsis({ viewport$, document$ })\npatchIndeterminate({ document$, tablet$ })\npatchScrollfix({ document$ })\npatchScrolllock({ viewport$, tablet$ })\n\n/* Set up header and main area observable */\nconst header$ = watchHeader(getComponentElement(\"header\"), { viewport$ })\nconst main$ = document$\n .pipe(\n map(() => getComponentElement(\"main\")),\n switchMap(el => watchMain(el, { viewport$, header$ })),\n shareReplay(1)\n )\n\n/* Set up control component observables */\nconst control$ = merge(\n\n /* Consent */\n ...getComponentElements(\"consent\")\n .map(el => mountConsent(el, { target$ })),\n\n /* Dialog */\n ...getComponentElements(\"dialog\")\n .map(el => mountDialog(el, { alert$ })),\n\n /* Color palette */\n ...getComponentElements(\"palette\")\n .map(el => mountPalette(el)),\n\n /* Progress bar */\n ...getComponentElements(\"progress\")\n .map(el => mountProgress(el, { progress$ })),\n\n /* Search */\n ...getComponentElements(\"search\")\n .map(el => mountSearch(el, { index$, keyboard$ })),\n\n /* Repository information */\n ...getComponentElements(\"source\")\n .map(el => mountSource(el))\n)\n\n/* Set up content component observables */\nconst content$ = defer(() => merge(\n\n /* Announcement bar */\n ...getComponentElements(\"announce\")\n .map(el => mountAnnounce(el)),\n\n /* Content */\n ...getComponentElements(\"content\")\n .map(el => mountContent(el, { sitemap$, viewport$, target$, print$ })),\n\n /* Search highlighting */\n ...getComponentElements(\"content\")\n .map(el => feature(\"search.highlight\")\n ? mountSearchHiglight(el, { index$, location$ })\n : EMPTY\n ),\n\n /* Header */\n ...getComponentElements(\"header\")\n .map(el => mountHeader(el, { viewport$, header$, main$ })),\n\n /* Header title */\n ...getComponentElements(\"header-title\")\n .map(el => mountHeaderTitle(el, { viewport$, header$ })),\n\n /* Sidebar */\n ...getComponentElements(\"sidebar\")\n .map(el => el.getAttribute(\"data-md-type\") === \"navigation\"\n ? at(screen$, () => mountSidebar(el, { viewport$, header$, main$ }))\n : at(tablet$, () => mountSidebar(el, { viewport$, header$, main$ }))\n ),\n\n /* Navigation tabs */\n ...getComponentElements(\"tabs\")\n .map(el => mountTabs(el, { viewport$, header$ })),\n\n /* Table of contents */\n ...getComponentElements(\"toc\")\n .map(el => mountTableOfContents(el, {\n viewport$, header$, main$, target$\n })),\n\n /* Back-to-top button */\n ...getComponentElements(\"top\")\n .map(el => mountBackToTop(el, { viewport$, header$, main$, target$ }))\n))\n\n/* Set up component observables */\nconst component$ = document$\n .pipe(\n switchMap(() => content$),\n mergeWith(control$),\n shareReplay(1)\n )\n\n/* Subscribe to all components */\ncomponent$.subscribe()\n\n/* ----------------------------------------------------------------------------\n * Exports\n * ------------------------------------------------------------------------- */\n\nwindow.document$ = document$ /* Document observable */\nwindow.location$ = location$ /* Location subject */\nwindow.target$ = target$ /* Location target observable */\nwindow.keyboard$ = keyboard$ /* Keyboard observable */\nwindow.viewport$ = viewport$ /* Viewport observable */\nwindow.tablet$ = tablet$ /* Media tablet observable */\nwindow.screen$ = screen$ /* Media screen observable */\nwindow.print$ = print$ /* Media print observable */\nwindow.alert$ = alert$ /* Alert subject */\nwindow.progress$ = progress$ /* Progress indicator subject */\nwindow.component$ = component$ /* Component observable */\n", "/******************************************************************************\nCopyright (c) Microsoft Corporation.\n\nPermission to use, copy, modify, and/or distribute this software for any\npurpose with or without fee is hereby granted.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\nPERFORMANCE OF THIS SOFTWARE.\n***************************************************************************** */\n/* global Reflect, Promise, SuppressedError, Symbol, Iterator */\n\nvar extendStatics = function(d, b) {\n extendStatics = Object.setPrototypeOf ||\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\n return extendStatics(d, b);\n};\n\nexport function __extends(d, b) {\n if (typeof b !== \"function\" && b !== null)\n throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\n extendStatics(d, b);\n function __() { this.constructor = d; }\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\n}\n\nexport var __assign = function() {\n __assign = Object.assign || function __assign(t) {\n for (var s, i = 1, n = arguments.length; i < n; i++) {\n s = arguments[i];\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\n }\n return t;\n }\n return __assign.apply(this, arguments);\n}\n\nexport function __rest(s, e) {\n var t = {};\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\n t[p] = s[p];\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\n t[p[i]] = s[p[i]];\n }\n return t;\n}\n\nexport function __decorate(decorators, target, key, desc) {\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n return c > 3 && r && Object.defineProperty(target, key, r), r;\n}\n\nexport function __param(paramIndex, decorator) {\n return function (target, key) { decorator(target, key, paramIndex); }\n}\n\nexport function __esDecorate(ctor, descriptorIn, decorators, contextIn, initializers, extraInitializers) {\n function accept(f) { if (f !== void 0 && typeof f !== \"function\") throw new TypeError(\"Function expected\"); return f; }\n var kind = contextIn.kind, key = kind === \"getter\" ? \"get\" : kind === \"setter\" ? \"set\" : \"value\";\n var target = !descriptorIn && ctor ? contextIn[\"static\"] ? ctor : ctor.prototype : null;\n var descriptor = descriptorIn || (target ? Object.getOwnPropertyDescriptor(target, contextIn.name) : {});\n var _, done = false;\n for (var i = decorators.length - 1; i >= 0; i--) {\n var context = {};\n for (var p in contextIn) context[p] = p === \"access\" ? {} : contextIn[p];\n for (var p in contextIn.access) context.access[p] = contextIn.access[p];\n context.addInitializer = function (f) { if (done) throw new TypeError(\"Cannot add initializers after decoration has completed\"); extraInitializers.push(accept(f || null)); };\n var result = (0, decorators[i])(kind === \"accessor\" ? { get: descriptor.get, set: descriptor.set } : descriptor[key], context);\n if (kind === \"accessor\") {\n if (result === void 0) continue;\n if (result === null || typeof result !== \"object\") throw new TypeError(\"Object expected\");\n if (_ = accept(result.get)) descriptor.get = _;\n if (_ = accept(result.set)) descriptor.set = _;\n if (_ = accept(result.init)) initializers.unshift(_);\n }\n else if (_ = accept(result)) {\n if (kind === \"field\") initializers.unshift(_);\n else descriptor[key] = _;\n }\n }\n if (target) Object.defineProperty(target, contextIn.name, descriptor);\n done = true;\n};\n\nexport function __runInitializers(thisArg, initializers, value) {\n var useValue = arguments.length > 2;\n for (var i = 0; i < initializers.length; i++) {\n value = useValue ? initializers[i].call(thisArg, value) : initializers[i].call(thisArg);\n }\n return useValue ? value : void 0;\n};\n\nexport function __propKey(x) {\n return typeof x === \"symbol\" ? x : \"\".concat(x);\n};\n\nexport function __setFunctionName(f, name, prefix) {\n if (typeof name === \"symbol\") name = name.description ? \"[\".concat(name.description, \"]\") : \"\";\n return Object.defineProperty(f, \"name\", { configurable: true, value: prefix ? \"\".concat(prefix, \" \", name) : name });\n};\n\nexport function __metadata(metadataKey, metadataValue) {\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\n}\n\nexport function __awaiter(thisArg, _arguments, P, generator) {\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\n return new (P || (P = Promise))(function (resolve, reject) {\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\n step((generator = generator.apply(thisArg, _arguments || [])).next());\n });\n}\n\nexport function __generator(thisArg, body) {\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g = Object.create((typeof Iterator === \"function\" ? Iterator : Object).prototype);\n return g.next = verb(0), g[\"throw\"] = verb(1), g[\"return\"] = verb(2), typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\n function verb(n) { return function (v) { return step([n, v]); }; }\n function step(op) {\n if (f) throw new TypeError(\"Generator is already executing.\");\n while (g && (g = 0, op[0] && (_ = 0)), _) try {\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\n if (y = 0, t) op = [op[0] & 2, t.value];\n switch (op[0]) {\n case 0: case 1: t = op; break;\n case 4: _.label++; return { value: op[1], done: false };\n case 5: _.label++; y = op[1]; op = [0]; continue;\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\n default:\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\n if (t[2]) _.ops.pop();\n _.trys.pop(); continue;\n }\n op = body.call(thisArg, _);\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\n }\n}\n\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\n if (k2 === undefined) k2 = k;\n var desc = Object.getOwnPropertyDescriptor(m, k);\n if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\n desc = { enumerable: true, get: function() { return m[k]; } };\n }\n Object.defineProperty(o, k2, desc);\n}) : (function(o, m, k, k2) {\n if (k2 === undefined) k2 = k;\n o[k2] = m[k];\n});\n\nexport function __exportStar(m, o) {\n for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\n}\n\nexport function __values(o) {\n var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\n if (m) return m.call(o);\n if (o && typeof o.length === \"number\") return {\n next: function () {\n if (o && i >= o.length) o = void 0;\n return { value: o && o[i++], done: !o };\n }\n };\n throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\n}\n\nexport function __read(o, n) {\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\n if (!m) return o;\n var i = m.call(o), r, ar = [], e;\n try {\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\n }\n catch (error) { e = { error: error }; }\n finally {\n try {\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\n }\n finally { if (e) throw e.error; }\n }\n return ar;\n}\n\n/** @deprecated */\nexport function __spread() {\n for (var ar = [], i = 0; i < arguments.length; i++)\n ar = ar.concat(__read(arguments[i]));\n return ar;\n}\n\n/** @deprecated */\nexport function __spreadArrays() {\n for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\n for (var r = Array(s), k = 0, i = 0; i < il; i++)\n for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\n r[k] = a[j];\n return r;\n}\n\nexport function __spreadArray(to, from, pack) {\n if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\n if (ar || !(i in from)) {\n if (!ar) ar = Array.prototype.slice.call(from, 0, i);\n ar[i] = from[i];\n }\n }\n return to.concat(ar || Array.prototype.slice.call(from));\n}\n\nexport function __await(v) {\n return this instanceof __await ? (this.v = v, this) : new __await(v);\n}\n\nexport function __asyncGenerator(thisArg, _arguments, generator) {\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\n return i = Object.create((typeof AsyncIterator === \"function\" ? AsyncIterator : Object).prototype), verb(\"next\"), verb(\"throw\"), verb(\"return\", awaitReturn), i[Symbol.asyncIterator] = function () { return this; }, i;\n function awaitReturn(f) { return function (v) { return Promise.resolve(v).then(f, reject); }; }\n function verb(n, f) { if (g[n]) { i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; if (f) i[n] = f(i[n]); } }\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\n function fulfill(value) { resume(\"next\", value); }\n function reject(value) { resume(\"throw\", value); }\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\n}\n\nexport function __asyncDelegator(o) {\n var i, p;\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: false } : f ? f(v) : v; } : f; }\n}\n\nexport function __asyncValues(o) {\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\n var m = o[Symbol.asyncIterator], i;\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\n}\n\nexport function __makeTemplateObject(cooked, raw) {\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\n return cooked;\n};\n\nvar __setModuleDefault = Object.create ? (function(o, v) {\n Object.defineProperty(o, \"default\", { enumerable: true, value: v });\n}) : function(o, v) {\n o[\"default\"] = v;\n};\n\nexport function __importStar(mod) {\n if (mod && mod.__esModule) return mod;\n var result = {};\n if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\n __setModuleDefault(result, mod);\n return result;\n}\n\nexport function __importDefault(mod) {\n return (mod && mod.__esModule) ? mod : { default: mod };\n}\n\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\n return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\n}\n\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\n if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\n return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\n}\n\nexport function __classPrivateFieldIn(state, receiver) {\n if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\n return typeof state === \"function\" ? receiver === state : state.has(receiver);\n}\n\nexport function __addDisposableResource(env, value, async) {\n if (value !== null && value !