import * as Duration from "./Duration.ts"; import * as Effect from "./Effect.ts"; import type * as Exit from "./Exit.ts"; import * as Latch from "./Latch.ts"; import { type Pipeable } from "./Pipeable.ts"; import * as Scope from "./Scope.ts"; import * as Semaphore from "./Semaphore.ts"; declare const TypeId = "~effect/Pool"; /** * A `Pool` is a pool of items of type `A`, each of which may be * associated with the acquisition and release of resources. An attempt to get * an item `A` from a pool may fail with an error of type `E`. * * @since 2.0.0 * @category models */ export interface Pool extends Pipeable { readonly [TypeId]: typeof TypeId; readonly config: Config; readonly state: State; } /** * @since 4.0.0 * @category models */ export interface Config { readonly acquire: Effect.Effect; readonly concurrency: number; readonly minSize: number; readonly maxSize: number; readonly strategy: Strategy; readonly targetUtilization: number; } /** * @since 4.0.0 * @category models */ export interface State { readonly scope: Scope.Scope; isShuttingDown: boolean; readonly semaphore: Semaphore.Semaphore; readonly resizeSemaphore: Semaphore.Semaphore; readonly items: Set>; readonly available: Set>; readonly availableLatch: Latch.Latch; readonly invalidated: Set>; waiters: number; } /** * @since 4.0.0 * @category models */ export interface PoolItem { readonly exit: Exit.Exit; finalizer: Effect.Effect; refCount: number; disableReclaim: boolean; } /** * @since 4.0.0 * @category models */ export interface Strategy { readonly run: (pool: Pool) => Effect.Effect; readonly onAcquire: (item: PoolItem) => Effect.Effect; readonly reclaim: (pool: Pool) => Effect.Effect | undefined>; } /** * Returns `true` if the specified value is a `Pool`, `false` otherwise. * * @since 2.0.0 * @category refinements */ export declare const isPool: (u: unknown) => u is Pool; /** * Makes a new pool of the specified fixed size. The pool is returned in a * `Scope`, which governs the lifetime of the pool. When the pool is shutdown * because the `Scope` is closed, the individual items allocated by the pool * will be released in some unspecified order. * * By setting the `concurrency` parameter, you can control the level of concurrent * access per pool item. By default, the number of permits is set to `1`. * * `targetUtilization` determines when to create new pool items. It is a value * between 0 and 1, where 1 means only create new pool items when all the existing * items are fully utilized. * * A `targetUtilization` of 0.5 will create new pool items when the existing items are * 50% utilized. * * @since 2.0.0 * @category constructors */ export declare const make: (options: { readonly acquire: Effect.Effect; readonly size: number; readonly concurrency?: number | undefined; readonly targetUtilization?: number | undefined; }) => Effect.Effect, never, R | Scope.Scope>; /** * Makes a new pool with the specified minimum and maximum sizes and time to * live before a pool whose excess items are not being used will be shrunk * down to the minimum size. The pool is returned in a `Scope`, which governs * the lifetime of the pool. When the pool is shutdown because the `Scope` is * used, the individual items allocated by the pool will be released in some * unspecified order. * * By setting the `concurrency` parameter, you can control the level of concurrent * access per pool item. By default, the number of permits is set to `1`. * * `targetUtilization` determines when to create new pool items. It is a value * between 0 and 1, where 1 means only create new pool items when all the existing * items are fully utilized. * * A `targetUtilization` of 0.5 will create new pool items when the existing items are * 50% utilized. * * The `timeToLiveStrategy` determines how items are invalidated. If set to * "creation", then items are invalidated based on their creation time. If set * to "usage", then items are invalidated based on pool usage. * * By default, the `timeToLiveStrategy` is set to "usage". * * ```ts skip-type-checking * import { Duration, Effect, Pool } from "effect" * import { createConnection } from "mysql2" * * const acquireDBConnection = Effect.acquireRelease( * Effect.sync(() => createConnection("mysql://...")), * (connection) => Effect.sync(() => connection.end(() => {})) * ) * * const connectionPool = Effect.flatMap( * Pool.makeWithTTL({ * acquire: acquireDBConnection, * min: 10, * max: 20, * timeToLive: Duration.seconds(60) * }), * (pool) => pool.get * ) * ``` * * @since 2.0.0 * @category constructors */ export declare const makeWithTTL: (options: { readonly acquire: Effect.Effect; readonly min: number; readonly max: number; readonly concurrency?: number | undefined; readonly targetUtilization?: number | undefined; readonly timeToLive: Duration.Input; readonly timeToLiveStrategy?: "creation" | "usage" | undefined; }) => Effect.Effect, never, R | Scope.Scope>; /** * @since 4.0.0 * @category constructors */ export declare const makeWithStrategy: (options: { readonly acquire: Effect.Effect; readonly min: number; readonly max: number; readonly concurrency?: number | undefined; readonly targetUtilization?: number | undefined; readonly strategy: Strategy; }) => Effect.Effect, never, Scope.Scope | R>; /** * Retrieves an item from the pool in a scoped effect. Note that if * acquisition fails, then the returned effect will fail for that same reason. * Retrying a failed acquisition attempt will repeat the acquisition attempt. * * @since 2.0.0 * @category getters */ export declare const get: (self: Pool) => Effect.Effect; /** * Invalidates the specified item. This will cause the pool to eventually * reallocate the item, although this reallocation may occur lazily rather * than eagerly. * * @since 2.0.0 * @category combinators */ export declare const invalidate: { /** * Invalidates the specified item. This will cause the pool to eventually * reallocate the item, although this reallocation may occur lazily rather * than eagerly. * * @since 2.0.0 * @category combinators */ (item: A): (self: Pool) => Effect.Effect; /** * Invalidates the specified item. This will cause the pool to eventually * reallocate the item, although this reallocation may occur lazily rather * than eagerly. * * @since 2.0.0 * @category combinators */ (self: Pool, item: A): Effect.Effect; }; export {}; //# sourceMappingURL=Pool.d.ts.map