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https://github.com/cpvalente/ontime.git
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Skip fixes (#805)
* refactor: resolve current in time-to-end * refactor: recalculate on skip * Alpha tweaks (#806) * style: small tweaks to interface * refactor: simplify quick add
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@@ -68,7 +68,7 @@ export async function addEvent(
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notifyChanges({ timer: [newEvent.id], external: true });
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// notify runtime that rundown size has changed
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// notify runtime that rundown has changed
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updateRuntimeOnChange();
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return newEvent;
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@@ -84,7 +84,7 @@ export async function deleteEvent(eventId: string) {
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notifyChanges({ timer: [eventId], external: true });
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// notify event loader that rundown size has changed
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// notify event loader that rundown has changed
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updateRuntimeOnChange();
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}
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@@ -114,6 +114,9 @@ export async function editEvent(patch: Partial<OntimeEvent> | Partial<OntimeBloc
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notifyChanges({ timer: [patch.id], external: true });
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// notify event loader that rundown has changed
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updateRuntimeOnChange();
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return newEvent;
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}
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@@ -127,6 +130,9 @@ export async function batchEditEvents(ids: string[], data: Partial<OntimeEvent>)
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await scopedMutation({ patch: data, eventIds: ids });
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notifyChanges({ timer: ids, external: true });
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// notify event loader that rundown has changed
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updateRuntimeOnChange();
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}
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/**
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@@ -141,6 +147,9 @@ export async function reorderEvent(eventId: string, from: number, to: number) {
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notifyChanges({ timer: true, external: true });
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// notify event loader that rundown has changed
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updateRuntimeOnChange();
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return reorderedItem;
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}
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@@ -162,6 +171,9 @@ export async function swapEvents(from: string, to: string) {
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await scopedMutation({ fromId: from, toId: to });
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notifyChanges({ timer: true, external: true });
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// notify event loader that rundown has changed
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updateRuntimeOnChange();
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}
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/**
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@@ -169,7 +181,8 @@ export async function swapEvents(from: string, to: string) {
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* Called when we make changes to the rundown object
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*/
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function updateRuntimeOnChange() {
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updateRundownData(getPlayableEvents());
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// schedule an update for the end of the event loop
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setImmediate(() => updateRundownData(getPlayableEvents()));
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}
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/**
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@@ -180,10 +193,8 @@ export function notifyChanges(options: { timer?: boolean | string[]; external?:
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const playableEvents = getPlayableEvents();
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// notify timer service of changed events
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// timer can be true or an array of changed IDs
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if (Array.isArray(options.timer)) {
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runtimeService.maybeUpdate(playableEvents, options.timer);
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}
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runtimeService.maybeUpdate(playableEvents);
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const affected = Array.isArray(options.timer) ? options.timer : undefined;
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runtimeService.maybeUpdate(playableEvents, affected);
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}
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if (options.external) {
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@@ -8,7 +8,7 @@ export function getLink(currentIndex: number, rundown: OntimeRundown): OntimeEve
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// currently the link is the previous event
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for (let i = currentIndex - 1; i >= 0; i--) {
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const event = rundown[i];
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if (isOntimeEvent(event)) {
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if (isOntimeEvent(event) && !event.skip) {
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return event;
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}
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}
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@@ -147,13 +147,13 @@ class RuntimeService {
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*/
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maybeUpdate(playableEvents: OntimeEvent[], affectedIds?: string[]) {
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const state = runtimeState.getState();
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const hasLoadedElements = state.eventNow || state.eventNext;
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const hasLoadedElements = state.eventNow !== null || state.eventNext !== null;
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if (!hasLoadedElements) {
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return;
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}
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// we need to reload in a few scenarios:
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// 1. we are not confident that changes do not affect running event
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// 1. we are not confident that changes do not affect running event (eg. all events where changed)
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const safeOption = typeof affectedIds === 'undefined';
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// 2. the edited event is in memory (now or next) running
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const eventInMemory = safeOption ? false : this.affectsLoaded(affectedIds);
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@@ -166,15 +166,18 @@ class RuntimeService {
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}
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// load stuff again, but keep running if our events still exist
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const eventNow = getEventWithId(state.eventNow.id);
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if (eventNow) {
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const onlyChangedNow = affectedIds?.length === 1 && affectedIds.at(0) === eventNow.id;
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if (onlyChangedNow) {
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runtimeState.reload(eventNow);
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} else {
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runtimeState.reloadAll(eventNow, playableEvents);
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}
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return;
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}
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// Maybe the event will become the next
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isNext = this.isNewNext();
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if (isNext) {
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// TODO: do i need to load here?
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runtimeState.loadNext(playableEvents);
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}
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}
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