== void 0) {\n if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\n var dispose, inner;\n if (async) {\n if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\n dispose = value[Symbol.asyncDispose];\n }\n if (dispose === void 0) {\n if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\n dispose = value[Symbol.dispose];\n if (async) inner = dispose;\n }\n if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\n if (inner) dispose = function() { try { inner.call(this); } catch (e) { return Promise.reject(e); } };\n env.stack.push({ value: value, dispose: dispose, async: async });\n }\n else if (async) {\n env.stack.push({ async: true });\n }\n return value;\n}\n\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\n var e = new Error(message);\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\n};\n\nexport function __disposeResources(env) {\n function fail(e) {\n env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\n env.hasError = true;\n }\n var r, s = 0;\n function next() {\n while (r = env.stack.pop()) {\n try {\n if (!r.async && s === 1) return s = 0, env.stack.push(r), Promise.resolve().then(next);\n if (r.dispose) {\n var result = r.dispose.call(r.value);\n if (r.async) return s |= 2, Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\n }\n else s |= 1;\n }\n catch (e) {\n fail(e);\n }\n }\n if (s === 1) return env.hasError ? Promise.reject(env.error) : Promise.resolve();\n if (env.hasError) throw env.error;\n }\n return next();\n}\n\nexport default {\n __extends,\n __assign,\n __rest,\n __decorate,\n __param,\n __metadata,\n __awaiter,\n __generator,\n __createBinding,\n __exportStar,\n __values,\n __read,\n __spread,\n __spreadArrays,\n __spreadArray,\n __await,\n __asyncGenerator,\n __asyncDelegator,\n __asyncValues,\n __makeTemplateObject,\n __importStar,\n __importDefault,\n __classPrivateFieldGet,\n __classPrivateFieldSet,\n __classPrivateFieldIn,\n __addDisposableResource,\n __disposeResources,\n};\n", "/**\n * Returns true if the object is a function.\n * @param value The value to check\n */\nexport function isFunction(value: any): value is (...args: any[]) => any {\n return typeof value === 'function';\n}\n", "/**\n * Used to create Error subclasses until the community moves away from ES5.\n *\n * This is because compiling from TypeScript down to ES5 has issues with subclassing Errors\n * as well as other built-in types: https://github.com/Microsoft/TypeScript/issues/12123\n *\n * @param createImpl A factory function to create the actual constructor implementation. The returned\n * function should be a named function that calls `_super` internally.\n */\nexport function createErrorClass(createImpl: (_super: any) => any): T {\n const _super = (instance: any) => {\n Error.call(instance);\n instance.stack = new Error().stack;\n };\n\n const ctorFunc = createImpl(_super);\n ctorFunc.prototype = Object.create(Error.prototype);\n ctorFunc.prototype.constructor = ctorFunc;\n return ctorFunc;\n}\n", "import { createErrorClass } from './createErrorClass';\n\nexport interface UnsubscriptionError extends Error {\n readonly errors: any[];\n}\n\nexport interface UnsubscriptionErrorCtor {\n /**\n * @deprecated Internal implementation detail. Do not construct error instances.\n * Cannot be tagged as internal: https://github.com/ReactiveX/rxjs/issues/6269\n */\n new (errors: any[]): UnsubscriptionError;\n}\n\n/**\n * An error thrown when one or more errors have occurred during the\n * `unsubscribe` of a {@link Subscription}.\n */\nexport const UnsubscriptionError: UnsubscriptionErrorCtor = createErrorClass(\n (_super) =>\n function UnsubscriptionErrorImpl(this: any, errors: (Error | string)[]) {\n _super(this);\n this.message = errors\n ? `${errors.length} errors occurred during unsubscription:\n${errors.map((err, i) => `${i + 1}) ${err.toString()}`).join('\\n ')}`\n : '';\n this.name = 'UnsubscriptionError';\n this.errors = errors;\n }\n);\n", "/**\n * Removes an item from an array, mutating it.\n * @param arr The array to remove the item from\n * @param item The item to remove\n */\nexport function arrRemove(arr: T[] | undefined | null, item: T) {\n if (arr) {\n const index = arr.indexOf(item);\n 0 <= index && arr.splice(index, 1);\n }\n}\n", "import { isFunction } from './util/isFunction';\nimport { UnsubscriptionError } from './util/UnsubscriptionError';\nimport { SubscriptionLike, TeardownLogic, Unsubscribable } from './types';\nimport { arrRemove } from './util/arrRemove';\n\n/**\n * Represents a disposable resource, such as the execution of an Observable. A\n * Subscription has one important method, `unsubscribe`, that takes no argument\n * and just disposes the resource held by the subscription.\n *\n * Additionally, subscriptions may be grouped together through the `add()`\n * method, which will attach a child Subscription to the current Subscription.\n * When a Subscription is unsubscribed, all its children (and its grandchildren)\n * will be unsubscribed as well.\n */\nexport class Subscription implements SubscriptionLike {\n public static EMPTY = (() => {\n const empty = new Subscription();\n empty.closed = true;\n return empty;\n })();\n\n /**\n * A flag to indicate whether this Subscription has already been unsubscribed.\n */\n public closed = false;\n\n private _parentage: Subscription[] | Subscription | null = null;\n\n /**\n * The list of registered finalizers to execute upon unsubscription. Adding and removing from this\n * list occurs in the {@link #add} and {@link #remove} methods.\n */\n private _finalizers: Exclude[] | null = null;\n\n /**\n * @param initialTeardown A function executed first as part of the finalization\n * process that is kicked off when {@link #unsubscribe} is called.\n */\n constructor(private initialTeardown?: () => void) {}\n\n /**\n * Disposes the resources held by the subscription. May, for instance, cancel\n * an ongoing Observable execution or cancel any other type of work that\n * started when the Subscription was created.\n */\n unsubscribe(): void {\n let errors: any[] | undefined;\n\n if (!this.closed) {\n this.closed = true;\n\n // Remove this from it's parents.\n const { _parentage } = this;\n if (_parentage) {\n this._parentage = null;\n if (Array.isArray(_parentage)) {\n for (const parent of _parentage) {\n parent.remove(this);\n }\n } else {\n _parentage.remove(this);\n }\n }\n\n const { initialTeardown: initialFinalizer } = this;\n if (isFunction(initialFinalizer)) {\n try {\n initialFinalizer();\n } catch (e) {\n errors = e instanceof UnsubscriptionError ? e.errors : [e];\n }\n }\n\n const { _finalizers } = this;\n if (_finalizers) {\n this._finalizers = null;\n for (const finalizer of _finalizers) {\n try {\n execFinalizer(finalizer);\n } catch (err) {\n errors = errors ?? [];\n if (err instanceof UnsubscriptionError) {\n errors = [...errors, ...err.errors];\n } else {\n errors.push(err);\n }\n }\n }\n }\n\n if (errors) {\n throw new UnsubscriptionError(errors);\n }\n }\n }\n\n /**\n * Adds a finalizer to this subscription, so that finalization will be unsubscribed/called\n * when this subscription is unsubscribed. If this subscription is already {@link #closed},\n * because it has already been unsubscribed, then whatever finalizer is passed to it\n * will automatically be executed (unless the finalizer itself is also a closed subscription).\n *\n * Closed Subscriptions cannot be added as finalizers to any subscription. Adding a closed\n * subscription to a any subscription will result in no operation. (A noop).\n *\n * Adding a subscription to itself, or adding `null` or `undefined` will not perform any\n * operation at all. (A noop).\n *\n * `Subscription` instances that are added to this instance will automatically remove themselves\n * if they are unsubscribed. Functions and {@link Unsubscribable} objects that you wish to remove\n * will need to be removed manually with {@link #remove}\n *\n * @param teardown The finalization logic to add to this subscription.\n */\n add(teardown: TeardownLogic): void {\n // Only add the finalizer if it's not undefined\n // and don't add a subscription to itself.\n if (teardown && teardown !== this) {\n if (this.closed) {\n // If this subscription is already closed,\n // execute whatever finalizer is handed to it automatically.\n execFinalizer(teardown);\n } else {\n if (teardown instanceof Subscription) {\n // We don't add closed subscriptions, and we don't add the same subscription\n // twice. Subscription unsubscribe is idempotent.\n if (teardown.closed || teardown._hasParent(this)) {\n return;\n }\n teardown._addParent(this);\n }\n (this._finalizers = this._finalizers ?? []).push(teardown);\n }\n }\n }\n\n /**\n * Checks to see if a this subscription already has a particular parent.\n * This will signal that this subscription has already been added to the parent in question.\n * @param parent the parent to check for\n */\n private _hasParent(parent: Subscription) {\n const { _parentage } = this;\n return _parentage === parent || (Array.isArray(_parentage) && _parentage.includes(parent));\n }\n\n /**\n * Adds a parent to this subscription so it can be removed from the parent if it\n * unsubscribes on it's own.\n *\n * NOTE: THIS ASSUMES THAT {@link _hasParent} HAS ALREADY BEEN CHECKED.\n * @param parent The parent subscription to add\n */\n private _addParent(parent: Subscription) {\n const { _parentage } = this;\n this._parentage = Array.isArray(_parentage) ? (_parentage.push(parent), _parentage) : _parentage ? [_parentage, parent] : parent;\n }\n\n /**\n * Called on a child when it is removed via {@link #remove}.\n * @param parent The parent to remove\n */\n private _removeParent(parent: Subscription) {\n const { _parentage } = this;\n if (_parentage === parent) {\n this._parentage = null;\n } else if (Array.isArray(_parentage)) {\n arrRemove(_parentage, parent);\n }\n }\n\n /**\n * Removes a finalizer from this subscription that was previously added with the {@link #add} method.\n *\n * Note that `Subscription` instances, when unsubscribed, will automatically remove themselves\n * from every other `Subscription` they have been added to. This means that using the `remove` method\n * is not a common thing and should be used thoughtfully.\n *\n * If you add the same finalizer instance of a function or an unsubscribable object to a `Subscription` instance\n * more than once, you will need to call `remove` the same number of times to remove all instances.\n *\n * All finalizer instances are removed to free up memory upon unsubscription.\n *\n * @param teardown The finalizer to remove from this subscription\n */\n remove(teardown: Exclude): void {\n const { _finalizers } = this;\n _finalizers && arrRemove(_finalizers, teardown);\n\n if (teardown instanceof Subscription) {\n teardown._removeParent(this);\n }\n }\n}\n\nexport const EMPTY_SUBSCRIPTION = Subscription.EMPTY;\n\nexport function isSubscription(value: any): value is Subscription {\n return (\n value instanceof Subscription ||\n (value && 'closed' in value && isFunction(value.remove) && isFunction(value.add) && isFunction(value.unsubscribe))\n );\n}\n\nfunction execFinalizer(finalizer: Unsubscribable | (() => void)) {\n if (isFunction(finalizer)) {\n finalizer();\n } else {\n finalizer.unsubscribe();\n }\n}\n", "import { Subscriber } from './Subscriber';\nimport { ObservableNotification } from './types';\n\n/**\n * The {@link GlobalConfig} object for RxJS. It is used to configure things\n * like how to react on unhandled errors.\n */\nexport const config: GlobalConfig = {\n onUnhandledError: null,\n onStoppedNotification: null,\n Promise: undefined,\n useDeprecatedSynchronousErrorHandling: false,\n useDeprecatedNextContext: false,\n};\n\n/**\n * The global configuration object for RxJS, used to configure things\n * like how to react on unhandled errors. Accessible via {@link config}\n * object.\n */\nexport interface GlobalConfig {\n /**\n * A registration point for unhandled errors from RxJS. These are errors that\n * cannot were not handled by consuming code in the usual subscription path. For\n * example, if you have this configured, and you subscribe to an observable without\n * providing an error handler, errors from that subscription will end up here. This\n * will _always_ be called asynchronously on another job in the runtime. This is because\n * we do not want errors thrown in this user-configured handler to interfere with the\n * behavior of the library.\n */\n onUnhandledError: ((err: any) => void) | null;\n\n /**\n * A registration point for notifications that cannot be sent to subscribers because they\n * have completed, errored or have been explicitly unsubscribed. By default, next, complete\n * and error notifications sent to stopped subscribers are noops. However, sometimes callers\n * might want a different behavior. For example, with sources that attempt to report errors\n * to stopped subscribers, a caller can configure RxJS to throw an unhandled error instead.\n * This will _always_ be called asynchronously on another job in the runtime. This is because\n * we do not want errors thrown in this user-configured handler to interfere with the\n * behavior of the library.\n */\n onStoppedNotification: ((notification: ObservableNotification, subscriber: Subscriber) => void) | null;\n\n /**\n * The promise constructor used by default for {@link Observable#toPromise toPromise} and {@link Observable#forEach forEach}\n * methods.