/**
* @since 2.0.0
*/
import type * as Duration from "./Duration.js";
import type * as Effect from "./Effect.js";
import type { Pipeable } from "./Pipeable.js";
import type * as Scope from "./Scope.js";
import type * as Types from "./Types.js";
import type * as Unify from "./Unify.js";
/**
* @since 2.0.0
* @category symbols
*/
export declare const PoolTypeId: unique symbol;
/**
* @since 2.0.0
* @category symbols
*/
export type PoolTypeId = typeof PoolTypeId;
/**
* A `Pool<A, E>` 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<in out A, out E = never> extends Pool.Variance<A, E>, Effect.Effect<A, E, Scope.Scope>, Pipeable {
/**
* 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.
*/
readonly get: Effect.Effect<A, E, Scope.Scope>;
/**
* Invalidates the specified item. This will cause the pool to eventually
* reallocate the item, although this reallocation may occur lazily rather
* than eagerly.
*/
invalidate(item: A): Effect.Effect<void>;
readonly [Unify.typeSymbol]?: unknown;
readonly [Unify.unifySymbol]?: PoolUnify<this>;
readonly [Unify.ignoreSymbol]?: PoolUnifyIgnore;
}
/**
* @category models
* @since 3.9.0
*/
export interface PoolUnify<A extends {
[Unify.typeSymbol]?: any;
}> extends Effect.EffectUnify<A> {
Pool?: () => Extract<A[Unify.typeSymbol], Pool<any, any>> extends Pool<infer A0, infer _E0> | infer _ ? A0 extends any ? Extract<A[Unify.typeSymbol], Pool<A0, any>> extends Pool<A0, infer E1> ? Pool<A0, E1> : never : never : never;
}
/**
* @category models
* @since 3.9.0
*/
export interface PoolUnifyIgnore extends Effect.EffectUnifyIgnore {
Effect?: true;
}
/**
* @since 2.0.0
*/
export declare namespace Pool {
/**
* @since 2.0.0
* @category models
*/
interface Variance<in out A, out E> {
readonly [PoolTypeId]: {
readonly _A: Types.Invariant<A>;
readonly _E: Types.Covariant<E>;
};
}
}
/**
* 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<unknown, unknown>;
/**
* 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: <A, E, R>(options: {
readonly acquire: Effect.Effect<A, E, R>;
readonly size: number;
readonly concurrency?: number | undefined;
readonly targetUtilization?: number | undefined;
}) => Effect.Effect<Pool<A, E>, never, Scope.Scope | R>;
/**
* 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 { createConnection } from "mysql2";
* import { Duration, Effect, Pool } from "effect"
*
* 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: <A, E, R>(options: {
readonly acquire: Effect.Effect<A, E, R>;
readonly min: number;
readonly max: number;
readonly concurrency?: number | undefined;
readonly targetUtilization?: number | undefined;
readonly timeToLive: Duration.DurationInput;
readonly timeToLiveStrategy?: "creation" | "usage" | undefined;
}) => Effect.Effect<Pool<A, E>, 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: <A, E>(self: Pool<A, E>) => Effect.Effect<A, E, Scope.Scope>;
/**
* 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
*/
<A>(value: A): <E>(self: Pool<A, E>) => Effect.Effect<void, never, Scope.Scope>;
/**
* 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
*/
<A, E>(self: Pool<A, E>, value: A): Effect.Effect<void, never, Scope.Scope>;
};
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