@web-engine-dev/events
Double-buffered event system with frame lifecycle for web-engine-dev. Provides a frame-synchronized event system where events written in one frame are available for reading in the next frame, ensuring deterministic behavior.
Features
- Double Buffering: Events written this frame are read next frame
- Frame Synchronization: Deterministic event ordering
- Type-Safe Events: Generic event readers and writers
- Memory Management: Automatic buffer clearing with configurable limits
Installation
bash
npm install @web-engine-dev/events
# or
pnpm add @web-engine-dev/eventsQuick Start
typescript
import { createEventSystem, defineEvent } from '@web-engine-dev/events';
// Create the event system
const events = createEventSystem();
// Define event types
const COLLISION_EVENT = defineEvent('collision');
interface CollisionEvent {
type: typeof COLLISION_EVENT;
entityA: number;
entityB: number;
}
// Write events
const writer = events.writer<CollisionEvent>(COLLISION_EVENT);
writer.send({ type: COLLISION_EVENT, entityA: 1, entityB: 2 });
// Advance frame (swap buffers)
events.update();
// Read events
const reader = events.reader<CollisionEvent>(COLLISION_EVENT);
for (const event of reader.read()) {
console.log(`Collision: ${event.entityA} <-> ${event.entityB}`);
}API Reference
EventSystem
| Method | Description |
|---|---|
registerEvent() | Pre-register an event type |
reader<T>(type) | Get a reader for event type |
writer<T>(type) | Get a writer for event type |
update() | Advance frame and swap buffers |
currentFrame() | Get current frame number |
clear() | Clear all events from all channels |
EventReader
| Method | Description |
|---|---|
read() | Iterator of events from last frame |
isEmpty() | Check if any events available |
length() | Number of events available |
clear() | Mark events as consumed |
EventWriter
| Method | Description |
|---|---|
send(event) | Emit a single event |
sendBatch() | Emit multiple events |
Game Loop Integration
typescript
const events = createEventSystem();
function gameLoop() {
// Start of frame - swap buffers
events.update();
// Systems can now read last frame's events
const damageReader = events.reader<DamageEvent>(DAMAGE_EVENT);
for (const event of damageReader.read()) {
applyDamage(event.target, event.amount);
}
// Systems can write new events
const damageWriter = events.writer<DamageEvent>(DAMAGE_EVENT);
if (collision) {
damageWriter.send({ type: DAMAGE_EVENT, target: entity, amount: 10 });
}
}Configuration
typescript
const events = createEventSystem({
maxEventsPerType: 1000, // Prevent memory leaks
retentionFrames: 2, // Number of frames to retain
});Advanced Usage
Event Descriptors
For advanced use cases (validation, custom lifetime), use defineEventDescriptor.
typescript
import { defineEventDescriptor } from '@web-engine-dev/events';
const DamageEvent = defineEventDescriptor<{ amount: number }>('DamageEvent', {
validate: (data) => data.amount > 0,
lifetime: 1, // Persist for only 1 frame
});Filtered Readers
Create readers that only see specific events.
typescript
const criticalEvents = events.filteredReader(LOG_EVENT, (e) => e.severity === 'critical');
for (const event of criticalEvents.read()) {
// Only critical events
}Priority Handlers
Register handlers that execute immediately when events are processed (during update()).
typescript
events.onEvent(COLLISION_EVENT, (event) => {
// Handle immediately
}, 100); // Priority 100 (higher runs first)Async Events
Send events that will be queued for the next frame asynchronously.
typescript
await writer.sendAsync(event);Performance Tips
For maximum performance in tight loops, use forEach instead of read() iterator.
typescript
// Faster than for..of loop
reader.forEach((event) => {
process(event);
});