\n *\n * @deprecated As of version 8, RxJS will no longer support this sort of injection of a\n * Promise constructor. If you need a Promise implementation other than native promises,\n * please polyfill/patch Promise as you see appropriate. Will be removed in v8.\n */\n Promise?: PromiseConstructorLike;\n\n /**\n * If true, turns on synchronous error rethrowing, which is a deprecated behavior\n * in v6 and higher. This behavior enables bad patterns like wrapping a subscribe\n * call in a try/catch block. It also enables producer interference, a nasty bug\n * where a multicast can be broken for all observers by a downstream consumer with\n * an unhandled error. DO NOT USE THIS FLAG UNLESS IT'S NEEDED TO BUY TIME\n * FOR MIGRATION REASONS.\n *\n * @deprecated As of version 8, RxJS will no longer support synchronous throwing\n * of unhandled errors. All errors will be thrown on a separate call stack to prevent bad\n * behaviors described above. Will be removed in v8.\n */\n useDeprecatedSynchronousErrorHandling: boolean;\n\n /**\n * If true, enables an as-of-yet undocumented feature from v5: The ability to access\n * `unsubscribe()` via `this` context in `next` functions created in observers passed\n * to `subscribe`.\n *\n * This is being removed because the performance was severely problematic, and it could also cause\n * issues when types other than POJOs are passed to subscribe as subscribers, as they will likely have\n * their `this` context overwritten.\n *\n * @deprecated As of version 8, RxJS will no longer support altering the\n * context of next functions provided as part of an observer to Subscribe. Instead,\n * you will have access to a subscription or a signal or token that will allow you to do things like\n * unsubscribe and test closed status. Will be removed in v8.\n */\n useDeprecatedNextContext: boolean;\n}\n", "import type { TimerHandle } from './timerHandle';\ntype SetTimeoutFunction = (handler: () => void, timeout?: number, ...args: any[]) => TimerHandle;\ntype ClearTimeoutFunction = (handle: TimerHandle) => void;\n\ninterface TimeoutProvider {\n setTimeout: SetTimeoutFunction;\n clearTimeout: ClearTimeoutFunction;\n delegate:\n | {\n setTimeout: SetTimeoutFunction;\n clearTimeout: ClearTimeoutFunction;\n }\n | undefined;\n}\n\nexport const timeoutProvider: TimeoutProvider = {\n // When accessing the delegate, use the variable rather than `this` so that\n // the functions can be called without being bound to the provider.\n setTimeout(handler: () => void, timeout?: number, ...args) {\n const { delegate } = timeoutProvider;\n if (delegate?.setTimeout) {\n return delegate.setTimeout(handler, timeout, ...args);\n }\n return setTimeout(handler, timeout, ...args);\n },\n clearTimeout(handle) {\n const { delegate } = timeoutProvider;\n return (delegate?.clearTimeout || clearTimeout)(handle as any);\n },\n delegate: undefined,\n};\n", "import { config } from '../config';\nimport { timeoutProvider } from '../scheduler/timeoutProvider';\n\n/**\n * Handles an error on another job either with the user-configured {@link onUnhandledError},\n * or by throwing it on that new job so it can be picked up by `window.onerror`, `process.on('error')`, etc.\n *\n * This should be called whenever there is an error that is out-of-band with the subscription\n * or when an error hits a terminal boundary of the subscription and no error handler was provided.\n *\n * @param err the error to report\n */\nexport function reportUnhandledError(err: any) {\n timeoutProvider.setTimeout(() => {\n const { onUnhandledError } = config;\n if (onUnhandledError) {\n // Execute the user-configured error handler.\n onUnhandledError(err);\n } else {\n // Throw so it is picked up by the runtime's uncaught error mechanism.\n throw err;\n }\n });\n}\n", "/* tslint:disable:no-empty */\nexport function noop() { }\n", "import { CompleteNotification, NextNotification, ErrorNotification } from './types';\n\n/**\n * A completion object optimized for memory use and created to be the\n * same \"shape\" as other notifications in v8.\n * @internal\n */\nexport const COMPLETE_NOTIFICATION = (() => createNotification('C', undefined, undefined) as CompleteNotification)();\n\n/**\n * Internal use only. Creates an optimized error notification that is the same \"shape\"\n * as other notifications.\n * @internal\n */\nexport function errorNotification(error: any): ErrorNotification {\n return createNotification('E', undefined, error) as any;\n}\n\n/**\n * Internal use only. Creates an optimized next notification that is the same \"shape\"\n * as other notifications.\n * @internal\n */\nexport function nextNotification(value: T) {\n return createNotification('N', value, undefined) as NextNotification;\n}\n\n/**\n * Ensures that all notifications created internally have the same \"shape\" in v8.\n *\n * TODO: This is only exported to support a crazy legacy test in `groupBy`.\n * @internal\n */\nexport function createNotification(kind: 'N' | 'E' | 'C', value: any, error: any) {\n return {\n kind,\n value,\n error,\n };\n}\n", "import { config } from '../config';\n\nlet context: { errorThrown: boolean; error: any } | null = null;\n\n/**\n * Handles dealing with errors for super-gross mode. Creates a context, in which\n * any synchronously thrown errors will be passed to {@link captureError}. Which\n * will record the error such that it will be rethrown after the call back is complete.\n * TODO: Remove in v8\n * @param cb An immediately executed function.\n */\nexport function errorContext(cb: () => void) {\n if (config.useDeprecatedSynchronousErrorHandling) {\n const isRoot = !context;\n if (isRoot) {\n context = { errorThrown: false, error: null };\n }\n cb();\n if (isRoot) {\n const { errorThrown, error } = context!;\n context = null;\n if (errorThrown) {\n throw error;\n }\n }\n } else {\n // This is the general non-deprecated path for everyone that\n // isn't crazy enough to use super-gross mode (useDeprecatedSynchronousErrorHandling)\n cb();\n }\n}\n\n/**\n * Captures errors only in super-gross mode.\n * @param err the error to capture\n */\nexport function captureError(err: any) {\n if (config.useDeprecatedSynchronousErrorHandling && context) {\n context.errorThrown = true;\n context.error = err;\n }\n}\n", "import { isFunction } from './util/isFunction';\nimport { Observer, ObservableNotification } from './types';\nimport { isSubscription, Subscription } from './Subscription';\nimport { config } from './config';\nimport { reportUnhandledError } from './util/reportUnhandledError';\nimport { noop } from './util/noop';\nimport { nextNotification, errorNotification, COMPLETE_NOTIFICATION } from './NotificationFactories';\nimport { timeoutProvider } from './scheduler/timeoutProvider';\nimport { captureError } from './util/errorContext';\n\n/**\n * Implements the {@link Observer} interface and extends the\n * {@link Subscription} class. While the {@link Observer} is the public API for\n * consuming the values of an {@link Observable}, all Observers get converted to\n * a Subscriber, in order to provide Subscription-like capabilities such as\n * `unsubscribe`. Subscriber is a common type in RxJS, and crucial for\n * implementing operators, but it is rarely used as a public API.\n */\nexport class Subscriber extends Subscription implements Observer {\n /**\n * A static factory for a Subscriber, given a (potentially partial) definition\n * of an Observer.\n * @param next The `next` callback of an Observer.\n * @param error The `error` callback of an\n * Observer.\n * @param complete The `complete` callback of an\n * Observer.\n * @return A Subscriber wrapping the (partially defined)\n * Observer represented by the given arguments.\n * @deprecated Do not use. Will be removed in v8. There is no replacement for this\n * method, and there is no reason to be creating instances of `Subscriber` directly.\n * If you have a specific use case, please file an issue.\n */\n static create(next?: (x?: T) => void, error?: (e?: any) => void, complete?: () => void): Subscriber {\n return new SafeSubscriber(next, error, complete);\n }\n\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n protected isStopped: boolean = false;\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n protected destination: Subscriber | Observer; // this `any` is the escape hatch to erase extra type param (e.g. R)\n\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n * There is no reason to directly create an instance of Subscriber. This type is exported for typings reasons.\n */\n constructor(destination?: Subscriber | Observer) {\n super();\n if (destination) {\n this.destination = destination;\n // Automatically chain subscriptions together here.\n // if destination is a Subscription, then it is a Subscriber.\n if (isSubscription(destination)) {\n destination.add(this);\n }\n } else {\n this.destination = EMPTY_OBSERVER;\n }\n }\n\n /**\n * The {@link Observer} callback to receive notifications of type `next` from\n * the Observable, with a value. The Observable may call this method 0 or more\n * times.\n * @param value The `next` value.\n */\n next(value: T): void {\n if (this.isStopped) {\n handleStoppedNotification(nextNotification(value), this);\n } else {\n this._next(value!);\n }\n }\n\n /**\n * The {@link Observer} callback to receive notifications of type `error` from\n * the Observable, with an attached `Error`. Notifies the Observer that\n * the Observable has experienced an error condition.\n * @param err The `error` exception.\n */\n error(err?: any): void {\n if (this.isStopped) {\n handleStoppedNotification(errorNotification(err), this);\n } else {\n this.isStopped = true;\n this._error(err);\n }\n }\n\n /**\n * The {@link Observer} callback to receive a valueless notification of type\n * `complete` from the Observable. Notifies the Observer that the Observable\n * has finished sending push-based notifications.\n */\n complete(): void {\n if (this.isStopped) {\n handleStoppedNotification(COMPLETE_NOTIFICATION, this);\n } else {\n this.isStopped = true;\n this._complete();\n }\n }\n\n unsubscribe(): void {\n if (!this.closed) {\n this.isStopped = true;\n super.unsubscribe();\n this.destination = null!;\n }\n }\n\n protected _next(value: T): void {\n this.destination.next(value);\n }\n\n protected _error(err: any): void {\n try {\n this.destination.error(err);\n } finally {\n this.unsubscribe();\n }\n }\n\n protected _complete(): void {\n try {\n this.destination.complete();\n } finally {\n this.unsubscribe();\n }\n }\n}\n\n/**\n * This bind is captured here because we want to be able to have\n * compatibility with monoid libraries that tend to use a method named\n * `bind`. In particular, a library called Monio requires this.\n */\nconst _bind = Function.prototype.bind;\n\nfunction bind any>(fn: Fn, thisArg: any): Fn {\n return _bind.call(fn, thisArg);\n}\n\n/**\n * Internal optimization only, DO NOT EXPOSE.\n * @internal\n */\nclass ConsumerObserver implements Observer {\n constructor(private partialObserver: Partial>) {}\n\n next(value: T): void {\n const { partialObserver } = this;\n if (partialObserver.next) {\n try {\n partialObserver.next(value);\n } catch (error) {\n handleUnhandledError(error);\n }\n }\n }\n\n error(err: any): void {\n const { partialObserver } = this;\n if (partialObserver.error) {\n try {\n partialObserver.error(err);\n } catch (error) {\n handleUnhandledError(error);\n }\n } else {\n handleUnhandledError(err);\n }\n }\n\n complete(): void {\n const { partialObserver } = this;\n if (partialObserver.complete) {\n try {\n partialObserver.complete();\n } catch (error) {\n handleUnhandledError(error);\n }\n }\n }\n}\n\nexport class SafeSubscriber extends Subscriber {\n constructor(\n observerOrNext?: Partial> | ((value: T) => void) | null,\n error?: ((e?: any) => void) | null,\n complete?: (() => void) | null\n ) {\n super();\n\n let partialObserver: Partial>;\n if (isFunction(observerOrNext) || !observerOrNext) {\n // The first argument is a function, not an observer. The next\n // two arguments *could* be observers, or they could be empty.\n partialObserver = {\n next: (observerOrNext ?? undefined) as ((value: T) => void) | undefined,\n error: error ?? undefined,\n complete: complete ?? undefined,\n };\n } else {\n // The first argument is a partial observer.\n let context: any;\n if (this && config.useDeprecatedNextContext) {\n // This is a deprecated path that made `this.unsubscribe()` available in\n // next handler functions passed to subscribe. This only exists behind a flag\n // now, as it is *very* slow.\n context = Object.create(observerOrNext);\n context.unsubscribe = () => this.unsubscribe();\n partialObserver = {\n next: observerOrNext.next && bind(observerOrNext.next, context),\n error: observerOrNext.error && bind(observerOrNext.error, context),\n complete: observerOrNext.complete && bind(observerOrNext.complete, context),\n };\n } else {\n // The \"normal\" path. Just use the partial observer directly.\n partialObserver = observerOrNext;\n }\n }\n\n // Wrap the partial observer to ensure it's a full observer, and\n // make sure proper error handling is accounted for.\n this.destination = new ConsumerObserver(partialObserver);\n }\n}\n\nfunction handleUnhandledError(error: any) {\n if (config.useDeprecatedSynchronousErrorHandling) {\n captureError(error);\n } else {\n // Ideal path, we report this as an unhandled error,\n // which is thrown on a new call stack.