refactor(roll breaking): make starting with roll backtrace planned times

This commit is contained in:
Carlos Valente
2025-09-20 17:24:27 +02:00
committed by Carlos Valente
parent d04f958c11
commit 00aa8a09fa
4 changed files with 28 additions and 20 deletions
@@ -230,7 +230,6 @@ export const useOffsetOverview = createSelector((state: RuntimeStore) => ({
export const useGroupTimerOverView = createSelector((state: RuntimeStore) => ({
clock: state.clock,
offset: state.offset.mode === OffsetMode.Absolute ? state.offset.absolute : state.offset.relative,
mode: state.offset.mode,
groupExpectedEnd: state.offset.expectedGroupEnd,
// we can force these numbers to 0 fo this use case to avoid null checks
@@ -100,7 +100,7 @@ export function MetadataTimes() {
}
function GroupTimes() {
const { clock, groupExpectedEnd, actualGroupStart, mode, playback, currentDay } = useGroupTimerOverView();
const { clock, mode, groupExpectedEnd, actualGroupStart, currentDay, playback } = useGroupTimerOverView();
const { currentGroupId } = useCurrentGroupId();
const group = useEntry(currentGroupId) as OntimeGroup | null;
@@ -111,6 +111,7 @@ function GroupTimes() {
if (!active) return null;
if (!group || group.timeStart === null) return null;
const normalizedClock = clock + currentDay * dayInMs;
return mode === OffsetMode.Absolute
? group.timeStart + group.duration - normalizedClock
: actualGroupStart + group.duration - normalizedClock;
@@ -121,11 +122,9 @@ function GroupTimes() {
const expectedGroupEnd = groupExpectedEnd !== null ? groupExpectedEnd - clock : null;
const expectedTimeUntilGroupEnd = formatDueTime(expectedGroupEnd, 3, TimerType.CountDown);
const groupTitle = group?.title ?? null;
return (
<div className={style.metadataRow}>
<span className={groupTitle ? style.labelTitle : style.label}>{`${groupTitle || 'Group'} `}</span>
<span className={group?.title ? style.labelTitle : style.label}>{`${group?.title || 'Group'} `}</span>
<div className={style.labelledElement}>
<Tooltip text='Time to planned group end' render={<TbFolderPin className={style.icon} />} />
<span
+4 -2
View File
@@ -1,5 +1,6 @@
import { MaybeNumber, TimerPhase } from 'ontime-types';
import { dayInMs, isPlaybackActive, MILLIS_PER_HOUR } from 'ontime-utils';
import type { RuntimeState } from '../stores/runtimeState.js';
/**
@@ -131,7 +132,7 @@ export function getRuntimeOffset(state: RuntimeState): { absolute: number; relat
if (actualStart === null) throw new Error('timerUtils.getRuntimeOffset: state.rundown.plannedStart must be set');
}
// difference between planned event start and actual event start (will be positive if we started behind )
// difference between planned event start and actual event start (will be positive if we started behind)
const eventStartOffset = startedAt + _startDayOffset * dayInMs - (timeStart + dayOffset * dayInMs);
// how long has the event been running over (is a negative number when in over timer so inverted before adding to offset)
@@ -140,9 +141,10 @@ export function getRuntimeOffset(state: RuntimeState): { absolute: number; relat
// time the playback was paused, the different from now to when we paused is added to the offset TODO: brakes when crossing midnight
const pausedTime = state._timer.pausedAt === null ? 0 : clock - state._timer.pausedAt;
// absolute offset is difference between schedule and playback time
const absolute = eventStartOffset + overtime + pausedTime + addedTime;
// the relative offset is the same as the absolute offset but adjusted relative to the actual start time
// the relative offset is the same as the absolute but adjusted relative to the actual start time
const relative = absolute + plannedStart - actualStart - _startDayOffset * dayInMs;
// in case of count to end, the absolute offset is just the overtime
+21 -13
View File
@@ -637,15 +637,21 @@ export function roll(
// check if the event is ready to start or if needs to be pending
const isNow = checkIsNow(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd, offsetClock);
if (isNow) {
runtimeState.timer.startedAt = runtimeState.clock;
/**
* If we are starting an event in roll mode
* we backtrace all the start times to the supposed start time of the event
*/
const plannedStart = runtimeState.eventNow.timeStart;
runtimeState.timer.startedAt = plannedStart;
// reset the secondary timer to cancel any countdowns
runtimeState.timer.secondaryTimer = null;
if (runtimeState.groupNow !== null && runtimeState.rundown.actualGroupStart === null) {
runtimeState.rundown.actualGroupStart = runtimeState.clock;
runtimeState.rundown.actualGroupStart = plannedStart;
}
if (runtimeState.rundown.actualStart === null) {
runtimeState.rundown.actualStart = runtimeState.clock;
runtimeState.rundown.actualStart = plannedStart;
runtimeState._startDayOffset = 0;
runtimeState._startEpoch = epoch;
}
@@ -703,29 +709,31 @@ export function roll(
return { eventId: runtimeState.eventNow.id, didStart: false };
}
// there is something to run, load event
// event will finish on time
// account for event that finishes the day after
/**
* At this point we know that there is something to run and the event is loaded
* - ensure the event will finish ontime
* - account for events that finish the day after
*
* when we start in roll mode
* we need to backtrace all times to the supposed start time of the event
*/
const plannedStart = runtimeState.eventNow.timeStart;
const endTime =
runtimeState.eventNow.timeEnd < runtimeState.eventNow.timeStart
? runtimeState.eventNow.timeEnd + dayInMs
: runtimeState.eventNow.timeEnd;
runtimeState.timer.startedAt = runtimeState.clock;
runtimeState.timer.startedAt = plannedStart;
runtimeState.timer.expectedFinish = endTime;
// we add time to allow timer to catch up
runtimeState.timer.addedTime = -(runtimeState.clock - runtimeState.eventNow.timeStart);
// state catch up
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, endTime);
runtimeState.timer.current = getCurrent(runtimeState);
runtimeState.timer.elapsed = 0;
// update runtime
runtimeState.rundown.actualStart = runtimeState.clock;
runtimeState.rundown.actualStart = plannedStart;
if (runtimeState.groupNow !== null && runtimeState.rundown.actualGroupStart === null) {
runtimeState.rundown.actualGroupStart = runtimeState.clock;
runtimeState.rundown.actualGroupStart = plannedStart;
}
// update metadata