eslint-plugin
@reatom/eslint-plugin
#Reatom-specific ESLint rules.
NOTE: You are viewing documentation for an EXPERIMENTAL version! We recommend to use it, but we can’t guarantee its stability, the rules and its behavior could be changed during minor updates. However, since this is only a DX package, things can’t go too badly, so don’t worry and have fun ;)
Installation
#Usage
#Add @reatom
to plugins
and specify extends
or rules
in your config.
Here is an example of React + TypeScript + Prettier config with Reatom.
Rules
#async-rule
#Ensures that asynchronous interactions within Reatom functions are wrapped with ctx.schedule
. Read the docs for more info.
unit-naming-rule
#Ensures that all Reatom entities specify the name parameter used for debugging. We assume that Reatom entity factories are atom
, action
and all reatom*
(like reatomAsync
) functions imported from @reatom/*
packages.
The name must be equal to the name of a variable or a property an entity is assigned to, like this:
When atom is assigned to a property of an object assigned to a variable, variable name must be specified before a period (.
):
When creating units within reatom*
-named factory functions, you can also specify the “namespaces” of unit names before period. The fragment before period is called the domain. Domain value must be equal to the name of the factory function excluding the reatom
prefix:
If a factory function defines a parameter or a variable named name
, names of units created in the function must be template literals that derive their domain fragments from the value of name
:
Object and domain fragments in names may be used together:
You may prefix unit names with _
to indicate that they are not exposed from factories that create them (this makes Reatom inspector hide them):
You can also ensure prefixes and suffixes for atom
names through the configuration:
Motivation
#The primary purpose of this plugin is to automate generation of atom and action names using ESLint autofixes. Many have asked why not make a Babel plugin for naming, why keep it in source, here is our opinion:
- Build infrastructure is diverse and divergent - it’s hard to support a plenty of tools used today;
- Plugin’s output may be unexpected;
- Such plugin is hard to implement because of variety of naming strategies, especially in factories;
These are the problems we faced back in 2019 when the first version of Reatom was released. They made it clear for us that the game is not worth the candle.
On the contrary, explicit unit names have multiple advantages:
- No risk of unexpected plugin behaviour, full control over unit names;
- Requires no build infrastructure and is not that hard to do;
- Writing names is simplified even further by AI coding helpers (i.e. Copilot) and this set of ESLint rules.