\n reportUnhandledError(error);\n }\n}\n\n/**\n * An error handler used when no error handler was supplied\n * to the SafeSubscriber -- meaning no error handler was supplied\n * do the `subscribe` call on our observable.\n * @param err The error to handle\n */\nfunction defaultErrorHandler(err: any) {\n throw err;\n}\n\n/**\n * A handler for notifications that cannot be sent to a stopped subscriber.\n * @param notification The notification being sent.\n * @param subscriber The stopped subscriber.\n */\nfunction handleStoppedNotification(notification: ObservableNotification, subscriber: Subscriber) {\n const { onStoppedNotification } = config;\n onStoppedNotification && timeoutProvider.setTimeout(() => onStoppedNotification(notification, subscriber));\n}\n\n/**\n * The observer used as a stub for subscriptions where the user did not\n * pass any arguments to `subscribe`. Comes with the default error handling\n * behavior.\n */\nexport const EMPTY_OBSERVER: Readonly> & { closed: true } = {\n closed: true,\n next: noop,\n error: defaultErrorHandler,\n complete: noop,\n};\n", "/**\n * Symbol.observable or a string \"@@observable\". Used for interop\n *\n * @deprecated We will no longer be exporting this symbol in upcoming versions of RxJS.\n * Instead polyfill and use Symbol.observable directly *or* use https://www.npmjs.com/package/symbol-observable\n */\nexport const observable: string | symbol = (() => (typeof Symbol === 'function' && Symbol.observable) || '@@observable')();\n", "/**\n * This function takes one parameter and just returns it. Simply put,\n * this is like `(x: T): T => x`.\n *\n * ## Examples\n *\n * This is useful in some cases when using things like `mergeMap`\n *\n * ```ts\n * import { interval, take, map, range, mergeMap, identity } from 'rxjs';\n *\n * const source$ = interval(1000).pipe(take(5));\n *\n * const result$ = source$.pipe(\n * map(i => range(i)),\n * mergeMap(identity) // same as mergeMap(x => x)\n * );\n *\n * result$.subscribe({\n * next: console.log\n * });\n * ```\n *\n * Or when you want to selectively apply an operator\n *\n * ```ts\n * import { interval, take, identity } from 'rxjs';\n *\n * const shouldLimit = () => Math.random() < 0.5;\n *\n * const source$ = interval(1000);\n *\n * const result$ = source$.pipe(shouldLimit() ? take(5) : identity);\n *\n * result$.subscribe({\n * next: console.log\n * });\n * ```\n *\n * @param x Any value that is returned by this function\n * @returns The value passed as the first parameter to this function\n */\nexport function identity(x: T): T {\n return x;\n}\n", "import { identity } from './identity';\nimport { UnaryFunction } from '../types';\n\nexport function pipe(): typeof identity;\nexport function pipe(fn1: UnaryFunction): UnaryFunction;\nexport function pipe(fn1: UnaryFunction, fn2: UnaryFunction): UnaryFunction;\nexport function pipe(fn1: UnaryFunction, fn2: UnaryFunction, fn3: UnaryFunction): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction,\n fn9: UnaryFunction\n): UnaryFunction;\nexport function pipe(\n fn1: UnaryFunction,\n fn2: UnaryFunction,\n fn3: UnaryFunction,\n fn4: UnaryFunction,\n fn5: UnaryFunction,\n fn6: UnaryFunction,\n fn7: UnaryFunction,\n fn8: UnaryFunction,\n fn9: UnaryFunction,\n ...fns: UnaryFunction[]\n): UnaryFunction;\n\n/**\n * pipe() can be called on one or more functions, each of which can take one argument (\"UnaryFunction\")\n * and uses it to return a value.\n * It returns a function that takes one argument, passes it to the first UnaryFunction, and then\n * passes the result to the next one, passes that result to the next one, and so on. \n */\nexport function pipe(...fns: Array>): UnaryFunction {\n return pipeFromArray(fns);\n}\n\n/** @internal */\nexport function pipeFromArray(fns: Array>): UnaryFunction {\n if (fns.length === 0) {\n return identity as UnaryFunction;\n }\n\n if (fns.length === 1) {\n return fns[0];\n }\n\n return function piped(input: T): R {\n return fns.reduce((prev: any, fn: UnaryFunction) => fn(prev), input as any);\n };\n}\n", "import { Operator } from './Operator';\nimport { SafeSubscriber, Subscriber } from './Subscriber';\nimport { isSubscription, Subscription } from './Subscription';\nimport { TeardownLogic, OperatorFunction, Subscribable, Observer } from './types';\nimport { observable as Symbol_observable } from './symbol/observable';\nimport { pipeFromArray } from './util/pipe';\nimport { config } from './config';\nimport { isFunction } from './util/isFunction';\nimport { errorContext } from './util/errorContext';\n\n/**\n * A representation of any set of values over any amount of time. This is the most basic building block\n * of RxJS.\n */\nexport class Observable implements Subscribable {\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n */\n source: Observable | undefined;\n\n /**\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n */\n operator: Operator | undefined;\n\n /**\n * @param subscribe The function that is called when the Observable is\n * initially subscribed to. This function is given a Subscriber, to which new values\n * can be `next`ed, or an `error` method can be called to raise an error, or\n * `complete` can be called to notify of a successful completion.\n */\n constructor(subscribe?: (this: Observable, subscriber: Subscriber) => TeardownLogic) {\n if (subscribe) {\n this._subscribe = subscribe;\n }\n }\n\n // HACK: Since TypeScript inherits static properties too, we have to\n // fight against TypeScript here so Subject can have a different static create signature\n /**\n * Creates a new Observable by calling the Observable constructor\n * @param subscribe the subscriber function to be passed to the Observable constructor\n * @return A new observable.\n * @deprecated Use `new Observable()` instead. Will be removed in v8.\n */\n static create: (...args: any[]) => any = (subscribe?: (subscriber: Subscriber) => TeardownLogic) => {\n return new Observable(subscribe);\n };\n\n /**\n * Creates a new Observable, with this Observable instance as the source, and the passed\n * operator defined as the new observable's operator.\n * @param operator the operator defining the operation to take on the observable\n * @return A new observable with the Operator applied.\n * @deprecated Internal implementation detail, do not use directly. Will be made internal in v8.\n * If you have implemented an operator using `lift`, it is recommended that you create an\n * operator by simply returning `new Observable()` directly. See \"Creating new operators from\n * scratch\" section here: https://rxjs.dev/guide/operators\n */\n lift(operator?: Operator): Observable {\n const observable = new Observable();\n observable.source = this;\n observable.operator = operator;\n return observable;\n }\n\n subscribe(observerOrNext?: Partial> | ((value: T) => void)): Subscription;\n /** @deprecated Instead of passing separate callback arguments, use an observer argument. Signatures taking separate callback arguments will be removed in v8. Details: https://rxjs.dev/deprecations/subscribe-arguments */\n subscribe(next?: ((value: T) => void) | null, error?: ((error: any) => void) | null, complete?: (() => void) | null): Subscription;\n /**\n * Invokes an execution of an Observable and registers Observer handlers for notifications it will emit.\n *\n * Use it when you have all these Observables, but still nothing is happening.\n *\n * `subscribe` is not a regular operator, but a method that calls Observable's internal `subscribe` function. It\n * might be for example a function that you passed to Observable's constructor, but most of the time it is\n * a library implementation, which defines what will be emitted by an Observable, and when it be will emitted. This means\n * that calling `subscribe` is actually the moment when Observable starts its work, not when it is created, as it is often\n * the thought.\n *\n * Apart from starting the execution of an Observable, this method allows you to listen for values\n * that an Observable emits, as well as for when it completes or errors. You can achieve this in two\n * of the following ways.\n *\n * The first way is creating an object that implements {@link Observer} interface. It should have methods\n * defined by that interface, but note that it should be just a regular JavaScript object, which you can create\n * yourself in any way you want (ES6 class, classic function constructor, object literal etc.). In particular, do\n * not attempt to use any RxJS implementation details to create Observers - you don't need them. Remember also\n * that your object does not have to implement all methods. If you find yourself creating a method that doesn't\n * do anything, you can simply omit it. Note however, if the `error` method is not provided and an error happens,\n * it will be thrown asynchronously. Errors thrown asynchronously cannot be caught using `try`/`catch`. Instead,\n * use the {@link onUnhandledError} configuration option or use a runtime handler (like `window.onerror` or\n * `process.on('error)`) to be notified of unhandled errors. Because of this, it's recommended that you provide\n * an `error` method to avoid missing thrown errors.\n *\n * The second way is to give up on Observer object altogether and simply provide callback functions in place of its methods.\n * This means you can provide three functions as arguments to `subscribe`, where the first function is equivalent\n * of a `next` method, the second of an `error` method and the third of a `complete` method. Just as in case of an Observer,\n * if you do not need to listen for something, you can omit a function by passing `undefined` or `null`,\n * since `subscribe` recognizes these functions by where they were placed in function call. When it comes\n * to the `error` function, as with an Observer, if not provided, errors emitted by an Observable will be thrown asynchronously.\n *\n * You can, however, subscribe with no parameters at all. This may be the case where you're not interested in terminal events\n * and you also handled emissions internally by using operators (e.g. using `tap`).\n *\n * Whichever style of calling `subscribe` you use, in both cases it returns a Subscription object.\n * This object allows you to call `unsubscribe` on it, which in turn will stop the work that an Observable does and will clean\n * up all resources that an Observable used. Note that cancelling a subscription will not call `complete` callback\n * provided to `subscribe` function, which is reserved for a regular completion signal that comes from an Observable.\n *\n * Remember that callbacks provided to `subscribe` are not guaranteed to be called asynchronously.\n * It is an Observable itself that decides when these functions will be called. For example {@link of}\n * by default emits all its values synchronously. Always check documentation for how given Observable\n * will behave when subscribed and if its default behavior can be modified with a `scheduler`.\n *\n * #### Examples\n *\n * Subscribe with an {@link guide/observer Observer}\n *\n * ```ts\n * import { of } from 'rxjs';\n *\n * const sumObserver = {\n * sum: 0,\n * next(value) {\n * console.log('Adding: ' + value);\n * this.sum = this.sum + value;\n * },\n * error() {\n * // We actually could just remove this method,\n * // since we do not really care about errors right now.\n * },\n * complete() {\n * console.log('Sum equals: ' + this.sum);\n * }\n * };\n *\n * of(1, 2, 3) // Synchronously emits 1, 2, 3 and then completes.\n * .subscribe(sumObserver);\n *\n * // Logs:\n * // 'Adding: 1'\n * // 'Adding: 2'\n * // 'Adding: 3'\n * // 'Sum equals: 6'\n * ```\n *\n * Subscribe with functions ({@link deprecations/subscribe-arguments deprecated})\n *\n * ```ts\n * import { of } from 'rxjs'\n *\n * let sum = 0;\n *\n * of(1, 2, 3).subscribe(\n * value => {\n * console.log('Adding: ' + value);\n * sum = sum + value;\n * },\n * undefined,\n * () => console.log('Sum equals: ' + sum)\n * );\n *\n * // Logs:\n * // 'Adding: 1'\n * // 'Adding: 2'\n * // 'Adding: 3'\n * // 'Sum equals: 6'\n * ```\n *\n * Cancel a subscription\n *\n * ```ts\n * import { interval } from 'rxjs';\n *\n * const subscription = interval(1000).subscribe({\n * next(num) {\n * console.log(num)\n * },\n * complete() {\n * // Will not be called, even when cancelling subscription.\n * console.log('completed!');\n * }\n * });\n *\n * setTimeout(() => {\n * subscription.unsubscribe();\n * console.log('unsubscribed!');\n * }, 2500);\n *\n * // Logs:\n * // 0 after 1s\n * // 1 after 2s\n * // 'unsubscribed!' after 2.5s\n * ```\n *\n * @param observerOrNext Either an {@link Observer} with some or all callback methods,\n * or the `next` handler that is called for each value emitted from the subscribed Observable.\n * @param error A handler for a terminal event resulting from an error. If no error handler is provided,\n * the error will be thrown asynchronously as unhandled.\n * @param complete A handler for a terminal event resulting from successful completion.\n * @return A subscription reference to the registered handlers.