mirror of
https://github.com/cpvalente/ontime.git
synced 2026-08-13 03:13:47 +00:00
refactor: use runtime metadate in runtimeState (#1653)
* change load to use metadata * update roll to use metadata * remove filterTimedEvents * add comment * atempth to refactor rollUtils * refactor util functions
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@@ -23,6 +23,7 @@ import {
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import { event as eventDef, block as blockDef, delay as delayDef } from '../../models/eventsDefinition.js';
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import { makeString } from '../../utils/parserUtils.js';
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import { RundownMetadata } from './rundown.types.js';
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type CompleteEntry<T> =
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T extends Partial<OntimeEvent>
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@@ -356,3 +357,23 @@ export function getInsertAfterId(rundown: Rundown, afterId?: EntryId, beforeId?:
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return null;
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}
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/**
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* converts an index from the timedEventOrder to an index in the playableEventOrder
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* or returns null if it can not be found
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*/
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export function getPlayableIndexFromTimedIndex(metadata: RundownMetadata, index: number): number | null {
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const timedId = metadata.timedEventOrder[index];
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const playableIndex = metadata.playableEventOrder.findIndex((id) => id === timedId);
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return playableIndex < 0 ? null : playableIndex;
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}
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/**
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* converts an index from the playableEventOrder to an index in the timedEventOrder
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* all indexes in playableEventOrder must also exist in timedEventOrder, otherwise the app is broken
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*/
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export function getTimedIndexFromPlayableIndex(metadata: RundownMetadata, index: number): number {
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const playableId = metadata.playableEventOrder[index];
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const timedIndex = metadata.timedEventOrder.findIndex((id) => id === playableId);
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return timedIndex;
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}
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File diff suppressed because it is too large
Load Diff
@@ -1,22 +1,25 @@
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import { dayInMs, getFirstEvent } from 'ontime-utils';
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import { OntimeEvent, MaybeNumber, PlayableEvent, isPlayableEvent } from 'ontime-types';
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import { dayInMs } from 'ontime-utils';
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import { MaybeNumber, PlayableEvent, Rundown } from 'ontime-types';
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import { normaliseEndTime } from './timerUtils.js';
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import { RundownMetadata } from '../api-data/rundown/rundown.types.js';
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import { getTimedIndexFromPlayableIndex } from '../api-data/rundown/rundown.utils.js';
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/**
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* Finds current event in a rolling rundown
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*/
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export function loadRoll(
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timedEvents: OntimeEvent[],
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rundown: Rundown,
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metadata: RundownMetadata,
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timeNow: number,
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): {
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event: PlayableEvent | null;
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index: MaybeNumber;
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isPending?: boolean;
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} {
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const { firstEvent } = getFirstEvent(timedEvents);
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const firstEventId = metadata.playableEventOrder[0];
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if (!firstEvent) {
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if (!firstEventId) {
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return { event: null, index: null };
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}
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@@ -24,13 +27,8 @@ export function loadRoll(
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// account for number of times we went over midnight
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let daySpan = 0;
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for (let i = 0; i < timedEvents.length; i++) {
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const event = timedEvents[i];
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if (!isPlayableEvent(event)) {
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continue;
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}
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for (let i = 0; i < metadata.playableEventOrder.length; i++) {
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const event = rundown.entries[metadata.playableEventOrder[i]] as PlayableEvent;
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if (event.duration === 0) {
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continue;
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}
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@@ -62,16 +60,17 @@ export function loadRoll(
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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 (hasStarted) {
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return { event, index: i };
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return { event, index: getTimedIndexFromPlayableIndex(metadata, i) };
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}
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// 3. event will run in the future
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// we set the isPending flag to indicate that the event is currently playing
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return { event, index: i, isPending: true };
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return { event, index: getTimedIndexFromPlayableIndex(metadata, i), isPending: true };
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}
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// in case we were unable to find anything, we load the first event
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return { event: firstEvent, index: 0, isPending: true };
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console.log('returning first event');
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return { event: rundown.entries[firstEventId] as PlayableEvent, index: 0, isPending: true };
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}
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/**
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@@ -30,7 +30,6 @@ import { RestorePoint, restoreService } from '../RestoreService.js';
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import { skippedOutOfEvent } from '../timerUtils.js';
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import {
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filterTimedEvents,
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findNextPlayableId,
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findNextPlayableWithCue,
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findPreviousPlayableId,
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@@ -190,17 +189,15 @@ class RuntimeService {
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}
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private isNewNext() {
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const rundown = getCurrentRundown();
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const { timedEventOrder } = getRundownMetadata();
