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fix: midnight roll (#484)
* refactor: extract utilities and types * refactor: extract and simplify progress bar logic * refactor: duration validation handles midnight * fix: prevent stale event loader * refactor: consider next event in timer invalidation * refactor: reload changes on changed roll target * refactor: timer load accounts for midnight * fix: issues with midnight on roll * refactor: prevent stale secondary event
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@@ -1,14 +1,10 @@
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import { OntimeEvent } from 'ontime-types';
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/**
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* Utility variable: 24 hour in milliseconds .
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*/
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export const DAY_TO_MS = 86400000;
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import { dayInMs } from 'ontime-utils';
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/**
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* handle events that span over midnight
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*/
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export const normaliseEndTime = (start: number, end: number) => (end < start ? end + DAY_TO_MS : end);
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export const normaliseEndTime = (start: number, end: number) => (end < start ? end + dayInMs : end);
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/**
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* @description Sorts an array of objects by given property
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@@ -23,13 +19,6 @@ export const sortArrayByProperty = <T>(arr: T[], property: string): T[] => {
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});
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};
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type Timer = {
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_startedAt: number;
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_finishAt: number;
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duration: number;
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current: number;
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};
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/**
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* Finds loading information given a current rundown and time
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* @param {OntimeEvent[]} rundown - List of playable events
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@@ -61,7 +50,7 @@ export const getRollTimers = (rundown: OntimeEvent[], timeNow: number) => {
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const firstEvent = orderedEvents[0];
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nextIndex = 0;
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nextEvent = firstEvent;
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timeToNext = firstEvent.timeStart + DAY_TO_MS - timeNow;
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timeToNext = firstEvent.timeStart + dayInMs - timeNow;
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if (firstEvent.isPublic) {
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nextPublicEvent = firstEvent;
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@@ -89,6 +78,10 @@ export const getRollTimers = (rundown: OntimeEvent[], timeNow: number) => {
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// When does the event end (handle midnight)
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const normalEnd = normaliseEndTime(event.timeStart, event.timeEnd);
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const hasNotEnded = normalEnd > timeNow;
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const isFromDayBefore = normalEnd > dayInMs && timeNow < event.timeEnd;
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const hasStarted = isFromDayBefore || timeNow >= event.timeStart;
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if (normalEnd <= timeNow) {
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// event ran already
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@@ -98,7 +91,7 @@ export const getRollTimers = (rundown: OntimeEvent[], timeNow: number) => {
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currentPublicEvent = event;
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publicIndex = rundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
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}
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} else if (normalEnd > timeNow && timeNow >= event.timeStart && !nowFound) {
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} else if (hasNotEnded && hasStarted && !nowFound) {
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// event is running
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currentEvent = event;
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nowIndex = rundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
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@@ -185,6 +178,10 @@ export const updateRoll = (currentTimers: CurrentTimers) => {
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// if we have something selected and a timer, we are running
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updatedTimer = _finishAt - clock;
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if (updatedTimer > dayInMs) {
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updatedTimer -= dayInMs;
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}
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if (updatedTimer < 0) {
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isPrimaryFinished = true;
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// we need a new event
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