\n */\n subscribe(\n observerOrNext?: Partial> | ((value: T) => void) | null,\n error?: ((error: any) => void) | null,\n complete?: (() => void) | null\n ): Subscription {\n const subscriber = isSubscriber(observerOrNext) ? observerOrNext : new SafeSubscriber(observerOrNext, error, complete);\n\n errorContext(() => {\n const { operator, source } = this;\n subscriber.add(\n operator\n ? // We're dealing with a subscription in the\n // operator chain to one of our lifted operators.\n operator.call(subscriber, source)\n : source\n ? // If `source` has a value, but `operator` does not, something that\n // had intimate knowledge of our API, like our `Subject`, must have\n // set it. We're going to just call `_subscribe` directly.\n this._subscribe(subscriber)\n : // In all other cases, we're likely wrapping a user-provided initializer\n // function, so we need to catch errors and handle them appropriately.\n this._trySubscribe(subscriber)\n );\n });\n\n return subscriber;\n }\n\n /** @internal */\n protected _trySubscribe(sink: Subscriber): TeardownLogic {\n try {\n return this._subscribe(sink);\n } catch (err) {\n // We don't need to return anything in this case,\n // because it's just going to try to `add()` to a subscription\n // above.\n sink.error(err);\n }\n }\n\n /**\n * Used as a NON-CANCELLABLE means of subscribing to an observable, for use with\n * APIs that expect promises, like `async/await`. You cannot unsubscribe from this.\n *\n * **WARNING**: Only use this with observables you *know* will complete. If the source\n * observable does not complete, you will end up with a promise that is hung up, and\n * potentially all of the state of an async function hanging out in memory. To avoid\n * this situation, look into adding something like {@link timeout}, {@link take},\n * {@link takeWhile}, or {@link takeUntil} amongst others.\n *\n * #### Example\n *\n * ```ts\n * import { interval, take } from 'rxjs';\n *\n * const source$ = interval(1000).pipe(take(4));\n *\n * async function getTotal() {\n * let total = 0;\n *\n * await source$.forEach(value => {\n * total += value;\n * console.log('observable -> ' + value);\n * });\n *\n * return total;\n * }\n *\n * getTotal().then(\n * total => console.log('Total: ' + total)\n * );\n *\n * // Expected:\n * // 'observable -> 0'\n * // 'observable -> 1'\n * // 'observable -> 2'\n * // 'observable -> 3'\n * // 'Total: 6'\n * ```\n *\n * @param next A handler for each value emitted by the observable.\n * @return A promise that either resolves on observable completion or\n * rejects with the handled error.\n */\n forEach(next: (value: T) => void): Promise;\n\n /**\n * @param next a handler for each value emitted by the observable\n * @param promiseCtor a constructor function used to instantiate the Promise\n * @return a promise that either resolves on observable completion or\n * rejects with the handled error\n * @deprecated Passing a Promise constructor will no longer be available\n * in upcoming versions of RxJS. This is because it adds weight to the library, for very\n * little benefit. If you need this functionality, it is recommended that you either\n * polyfill Promise, or you create an adapter to convert the returned native promise\n * to whatever promise implementation you wanted. Will be removed in v8.\n */\n forEach(next: (value: T) => void, promiseCtor: PromiseConstructorLike): Promise;\n\n forEach(next: (value: T) => void, promiseCtor?: PromiseConstructorLike): Promise {\n promiseCtor = getPromiseCtor(promiseCtor);\n\n return new promiseCtor((resolve, reject) => {\n const subscriber = new SafeSubscriber({\n next: (value) => {\n try {\n next(value);\n } catch (err) {\n reject(err);\n subscriber.unsubscribe();\n }\n },\n error: reject,\n complete: resolve,\n });\n this.subscribe(subscriber);\n }) as Promise;\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): TeardownLogic {\n return this.source?.subscribe(subscriber);\n }\n\n /**\n * An interop point defined by the es7-observable spec https://github.com/zenparsing/es-observable\n * @return This instance of the observable.\n */\n [Symbol_observable]() {\n return this;\n }\n\n /* tslint:disable:max-line-length */\n pipe(): Observable;\n pipe(op1: OperatorFunction): Observable;\n pipe(op1: OperatorFunction, op2: OperatorFunction): Observable;\n pipe(op1: OperatorFunction, op2: OperatorFunction, op3: OperatorFunction): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction,\n op9: OperatorFunction\n ): Observable;\n pipe(\n op1: OperatorFunction,\n op2: OperatorFunction,\n op3: OperatorFunction,\n op4: OperatorFunction,\n op5: OperatorFunction,\n op6: OperatorFunction,\n op7: OperatorFunction,\n op8: OperatorFunction,\n op9: OperatorFunction,\n ...operations: OperatorFunction[]\n ): Observable;\n /* tslint:enable:max-line-length */\n\n /**\n * Used to stitch together functional operators into a chain.\n *\n * ## Example\n *\n * ```ts\n * import { interval, filter, map, scan } from 'rxjs';\n *\n * interval(1000)\n * .pipe(\n * filter(x => x % 2 === 0),\n * map(x => x + x),\n * scan((acc, x) => acc + x)\n * )\n * .subscribe(x => console.log(x));\n * ```\n *\n * @return The Observable result of all the operators having been called\n * in the order they were passed in.\n */\n pipe(...operations: OperatorFunction[]): Observable {\n return pipeFromArray(operations)(this);\n }\n\n /* tslint:disable:max-line-length */\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(): Promise;\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(PromiseCtor: typeof Promise): Promise;\n /** @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise */\n toPromise(PromiseCtor: PromiseConstructorLike): Promise;\n /* tslint:enable:max-line-length */\n\n /**\n * Subscribe to this Observable and get a Promise resolving on\n * `complete` with the last emission (if any).\n *\n * **WARNING**: Only use this with observables you *know* will complete. If the source\n * observable does not complete, you will end up with a promise that is hung up, and\n * potentially all of the state of an async function hanging out in memory. To avoid\n * this situation, look into adding something like {@link timeout}, {@link take},\n * {@link takeWhile}, or {@link takeUntil} amongst others.\n *\n * @param [promiseCtor] a constructor function used to instantiate\n * the Promise\n * @return A Promise that resolves with the last value emit, or\n * rejects on an error. If there were no emissions, Promise\n * resolves with undefined.\n * @deprecated Replaced with {@link firstValueFrom} and {@link lastValueFrom}. Will be removed in v8. Details: https://rxjs.dev/deprecations/to-promise\n */\n toPromise(promiseCtor?: PromiseConstructorLike): Promise {\n promiseCtor = getPromiseCtor(promiseCtor);\n\n return new promiseCtor((resolve, reject) => {\n let value: T | undefined;\n this.subscribe(\n (x: T) => (value = x),\n (err: any) => reject(err),\n () => resolve(value)\n );\n }) as Promise;\n }\n}\n\n/**\n * Decides between a passed promise constructor from consuming code,\n * A default configured promise constructor, and the native promise\n * constructor and returns it. If nothing can be found, it will throw\n * an error.\n * @param promiseCtor The optional promise constructor to passed by consuming code\n */\nfunction getPromiseCtor(promiseCtor: PromiseConstructorLike | undefined) {\n return promiseCtor ?? config.Promise ?? Promise;\n}\n\nfunction isObserver(value: any): value is Observer {\n return value && isFunction(value.next) && isFunction(value.error) && isFunction(value.complete);\n}\n\nfunction isSubscriber(value: any): value is Subscriber {\n return (value && value instanceof Subscriber) || (isObserver(value) && isSubscription(value));\n}\n", "import { Observable } from '../Observable';\nimport { Subscriber } from '../Subscriber';\nimport { OperatorFunction } from '../types';\nimport { isFunction } from './isFunction';\n\n/**\n * Used to determine if an object is an Observable with a lift function.\n */\nexport function hasLift(source: any): source is { lift: InstanceType['lift'] } {\n return isFunction(source?.lift);\n}\n\n/**\n * Creates an `OperatorFunction`. Used to define operators throughout the library in a concise way.\n * @param init The logic to connect the liftedSource to the subscriber at the moment of subscription.\n */\nexport function operate(\n init: (liftedSource: Observable, subscriber: Subscriber) => (() => void) | void\n): OperatorFunction {\n return (source: Observable) => {\n if (hasLift(source)) {\n return source.lift(function (this: Subscriber, liftedSource: Observable) {\n try {\n return init(liftedSource, this);\n } catch (err) {\n this.error(err);\n }\n });\n }\n throw new TypeError('Unable to lift unknown Observable type');\n };\n}\n", "import { Subscriber } from '../Subscriber';\n\n/**\n * Creates an instance of an `OperatorSubscriber`.\n * @param destination The downstream subscriber.\n * @param onNext Handles next values, only called if this subscriber is not stopped or closed. Any\n * error that occurs in this function is caught and sent to the `error` method of this subscriber.\n * @param onError Handles errors from the subscription, any errors that occur in this handler are caught\n * and send to the `destination` error handler.\n * @param onComplete Handles completion notification from the subscription. Any errors that occur in\n * this handler are sent to the `destination` error handler.\n * @param onFinalize Additional teardown logic here. This will only be called on teardown if the\n * subscriber itself is not already closed. This is called after all other teardown logic is executed.\n */\nexport function createOperatorSubscriber(\n destination: Subscriber,\n onNext?: (value: T) => void,\n onComplete?: () => void,\n onError?: (err: any) => void,\n onFinalize?: () => void\n): Subscriber {\n return new OperatorSubscriber(destination, onNext, onComplete, onError, onFinalize);\n}\n\n/**\n * A generic helper for allowing operators to be created with a Subscriber and\n * use closures to capture necessary state from the operator function itself.\n */\nexport class OperatorSubscriber extends Subscriber {\n /**\n * Creates an instance of an `OperatorSubscriber`.\n * @param destination The downstream subscriber.\n * @param onNext Handles next values, only called if this subscriber is not stopped or closed. Any\n * error that occurs in this function is caught and sent to the `error` method of this subscriber.\n * @param onError Handles errors from the subscription, any errors that occur in this handler are caught\n * and send to the `destination` error handler.\n * @param onComplete Handles completion notification from the subscription. Any errors that occur in\n * this handler are sent to the `destination` error handler.\n * @param onFinalize Additional finalization logic here. This will only be called on finalization if the\n * subscriber itself is not already closed. This is called after all other finalization logic is executed.\n * @param shouldUnsubscribe An optional check to see if an unsubscribe call should truly unsubscribe.\n * NOTE: This currently **ONLY** exists to support the strange behavior of {@link groupBy}, where unsubscription\n * to the resulting observable does not actually disconnect from the source if there are active subscriptions\n * to any grouped observable. (DO NOT EXPOSE OR USE EXTERNALLY!!!)\n */\n constructor(\n destination: Subscriber,\n onNext?: (value: T) => void,\n onComplete?: () => void,\n onError?: (err: any) => void,\n private onFinalize?: () => void,\n private shouldUnsubscribe?: () => boolean\n ) {\n // It's important - for performance reasons - that all of this class's\n // members are initialized and that they are always initialized in the same\n // order. This will ensure that all OperatorSubscriber instances have the\n // same hidden class in V8. This, in turn, will help keep the number of\n // hidden classes involved in property accesses within the base class as\n // low as possible. If the number of hidden classes involved exceeds four,\n // the property accesses will become megamorphic and performance penalties\n // will be incurred - i.e. inline caches won't be used.\n //\n // The reasons for ensuring all instances have the same hidden class are\n // further discussed in this blog post from Benedikt Meurer:\n // https://benediktmeurer.de/2018/03/23/impact-of-polymorphism-on-component-based-frameworks-like-react/\n super(destination);\n this._next = onNext\n ? function (this: OperatorSubscriber, value: T) {\n try {\n onNext(value);\n } catch (err) {\n destination.error(err);\n }\n }\n : super._next;\n this._error = onError\n ? function (this: OperatorSubscriber, err: any) {\n try {\n onError(err);\n } catch (err) {\n // Send any errors that occur down stream.\n destination.error(err);\n } finally {\n // Ensure finalization.\n this.unsubscribe();\n }\n }\n : super._error;\n this._complete = onComplete\n ? function (this: OperatorSubscriber) {\n try {\n onComplete();\n } catch (err) {\n // Send any errors that occur down stream.\n destination.error(err);\n } finally {\n // Ensure finalization.\n this.unsubscribe();\n }\n }\n : super._complete;\n }\n\n unsubscribe() {\n if (!this.shouldUnsubscribe || this.shouldUnsubscribe()) {\n const { closed } = this;\n super.unsubscribe();\n // Execute additional teardown if we have any and we didn't already do so.\n !closed && this.onFinalize?.