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
This commit is contained in:
Carlos Valente
2024-03-08 19:54:18 +01:00
committed by GitHub
parent 6dc2bebeee
commit 10d7273ec0
29 changed files with 221 additions and 165 deletions
@@ -147,13 +147,13 @@ class RuntimeService {
*/
maybeUpdate(playableEvents: OntimeEvent[], affectedIds?: string[]) {
const state = runtimeState.getState();
const hasLoadedElements = state.eventNow || state.eventNext;
const hasLoadedElements = state.eventNow !== null || state.eventNext !== null;
if (!hasLoadedElements) {
return;
}
// we need to reload in a few scenarios:
// 1. we are not confident that changes do not affect running event
// 1. we are not confident that changes do not affect running event (eg. all events where changed)
const safeOption = typeof affectedIds === 'undefined';
// 2. the edited event is in memory (now or next) running
const eventInMemory = safeOption ? false : this.affectsLoaded(affectedIds);
@@ -166,15 +166,18 @@ class RuntimeService {
}
// load stuff again, but keep running if our events still exist
const eventNow = getEventWithId(state.eventNow.id);
if (eventNow) {
const onlyChangedNow = affectedIds?.length === 1 && affectedIds.at(0) === eventNow.id;
if (onlyChangedNow) {
runtimeState.reload(eventNow);
} else {
runtimeState.reloadAll(eventNow, playableEvents);
}
return;
}
// Maybe the event will become the next
isNext = this.isNewNext();
if (isNext) {
// TODO: do i need to load here?
runtimeState.loadNext(playableEvents);
}
}