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'use strict';
var global = require('../internals/global');
var apply = require('../internals/function-apply');
var bind = require('../internals/function-bind-context');
var isCallable = require('../internals/is-callable');
var hasOwn = require('../internals/has-own-property');
var fails = require('../internals/fails');
var html = require('../internals/html');
var arraySlice = require('../internals/array-slice');
var createElement = require('../internals/document-create-element');
var validateArgumentsLength = require('../internals/validate-arguments-length');
var IS_IOS = require('../internals/engine-is-ios');
var IS_NODE = require('../internals/engine-is-node');
var set = global.setImmediate;
var clear = global.clearImmediate;
var process = global.process;
var Dispatch = global.Dispatch;
var Function = global.Function;
var MessageChannel = global.MessageChannel;
var String = global.String;
var counter = 0;
var queue = {};
var ONREADYSTATECHANGE = 'onreadystatechange';
var $location, defer, channel, port;
fails(function () {
// Deno throws a ReferenceError on `location` access without `--location` flag
$location = global.location;
});
var run = function (id) {
if (hasOwn(queue, id)) {
var fn = queue[id];
delete queue[id];
fn();
}
};
var runner = function (id) {
return function () {
run(id);
};
};
var eventListener = function (event) {
run(event.data);
};
var globalPostMessageDefer = function (id) {
// old engines have not location.origin
global.postMessage(String(id), $location.protocol + '//' + $location.host);
};
// Node.js 0.9+ & IE10+ has setImmediate, otherwise:
if (!set || !clear) {
set = function setImmediate(handler) {
validateArgumentsLength(arguments.length, 1);
var fn = isCallable(handler) ? handler : Function(handler);
var args = arraySlice(arguments, 1);
queue[++counter] = function () {
apply(fn, undefined, args);
};
defer(counter);
return counter;
};
clear = function clearImmediate(id) {
delete queue[id];
};
// Node.js 0.8-
if (IS_NODE) {
defer = function (id) {
process.nextTick(runner(id));
};
// Sphere (JS game engine) Dispatch API
} else if (Dispatch && Dispatch.now) {
defer = function (id) {
Dispatch.now(runner(id));
};
// Browsers with MessageChannel, includes WebWorkers
// except iOS - https://github.com/zloirock/core-js/issues/624
} else if (MessageChannel && !IS_IOS) {
channel = new MessageChannel();
port = channel.port2;
channel.port1.onmessage = eventListener;
defer = bind(port.postMessage, port);
// Browsers with postMessage, skip WebWorkers
// IE8 has postMessage, but it's sync & typeof its postMessage is 'object'
} else if (
global.addEventListener &&
isCallable(global.postMessage) &&
!global.importScripts &&
$location && $location.protocol !== 'file:' &&
!fails(globalPostMessageDefer)
) {
defer = globalPostMessageDefer;
global.addEventListener('message', eventListener, false);
// IE8-
} else if (ONREADYSTATECHANGE in createElement('script')) {
defer = function (id) {
html.appendChild(createElement('script'))[ONREADYSTATECHANGE] = function () {
html.removeChild(this);
run(id);
};
};
// Rest old browsers
} else {
defer = function (id) {
setTimeout(runner(id), 0);
};
}
}
module.exports = {
set: set,
clear: clear
};