();\n }\n }\n}\n", "import { Subscription } from '../Subscription';\n\ninterface AnimationFrameProvider {\n schedule(callback: FrameRequestCallback): Subscription;\n requestAnimationFrame: typeof requestAnimationFrame;\n cancelAnimationFrame: typeof cancelAnimationFrame;\n delegate:\n | {\n requestAnimationFrame: typeof requestAnimationFrame;\n cancelAnimationFrame: typeof cancelAnimationFrame;\n }\n | undefined;\n}\n\nexport const animationFrameProvider: AnimationFrameProvider = {\n // When accessing the delegate, use the variable rather than `this` so that\n // the functions can be called without being bound to the provider.\n schedule(callback) {\n let request = requestAnimationFrame;\n let cancel: typeof cancelAnimationFrame | undefined = cancelAnimationFrame;\n const { delegate } = animationFrameProvider;\n if (delegate) {\n request = delegate.requestAnimationFrame;\n cancel = delegate.cancelAnimationFrame;\n }\n const handle = request((timestamp) => {\n // Clear the cancel function. The request has been fulfilled, so\n // attempting to cancel the request upon unsubscription would be\n // pointless.\n cancel = undefined;\n callback(timestamp);\n });\n return new Subscription(() => cancel?.(handle));\n },\n requestAnimationFrame(...args) {\n const { delegate } = animationFrameProvider;\n return (delegate?.requestAnimationFrame || requestAnimationFrame)(...args);\n },\n cancelAnimationFrame(...args) {\n const { delegate } = animationFrameProvider;\n return (delegate?.cancelAnimationFrame || cancelAnimationFrame)(...args);\n },\n delegate: undefined,\n};\n", "import { createErrorClass } from './createErrorClass';\n\nexport interface ObjectUnsubscribedError extends Error {}\n\nexport interface ObjectUnsubscribedErrorCtor {\n /**\n * @deprecated Internal implementation detail. Do not construct error instances.\n * Cannot be tagged as internal: https://github.com/ReactiveX/rxjs/issues/6269\n */\n new (): ObjectUnsubscribedError;\n}\n\n/**\n * An error thrown when an action is invalid because the object has been\n * unsubscribed.\n *\n * @see {@link Subject}\n * @see {@link BehaviorSubject}\n *\n * @class ObjectUnsubscribedError\n */\nexport const ObjectUnsubscribedError: ObjectUnsubscribedErrorCtor = createErrorClass(\n (_super) =>\n function ObjectUnsubscribedErrorImpl(this: any) {\n _super(this);\n this.name = 'ObjectUnsubscribedError';\n this.message = 'object unsubscribed';\n }\n);\n", "import { Operator } from './Operator';\nimport { Observable } from './Observable';\nimport { Subscriber } from './Subscriber';\nimport { Subscription, EMPTY_SUBSCRIPTION } from './Subscription';\nimport { Observer, SubscriptionLike, TeardownLogic } from './types';\nimport { ObjectUnsubscribedError } from './util/ObjectUnsubscribedError';\nimport { arrRemove } from './util/arrRemove';\nimport { errorContext } from './util/errorContext';\n\n/**\n * A Subject is a special type of Observable that allows values to be\n * multicasted to many Observers. Subjects are like EventEmitters.\n *\n * Every Subject is an Observable and an Observer. You can subscribe to a\n * Subject, and you can call next to feed values as well as error and complete.\n */\nexport class Subject extends Observable implements SubscriptionLike {\n closed = false;\n\n private currentObservers: Observer[] | null = null;\n\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n observers: Observer[] = [];\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n isStopped = false;\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n hasError = false;\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n thrownError: any = null;\n\n /**\n * Creates a \"subject\" by basically gluing an observer to an observable.\n *\n * @deprecated Recommended you do not use. Will be removed at some point in the future. Plans for replacement still under discussion.\n */\n static create: (...args: any[]) => any = (destination: Observer, source: Observable): AnonymousSubject => {\n return new AnonymousSubject(destination, source);\n };\n\n constructor() {\n // NOTE: This must be here to obscure Observable's constructor.\n super();\n }\n\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n lift(operator: Operator): Observable {\n const subject = new AnonymousSubject(this, this);\n subject.operator = operator as any;\n return subject as any;\n }\n\n /** @internal */\n protected _throwIfClosed() {\n if (this.closed) {\n throw new ObjectUnsubscribedError();\n }\n }\n\n next(value: T) {\n errorContext(() => {\n this._throwIfClosed();\n if (!this.isStopped) {\n if (!this.currentObservers) {\n this.currentObservers = Array.from(this.observers);\n }\n for (const observer of this.currentObservers) {\n observer.next(value);\n }\n }\n });\n }\n\n error(err: any) {\n errorContext(() => {\n this._throwIfClosed();\n if (!this.isStopped) {\n this.hasError = this.isStopped = true;\n this.thrownError = err;\n const { observers } = this;\n while (observers.length) {\n observers.shift()!.error(err);\n }\n }\n });\n }\n\n complete() {\n errorContext(() => {\n this._throwIfClosed();\n if (!this.isStopped) {\n this.isStopped = true;\n const { observers } = this;\n while (observers.length) {\n observers.shift()!.complete();\n }\n }\n });\n }\n\n unsubscribe() {\n this.isStopped = this.closed = true;\n this.observers = this.currentObservers = null!;\n }\n\n get observed() {\n return this.observers?.length > 0;\n }\n\n /** @internal */\n protected _trySubscribe(subscriber: Subscriber): TeardownLogic {\n this._throwIfClosed();\n return super._trySubscribe(subscriber);\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n this._throwIfClosed();\n this._checkFinalizedStatuses(subscriber);\n return this._innerSubscribe(subscriber);\n }\n\n /** @internal */\n protected _innerSubscribe(subscriber: Subscriber) {\n const { hasError, isStopped, observers } = this;\n if (hasError || isStopped) {\n return EMPTY_SUBSCRIPTION;\n }\n this.currentObservers = null;\n observers.push(subscriber);\n return new Subscription(() => {\n this.currentObservers = null;\n arrRemove(observers, subscriber);\n });\n }\n\n /** @internal */\n protected _checkFinalizedStatuses(subscriber: Subscriber) {\n const { hasError, thrownError, isStopped } = this;\n if (hasError) {\n subscriber.error(thrownError);\n } else if (isStopped) {\n subscriber.complete();\n }\n }\n\n /**\n * Creates a new Observable with this Subject as the source. You can do this\n * to create custom Observer-side logic of the Subject and conceal it from\n * code that uses the Observable.\n * @return Observable that this Subject casts to.\n */\n asObservable(): Observable {\n const observable: any = new Observable();\n observable.source = this;\n return observable;\n }\n}\n\nexport class AnonymousSubject extends Subject {\n constructor(\n /** @deprecated Internal implementation detail, do not use directly. Will be made internal in v8. */\n public destination?: Observer,\n source?: Observable\n ) {\n super();\n this.source = source;\n }\n\n next(value: T) {\n this.destination?.next?.(value);\n }\n\n error(err: any) {\n this.destination?.error?.(err);\n }\n\n complete() {\n this.destination?.complete?.();\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n return this.source?.subscribe(subscriber) ?? EMPTY_SUBSCRIPTION;\n }\n}\n", "import { Subject } from './Subject';\nimport { Subscriber } from './Subscriber';\nimport { Subscription } from './Subscription';\n\n/**\n * A variant of Subject that requires an initial value and emits its current\n * value whenever it is subscribed to.\n */\nexport class BehaviorSubject extends Subject {\n constructor(private _value: T) {\n super();\n }\n\n get value(): T {\n return this.getValue();\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n const subscription = super._subscribe(subscriber);\n !subscription.closed && subscriber.next(this._value);\n return subscription;\n }\n\n getValue(): T {\n const { hasError, thrownError, _value } = this;\n if (hasError) {\n throw thrownError;\n }\n this._throwIfClosed();\n return _value;\n }\n\n next(value: T): void {\n super.next((this._value = value));\n }\n}\n", "import { TimestampProvider } from '../types';\n\ninterface DateTimestampProvider extends TimestampProvider {\n delegate: TimestampProvider | undefined;\n}\n\nexport const dateTimestampProvider: DateTimestampProvider = {\n now() {\n // Use the variable rather than `this` so that the function can be called\n // without being bound to the provider.\n return (dateTimestampProvider.delegate || Date).now();\n },\n delegate: undefined,\n};\n", "import { Subject } from './Subject';\nimport { TimestampProvider } from './types';\nimport { Subscriber } from './Subscriber';\nimport { Subscription } from './Subscription';\nimport { dateTimestampProvider } from './scheduler/dateTimestampProvider';\n\n/**\n * A variant of {@link Subject} that \"replays\" old values to new subscribers by emitting them when they first subscribe.\n *\n * `ReplaySubject` has an internal buffer that will store a specified number of values that it has observed. Like `Subject`,\n * `ReplaySubject` \"observes\" values by having them passed to its `next` method. When it observes a value, it will store that\n * value for a time determined by the configuration of the `ReplaySubject`, as passed to its constructor.\n *\n * When a new subscriber subscribes to the `ReplaySubject` instance, it will synchronously emit all values in its buffer in\n * a First-In-First-Out (FIFO) manner. The `ReplaySubject` will also complete, if it has observed completion; and it will\n * error if it has observed an error.\n *\n * There are two main configuration items to be concerned with:\n *\n * 1. `bufferSize` - This will determine how many items are stored in the buffer, defaults to infinite.\n * 2. `windowTime` - The amount of time to hold a value in the buffer before removing it from the buffer.\n *\n * Both configurations may exist simultaneously. So if you would like to buffer a maximum of 3 values, as long as the values\n * are less than 2 seconds old, you could do so with a `new ReplaySubject(3, 2000)`.\n *\n * ### Differences with BehaviorSubject\n *\n * `BehaviorSubject` is similar to `new ReplaySubject(1)`, with a couple of exceptions:\n *\n * 1. `BehaviorSubject` comes \"primed\" with a single value upon construction.\n * 2. `ReplaySubject` will replay values, even after observing an error, where `BehaviorSubject` will not.\n *\n * @see {@link Subject}\n * @see {@link BehaviorSubject}\n * @see {@link shareReplay}\n */\nexport class ReplaySubject extends Subject {\n private _buffer: (T | number)[] = [];\n private _infiniteTimeWindow = true;\n\n /**\n * @param _bufferSize The size of the buffer to replay on subscription\n * @param _windowTime The amount of time the buffered items will stay buffered\n * @param _timestampProvider An object with a `now()` method that provides the current timestamp. This is used to\n * calculate the amount of time something has been buffered.\n */\n constructor(\n private _bufferSize = Infinity,\n private _windowTime = Infinity,\n private _timestampProvider: TimestampProvider = dateTimestampProvider\n ) {\n super();\n this._infiniteTimeWindow = _windowTime === Infinity;\n this._bufferSize = Math.max(1, _bufferSize);\n this._windowTime = Math.max(1, _windowTime);\n }\n\n next(value: T): void {\n const { isStopped, _buffer, _infiniteTimeWindow, _timestampProvider, _windowTime } = this;\n if (!isStopped) {\n _buffer.push(value);\n !_infiniteTimeWindow && _buffer.push(_timestampProvider.now() + _windowTime);\n }\n this._trimBuffer();\n super.next(value);\n }\n\n /** @internal */\n protected _subscribe(subscriber: Subscriber): Subscription {\n this._throwIfClosed();\n this._trimBuffer();\n\n const subscription = this._innerSubscribe(subscriber);\n\n const { _infiniteTimeWindow, _buffer } = this;\n // We use a copy here, so reentrant code does not mutate our array while we're\n // emitting it to a new subscriber.\n const copy = _buffer.slice();\n for (let i = 0; i < copy.length && !subscriber.closed; i += _infiniteTimeWindow ? 1 : 2) {\n subscriber.next(copy[i] as T);\n }\n\n this._checkFinalizedStatuses(subscriber);\n\n return subscription;\n }\n\n private _trimBuffer() {\n const { _bufferSize, _timestampProvider, _buffer, _infiniteTimeWindow } = this;\n // If we don't have an infinite buffer size, and we're over the length,\n // use splice to truncate the old buffer values off. Note that we have to\n // double the size for instances where we're not using an infinite time window\n // because we're storing the values and the timestamps in the same array.\n const adjustedBufferSize = (_infiniteTimeWindow ? 1 : 2) * _bufferSize;\n _bufferSize < Infinity && adjustedBufferSize < _buffer.length && _buffer.splice(0, _buffer.length - adjustedBufferSize);\n\n // Now, if we're not in an infinite time window, remove all values where the time is\n // older than what is allowed.\n if (!_infiniteTimeWindow) {\n const now = _timestampProvider.now();\n let last = 0;\n // Search the array for the first timestamp that isn't expired and\n // truncate the buffer up to that point.\n for (let i = 1; i < _buffer.length && (_buffer[i] as number) <= now; i += 2) {\n last = i;\n }\n last && _buffer.splice(0, last + 1);\n }\n }\n}\n", "import { Scheduler } from '../Scheduler';\nimport { Subscription } from '../Subscription';\nimport { SchedulerAction } from '../types';\n\n/**\n * A unit of work to be executed in a `scheduler`. An action is typically\n * created from within a {@link SchedulerLike} and an RxJS user does not need to concern\n * themselves about creating and manipulating an Action.\n *\n * ```ts\n * class Action extends Subscription {\n * new (scheduler: Scheduler, work: (state?: T) => void);\n * schedule(state?: T, delay: number = 0): Subscription;\n * }\n * ```\n */\nexport class Action extends Subscription {\n constructor(scheduler: Scheduler, work: (this: SchedulerAction, state?: T) => void) {\n super();\n }\n /**\n * Schedules this action on its parent {@link SchedulerLike} for execution. May be passed\n * some context object, `state`. May happen at some point in the future,\n * according to the `delay` parameter, if specified.\n * @param state Some contextual data that the `work` function uses when called by the\n * Scheduler.\n * @param delay Time to wait before executing the work, where the time unit is implicit\n * and defined by the Scheduler.\n * @return A subscription in order to be able to unsubscribe the scheduled work.\n */\n public schedule(state?: T, delay: number = 0): Subscription {\n return this;\n }\n}\n", "import type { TimerHandle } from './timerHandle';\ntype SetIntervalFunction = (handler: () => void, timeout?: number, ...args: any[]) => TimerHandle;\ntype ClearIntervalFunction = (handle: TimerHandle) => void;\n\ninterface IntervalProvider {\n setInterval: SetIntervalFunction;\n clearInterval: ClearIntervalFunction;\n delegate:\n | {\n setInterval: SetIntervalFunction;\n clearInterval: ClearIntervalFunction;\n }\n | undefined;\n}\n\nexport const intervalProvider: IntervalProvider = {\n // When accessing the delegate, use the variable rather than `this` so that\n // the functions can be called without being bound to the provider.\n setInterval(handler: () => void, timeout?: number, ...args) {\n const { delegate } = intervalProvider;\n if (delegate?.setInterval) {\n return delegate.setInterval(handler, timeout, ...args);\n }\n return setInterval(handler, timeout, ...args);\n },\n clearInterval(handle) {\n const { delegate } = intervalProvider;\n return (delegate?.clearInterval || clearInterval)(handle as any);\n },\n delegate: undefined,\n};\n", "import { Action } from './Action';\nimport { SchedulerAction } from '../types';\nimport { Subscription } from '../Subscription';\nimport { AsyncScheduler } from './AsyncScheduler';\nimport { intervalProvider } from './intervalProvider';\nimport { arrRemove } from '../util/arrRemove';\nimport { TimerHandle } from './timerHandle';\n\nexport class AsyncAction extends Action {\n public id: TimerHandle | undefined;\n public state?: T;\n // @ts-ignore: Property has no initializer and is not definitely assigned\n public delay: number;\n protected pending: boolean = false;\n\n constructor(protected scheduler: AsyncScheduler, protected work: (this: SchedulerAction, state?: T) => void) {\n super(scheduler, work);\n }\n\n public schedule(state?: T, delay: number = 0): Subscription {\n if (this.closed) {\n return this;\n }\n\n // Always replace the current state with the new state.\n this.state = state;\n\n const id = this.id;\n const scheduler = this.scheduler;\n\n //\n // Important implementation note:\n //\n // Actions only execute once by default, unless rescheduled from within the\n // scheduled callback. This allows us to implement single and repeat\n // actions via the same code path, without adding API surface area, as well\n // as mimic traditional recursion but across asynchronous boundaries.\n //\n // However, JS runtimes and timers distinguish between intervals achieved by\n // serial `setTimeout` calls vs. a single `setInterval` call. An interval of\n // serial `setTimeout` calls can be individually delayed, which delays\n // scheduling the next `setTimeout`, and so on. `setInterval` attempts to\n // guarantee the interval callback will be invoked more precisely to the\n // interval period, regardless of load.\n //\n // Therefore, we use `setInterval` to schedule single and repeat actions.\n // If the action reschedules itself with the same delay, the interval is not\n // canceled. If the action doesn't reschedule, or reschedules with a\n // different delay, the interval will be canceled after scheduled callback\n // execution.\n //\n if (id != null) {\n this.id = this.recycleAsyncId(scheduler, id, delay);\n }\n\n // Set the pending flag indicating that this action has been scheduled, or\n // has recursively rescheduled itself.\n this.pending = true;\n\n this.delay = delay;\n // If this action has already an async Id, don't request a new one.\n this.id = this.id ?? this.requestAsyncId(scheduler, this.id, delay);\n\n return this;\n }\n\n protected requestAsyncId(scheduler: AsyncScheduler, _id?: TimerHandle, delay: number = 0): TimerHandle {\n return intervalProvider.setInterval(scheduler.flush.bind(scheduler, this), delay);\n }\n\n protected recycleAsyncId(_scheduler: AsyncScheduler, id?: TimerHandle, delay: number | null = 0): TimerHandle | undefined {\n // If this action is rescheduled with the same delay time, don't clear the interval id.\n if (delay != null && this.delay === delay && this.pending === false) {\n return id;\n }\n // Otherwise, if the action's delay time is different from the current delay,\n // or the action has been rescheduled before it's executed, clear the interval id\n if (id != null) {\n intervalProvider.clearInterval(id);\n }\n\n return undefined;\n }\n\n /**\n * Immediately executes this action and the `work` it contains.\n */\n public execute(state: T, delay: number): any {\n if (this.closed) {\n return new Error('executing a cancelled action');\n }\n\n this.pending = false;\n const error = this._execute(state, delay);\n if (error) {\n return error;\n } else if (this.pending === false && this.id != null) {\n // Dequeue if the action didn't reschedule itself. Don't call\n // unsubscribe(), because the action could reschedule later.\n // For example:\n // ```\n // scheduler.schedule(function doWork(counter) {\n // /* ... I'm a busy worker bee ... */\n // var originalAction = this;\n // /* wait 100ms before rescheduling the action */\n // setTimeout(function () {\n // originalAction.schedule(counter + 1);\n // }, 100);\n // }, 1000);\n // ```\n this.id = this.recycleAsyncId(this.scheduler, this.id, null);\n }\n }\n\n protected _execute(state: T, _delay: number): any {\n let errored: boolean = false;\n let errorValue: any;\n try {\n this.work(state);\n } catch (e) {\n errored = true;\n // HACK: Since code elsewhere is relying on the \"truthiness\" of the\n // return here, we can't have it return \"\" or 0 or false.\n // TODO: Clean this up when we refactor schedulers mid-version-8 or so.\n errorValue = e ? e : new Error('Scheduled action threw falsy error');\n }\n if (errored) {\n this.unsubscribe();\n return errorValue;\n }\n }\n\n unsubscribe() {\n if (!this.closed) {\n const { id, scheduler } = this;\n const { actions } = scheduler;\n\n this.work = this.state = this.scheduler = null!;\n this.pending = false;\n\n arrRemove(actions, this);\n if (id != null) {\n this.id = this.recycleAsyncId(scheduler, id, null);\n }\n\n this.delay = null!;\n super.unsubscribe();\n }\n }\n}\n", "import { Action } from './scheduler/Action';\nimport { Subscription } from './Subscription';\nimport { SchedulerLike, SchedulerAction } from './types';\nimport { dateTimestampProvider } from './scheduler/dateTimestampProvider';\n\n/**\n * An execution context and a data structure to order tasks and schedule their\n * execution. Provides a notion of (potentially virtual) time, through the\n * `now()` getter method.\n *\n * Each unit of work in a Scheduler is called an `Action`.\n *\n * ```ts\n * class Scheduler {\n * now(): number;\n * schedule(work, delay?, state?): Subscription;\n * }\n * ```\n *\n * @deprecated Scheduler is an internal implementation detail of RxJS, and\n * should not be used directly. Rather, create your own class and implement\n * {@link SchedulerLike}. Will be made internal in v8.\n */\nexport class Scheduler implements SchedulerLike {\n public static now: () => number = dateTimestampProvider.now;\n\n constructor(private schedulerActionCtor: typeof Action, now: () => number = Scheduler.now) {\n this.now = now;\n }\n\n /**\n * A getter method that returns a number representing the current time\n * (at the time this function was called) according to the scheduler's own\n * internal clock.\n * @return A number that represents the current time. May or may not\n * have a relation to wall-clock time. May or may not refer to a time unit\n * (e.g. milliseconds).\n */\n public now: () => number;\n\n /**\n * Schedules a function, `work`, for execution. May happen at some point in\n * the future, according to the `delay` parameter, if specified. May be passed\n * some context object, `state`, which will be passed to the `work` function.\n *\n * The given arguments will be processed an stored as an Action object in a\n * queue of actions.\n *\n * @param work A function representing a task, or some unit of work to be\n * executed by the Scheduler.\n * @param delay Time to wait before executing the work, where the time unit is\n * implicit and defined by the Scheduler itself.\n * @param state Some contextual data that the `work` function uses when called\n * by the Scheduler.\n * @return A subscription in order to be able to unsubscribe the scheduled work.\n */\n public schedule(work: (this: SchedulerAction, state?: T) => void, delay: number = 0, state?: T): Subscription {\n return new this.schedulerActionCtor(this, work).schedule(state, delay);\n }\n}\n", "import { Scheduler } from '../Scheduler';\nimport { Action } from './Action';\nimport { AsyncAction } from './AsyncAction';\nimport { TimerHandle } from './timerHandle';\n\nexport class AsyncScheduler extends Scheduler {\n public actions: Array> = [];\n /**\n * A flag to indicate whether the Scheduler is currently executing a batch of\n * queued actions.\n * @internal\n */\n public _active: boolean = false;\n /**\n * An internal ID used to track the latest asynchronous task such as those\n * coming from `setTimeout`, `setInterval`, `requestAnimationFrame`, and\n * others.\n * @internal\n */\n public _scheduled: TimerHandle | undefined;\n\n constructor(SchedulerAction: typeof Action, now: () => number = Scheduler.now) {\n super(SchedulerAction, now);\n }\n\n public flush(action: AsyncAction): void {\n const { actions } = this;\n\n if (this._active) {\n actions.push(action);\n return;\n }\n\n let error: any;\n this._active = true;\n\n do {\n if ((error = action.execute(action.state, action.delay))) {\n break;\n }\n } while ((action = actions.shift()!)); // exhaust the scheduler queue\n\n this._active = false;\n\n if (error) {\n while ((action = actions.shift()!)) {\n action.unsubscribe();\n }\n throw error;\n }\n }\n}\n", "import { AsyncAction } from './AsyncAction';\nimport { AsyncScheduler } from './AsyncScheduler';\n\n/**\n *\n * Async Scheduler\n *\n * Schedule task as if you used setTimeout(task, duration)\n *\n * `async` scheduler schedules tasks asynchronously, by putting them on the JavaScript\n * event loop queue. It is best used to delay tasks in time or to schedule tasks repeating\n * in intervals.\n *\n * If you just want to \"defer\" task, that is to perform it right after currently\n * executing synchronous code ends (commonly achieved by `setTimeout(deferredTask, 0)`),\n * better choice will be the {@link asapScheduler} scheduler.\n *\n * ## Examples\n * Use async scheduler to delay task\n * ```ts\n * import { asyncScheduler } from 'rxjs';\n *\n * const task = () => console.log('it works!');\n *\n * asyncScheduler.schedule(task, 2000);\n *\n * // After 2 seconds logs:\n * // \"it works!\"\n * ```\n *\n * Use async scheduler to repeat task in intervals\n * ```ts\n * import { asyncScheduler } from 'rxjs';\n *\n * function task(state) {\n * console.log(state);\n * this.schedule(state + 1, 1000); // `this` references currently executing Action,\n * // which we reschedule with new state and delay\n * }\n *\n * asyncScheduler.schedule(task, 3000, 0);\n *\n * // Logs:\n * // 0 after 3s\n * // 1 after 4s\n * // 2 after 5s\n * // 3 after 6s\n * ```\n */\n\nexport const asyncScheduler = new AsyncScheduler(AsyncAction);\n\n/**\n * @deprecated Renamed to {@link asyncScheduler}. Will be removed in v8.\n */\nexport const async = asyncScheduler;\n", "import { AsyncAction } from './AsyncAction';\nimport { Subscription } from '../Subscription';\nimport { QueueScheduler } from './QueueScheduler';\nimport { SchedulerAction } from '../types';\nimport { TimerHandle } from './timerHandle';\n\nexport class QueueAction extends AsyncAction {\n constructor(protected scheduler: QueueScheduler, protected work: (this: SchedulerAction, state?: T) => void) {\n super(scheduler, work);\n }\n\n public schedule(state?: T, delay: number = 0): Subscription {\n if (delay > 0) {\n return super.schedule(state, delay);\n }\n this.delay = delay;\n this.state = state;\n this.scheduler.flush(this);\n return this;\n }\n\n public execute(state: T, delay: number): any {\n return delay > 0 || this.closed ? super.execute(state, delay) : this._execute(state, delay);\n }\n\n protected requestAsyncId(scheduler: QueueScheduler, id?: TimerHandle, delay: number = 0): TimerHandle {\n // If delay exists and is greater than 0, or if the delay is null (the\n // action wasn't rescheduled) but was originally scheduled as an async\n // action, then recycle as an async action.\n\n if ((delay != null && delay > 0) || (delay == null && this.delay > 0)) {\n return super.requestAsyncId(scheduler, id, delay);\n }\n\n // Otherwise flush the scheduler starting with this action.\n scheduler.flush(this);\n\n // HACK: In the past, this was returning `void`. However, `void` isn't a valid\n // `TimerHandle`, and generally the return value here isn't really used. So the\n // compromise is to return `0` which is both \"falsy\" and a valid `TimerHandle`,\n // as opposed to refactoring every other instanceo of `requestAsyncId`.\n return 0;\n }\n}\n", "import { AsyncScheduler } from './AsyncScheduler';\n\nexport class QueueScheduler extends AsyncScheduler {\n}\n", "import { QueueAction } from './QueueAction';\nimport { QueueScheduler } from './QueueScheduler';\n\n/**\n *\n * Queue Scheduler\n *\n * Put every next task on a queue, instead of executing it immediately\n *\n * `queue` scheduler, when used with delay, behaves the same as {@link asyncScheduler} scheduler.\n *\n * When used without delay, it schedules given task synchronously - executes it right when\n * it is scheduled. However when called recursively, that is when inside the scheduled task,\n * another task is scheduled with queue scheduler, instead of executing immediately as well,\n * that task will be put on a queue and wait for current one to finish.\n *\n * This means that when you execute task with `queue` scheduler, you are sure it will end\n * before any other task scheduled with that scheduler will start.\n *\n * ## Examples\n * Schedule recursively first, then do something\n * ```ts\n * import { queueScheduler } from 'rxjs';\n *\n * queueScheduler.schedule(() => {\n * queueScheduler.schedule(() => console.log('second')); // will not happen now, but will be put on a queue\n *\n * console.log('first');\n * });\n *\n * // Logs:\n * // \"first\"\n * // \"second\"\n * ```\n *\n * Reschedule itself recursively\n * ```ts\n * import { queueScheduler } from 'rxjs';\n *\n * queueScheduler.schedule(function(state) {\n * if (state !== 0) {\n * console.log('before', state);\n * this.schedule(state - 1); // `this` references currently executing Action,\n * // which we reschedule with new state\n * console.log('after', state);\n * }\n * }, 0, 3);\n *\n * // In scheduler that runs recursively, you would expect:\n * // \"before\", 3\n * // \"before\", 2\n * // \"before\", 1\n * // \"after\", 1\n * // \"after\", 2\n * // \"after\", 3\n *\n * // But with queue it logs:\n * // \"before\", 3\n * // \"after\", 3\n * // \"before\", 2\n * // \"after\", 2\n * // \"before\", 1\n * // \"after\", 1\n * ```\n */\n\nexport const queueScheduler = new QueueScheduler(QueueAction);\n\n/**\n * @deprecated Renamed to {@link queueScheduler}. Will be removed in v8.\n */\nexport const queue = queueScheduler;\n", "import { AsyncAction } from './AsyncAction';\nimport { AnimationFrameScheduler } from './AnimationFrameScheduler';\nimport { SchedulerAction } from '../types';\nimport { animationFrameProvider } from './animationFrameProvider';\nimport { TimerHandle } from './timerHandle';\n\nexport class AnimationFrameAction extends AsyncAction {\n constructor(protected scheduler: AnimationFrameScheduler, protected work: (this: SchedulerAction, state?: T) => void) {\n super(scheduler, work);\n }\n\n protected requestAsyncId(scheduler: AnimationFrameScheduler, id?: TimerHandle, delay: number = 0): TimerHandle {\n // If delay is greater than 0, request as an async action.\n if (delay !== null && delay > 0) {\n return super.requestAsyncId(scheduler, id, delay);\n }\n // Push the action to the end of the scheduler queue.\n scheduler.actions.push(this);\n // If an animation frame has already been requested, don't request another\n // one. If an animation frame hasn't been requested yet, request one. Return\n // the current animation frame request id.\n return scheduler._scheduled || (scheduler._scheduled = animationFrameProvider.requestAnimationFrame(() => scheduler.flush(undefined)));\n }\n\n protected recycleAsyncId(scheduler: AnimationFrameScheduler, id?: TimerHandle, delay: number = 0): TimerHandle | undefined {\n // If delay exists and is greater than 0, or if the delay is null (the\n // action wasn't rescheduled) but was originally scheduled as an async\n // action, then recycle as an async action.\n if (delay != null ? delay > 0 : this.delay > 0) {\n return super.recycleAsyncId(scheduler, id, delay);\n }\n // If the scheduler queue has no remaining actions with the same async id,\n // cancel the requested animation frame and set the scheduled flag to\n // undefined so the next AnimationFrameAction will request its own.\n const { actions } = scheduler;\n if (id != null && id === scheduler._scheduled && actions[actions.length - 1]?.id !== id) {\n animationFrameProvider.cancelAnimationFrame(id as number);\n scheduler._scheduled = undefined;\n }\n // Return undefined so the action knows to request a new async id if it's rescheduled.\n return undefined;\n }\n}\n", "import { AsyncAction } from './AsyncAction';\nimport { AsyncScheduler } from './AsyncScheduler';\n\nexport class AnimationFrameScheduler extends AsyncScheduler {\n public flush(action?: AsyncAction): void {\n this._active = true;\n // The async id that effects a call to flush is stored in _scheduled.\n // Before executing an action, it's necessary to check the action's async\n // id to determine whether it's supposed to be executed in the current\n // flush.\n // Previous implementations of this method used a count to determine this,\n // but that was unsound, as actions that are unsubscribed - i.e. cancelled -\n // are removed from the actions array and that can shift actions that are\n // scheduled to be executed in a subsequent flush into positions at which\n // they are executed within the current flush.\n let flushId;\n if (action) {\n flushId = action.id;\n } else {\n flushId = this._scheduled;\n this._scheduled = undefined;\n }\n\n const { actions } = this;\n let error: any;\n action = action || actions.shift()!;\n\n do {\n if ((error = action.execute(action.state, action.delay))) {\n break;\n }\n } while ((action = actions[0]) && action.id === flushId && actions.shift());\n\n this._active = false;\n\n if (error) {\n while ((action = actions[0]) && action.id === flushId && actions.shift()) {\n action.unsubscribe();\n }\n throw error;\n }\n }\n}\n", "import { AnimationFrameAction } from './AnimationFrameAction';\nimport { AnimationFrameScheduler } from './AnimationFrameScheduler';\n\n/**\n *\n * Animation Frame Scheduler\n *\n * Perform task when `window.requestAnimationFrame` would fire\n *\n * When `animationFrame` scheduler is used with delay, it will fall back to {@link asyncScheduler} scheduler\n * behaviour.\n *\n * Without delay, `animationFrame` scheduler can be used to create smooth browser animations.\n * It makes sure scheduled task will happen just before next browser content repaint,\n * thus performing animations as efficiently as possible.\n *\n * ## Example\n * Schedule div height animation\n * ```ts\n * // html:
\n * import { animationFrameScheduler } from 'rxjs';\n *\n * const div = document.querySelector('div');\n *\n * animationFrameScheduler.schedule(function(height) {\n * div.style.height = height + \"px\";\n *\n * this.schedule(height + 1); // `this` references currently executing Action,\n * // which we reschedule with new state\n * }, 0, 0);\n *\n * // You will see a div element growing in height\n * ```\n */\n\nexport const animationFrameScheduler = new AnimationFrameScheduler(AnimationFrameAction);\n\n/**\n * @deprecated Renamed to {@link animationFrameScheduler}. Will be removed in v8.\n */\nexport const animationFrame = animationFrameScheduler;\n", "import { Observable } from '../Observable';\nimport { SchedulerLike } from '../types';\n\n/**\n * A simple Observable that emits no items to the Observer and immediately\n * emits a complete notification.\n *\n * Just emits 'complete', and nothing else.\n *\n * ![](empty.png)\n *\n * A simple Observable that only emits the complete notification. It can be used\n * for composing with other Observables, such as in a {@link mergeMap}.\n *\n * ## Examples\n *\n * Log complete notification\n *\n * ```ts\n * import { EMPTY } from 'rxjs';\n *\n * EMPTY.subscribe({\n * next: () => console.log('Next'),\n * complete: () => console.log('Complete!')\n * });\n *\n * // Outputs\n * // Complete!\n * ```\n *\n * Emit the number 7, then complete\n *\n * ```ts\n * import { EMPTY, startWith } from 'rxjs';\n *\n * const result = EMPTY.pipe(startWith(7));\n * result.subscribe(x => console.log(x));\n *\n * // Outputs\n * // 7\n * ```\n *\n * Map and flatten only odd numbers to the sequence `'a'`, `'b'`, `'c'`\n *\n * ```ts\n * import { interval, mergeMap, of, EMPTY } from 'rxjs';\n *\n * const interval$ = interval(1000);\n * const result = interval$.pipe(\n * mergeMap(x => x % 2 === 1 ? of('a', 'b', 'c') : EMPTY),\n * );\n * result.subscribe(x => console.log(x));\n *\n * // Results in the following to the console:\n * // x is equal to the count on the interval, e.g. (0, 1, 2, 3, ...)\n * // x will occur every 1000ms\n * // if x % 2 is equal to 1, print a, b, c (each on its own)\n * // if x % 2 is not equal to 1, nothing will be output\n * ```\n *\n * @see {@link Observable}\n * @see {@link NEVER}\n * @see {@link of}\n * @see {@link throwError}\n */\nexport const EMPTY = new Observable((subscriber) => subscriber.complete());\n\n/**\n * @param scheduler A {@link SchedulerLike} to use for scheduling\n * the emission of the complete notification.\n * @deprecated Replaced with the {@link EMPTY} constant or {@link scheduled} (e.g. `scheduled([], scheduler)`). Will be removed in v8.\n */\nexport function empty(scheduler?: SchedulerLike) {\n return scheduler ? emptyScheduled(scheduler) : EMPTY;\n}\n\nfunction emptyScheduled(scheduler: SchedulerLike) {\n return new Observable((subscriber) => scheduler.schedule(() => subscriber.complete()));\n}\n", "import { SchedulerLike } from '../types';\nimport { isFunction } from './isFunction';\n\nexport function isScheduler(value: any): value is SchedulerLike {\n return value && isFunction(value.schedule);\n}\n", "import { SchedulerLike } from '../types';\nimport { isFunction } from './isFunction';\nimport { isScheduler } from './isScheduler';\n\nfunction last(arr: T[]): T | undefined {\n return arr[arr.length - 1];\n}\n\nexport function popResultSelector(args: any[]): ((...args: unknown[]) => unknown) | undefined {\n return isFunction(last(args)) ? args.pop() : undefined;\n}\n\nexport function popScheduler(args: any[]): SchedulerLike | undefined {\n return isScheduler(last(args)) ? args.pop() : undefined;\n}\n\nexport function popNumber(args: any[], defaultValue: number): number {\n return typeof last(args) === 'number' ? args.pop()! : defaultValue;\n}\n", "export const isArrayLike = ((x: any): x is ArrayLike => x && typeof x.length === 'number' && typeof x !== 'function');", "import { isFunction } from \"./isFunction\";\n\n/**\n * Tests to see if the object is \"thennable\".\n * @param value the object to test\n */\nexport function isPromise(value: any): value is PromiseLike {\n return isFunction(value?.then);\n}\n", "import { InteropObservable } from '../types';\nimport { observable as Symbol_observable } from '../symbol/observable';\nimport { isFunction } from './isFunction';\n\n/** Identifies an input as being Observable (but not necessary an Rx Observable) */\nexport function isInteropObservable(input: any): input is InteropObservable {\n return isFunction(input[Symbol_observable]);\n}\n", "import { isFunction } from './isFunction';\n\nexport function isAsyncIterable(obj: any): obj is AsyncIterable {\n return Symbol.asyncIterator && isFunction(obj?.[Symbol.asyncIterator]);\n}\n", "/**\n * Creates the TypeError to throw if an invalid object is passed to `from` or `scheduled`.\n * @param input The object that was passed.\n */\nexport function createInvalidObservableTypeError(input: any) {\n // TODO: We should create error codes that can be looked up, so this can be less verbose.\n return new TypeError(\n `You provided ${\n input !== null && typeof input === 'object' ? 'an invalid object' : `'${input}'`\n } where a stream was expected. You can provide an Observable, Promise, ReadableStream, Array, AsyncIterable, or Iterable.`\n );\n}\n", "export function getSymbolIterator(): symbol {\n if (typeof Symbol !== 'function' || !Symbol.iterator) {\n return '@@iterator' as any;\n }\n\n return Symbol.iterator;\n}\n\nexport const iterator = getSymbolIterator();\n", "import { iterator as Symbol_iterator } from '../symbol/iterator';\nimport { isFunction } from './isFunction';\n\n/** Identifies an input as being an Iterable */\nexport function isIterable(input: any): input is Iterable {\n return isFunction(input?.[Symbol_iterator]);\n}\n", "import { ReadableStreamLike } from '../types';\nimport { isFunction } from './isFunction';\n\nexport async function* readableStreamLikeToAsyncGenerator(readableStream: ReadableStreamLike): AsyncGenerator {\n const reader = readableStream.getReader();\n try {\n while (true) {\n const { value, done } = await reader.read();\n if (done) {\n return;\n }\n yield value!;\n }\n } finally {\n reader.releaseLock();\n }\n}\n\nexport function isReadableStreamLike(obj: any): obj is ReadableStreamLike {\n // We don't want to use instanceof checks because they would return\n // false for instances from another Realm, like an