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const timedEvents = filterTimedEvents(rundown, timedEventOrder);
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const state = runtimeState.getState();
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const now = state.eventNow?.id;
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const next = state.eventNext?.id;
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// check whether the index of now and next are consecutive
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const indexNow = timedEvents.findIndex((event) => event.id === now);
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const indexNext = timedEvents.findIndex((event) => event.id === next);
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const indexNow = timedEventOrder.findIndex((id) => id === now);
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const indexNext = timedEventOrder.findIndex((id) => id === next);
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return indexNext - indexNow !== 1;
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}
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@@ -241,8 +238,8 @@ class RuntimeService {
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runtimeState.updateLoaded(eventNow);
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} else {
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const rundown = getCurrentRundown();
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const { timedEventOrder } = getRundownMetadata();
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runtimeState.updateAll(rundown, timedEventOrder);
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const metadata = getRundownMetadata();
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runtimeState.updateAll(rundown, metadata);
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}
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return;
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}
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@@ -252,9 +249,8 @@ class RuntimeService {
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isNext = this.isNewNext();
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if (isNext) {
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const rundown = getCurrentRundown();
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const { timedEventOrder } = getRundownMetadata();
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const timedEvents = filterTimedEvents(rundown, timedEventOrder);
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runtimeState.loadNext(timedEvents);
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const metadata = getRundownMetadata();
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runtimeState.loadNext(rundown, metadata);
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}
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}
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@@ -273,8 +269,8 @@ class RuntimeService {
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// we can ignore events which are not playable
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const rundown = getCurrentRundown();
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const rundownMetadata = getRundownMetadata();
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const success = runtimeState.load(event, rundown, rundownMetadata.playableEventOrder, initialData);
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const metadata = getRundownMetadata();
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const success = runtimeState.load(event, rundown, metadata, initialData);
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if (success) {
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logger.info(LogOrigin.Playback, `Loaded event with ID ${event.id}`);
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@@ -603,10 +599,10 @@ class RuntimeService {
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*/
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private rollLoaded(offset?: number) {
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const rundown = getCurrentRundown();
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const { timedEventOrder } = getRundownMetadata();
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const metadata = getRundownMetadata();
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try {
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runtimeState.roll(rundown, timedEventOrder, offset);
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runtimeState.roll(rundown, metadata, offset);
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} catch (error) {
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logger.error(LogOrigin.Server, `Roll: ${error}`);
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}
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@@ -627,8 +623,8 @@ class RuntimeService {
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try {
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const rundown = getCurrentRundown();
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const rundownMetadata = getRundownMetadata();
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const result = runtimeState.roll(rundown, rundownMetadata.playableEventOrder);
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const metadata = getRundownMetadata();
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const result = runtimeState.roll(rundown, metadata);
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const newState = runtimeState.getState();
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if (result.eventId !== previousState.eventNow?.id) {
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@@ -681,8 +677,8 @@ class RuntimeService {
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}
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const rundown = getCurrentRundown();
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const rundownMetadata = getRundownMetadata();
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runtimeState.resume(restorePoint, event, rundown, rundownMetadata.playableEventOrder);
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const metadata = getRundownMetadata();
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runtimeState.resume(restorePoint, event, rundown, metadata);
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logger.info(LogOrigin.Playback, 'Resuming playback');
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}
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@@ -120,10 +120,3 @@ export function getEventAtIndex(
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return rundown.entries[eventId] as OntimeEvent | undefined;
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}
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/**
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* TODO(v4): we dont need this function
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*/
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export function filterTimedEvents(rundown: Rundown, timedEventOrder: EntryId[]): OntimeEvent[] {
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return timedEventOrder.map((id) => rundown.entries[id] as OntimeEvent);
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}
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@@ -15,6 +15,7 @@ import {
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start,
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stop,
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} from '../runtimeState.js';
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import { rundownCache } from '../../api-data/rundown/rundown.dao.js';
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const mockEvent = {
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type: 'event',
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@@ -93,7 +94,8 @@ describe('mutation on runtimeState', () => {
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vi.runAllTimers();
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vi.useRealTimers();
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load(mockEvent, mockRundown, mockRundown.order);
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const { metadata, rundown } = rundownCache.get();
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load(mockEvent, rundown, metadata);
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let newState = getState();
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expect(newState.eventNow?.id).toBe(mockEvent.id);
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expect(newState.timer.playback).toBe(Playback.Armed);
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@@ -162,16 +164,18 @@ describe('mutation on runtimeState', () => {
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event1: { ...mockEvent, id: 'event1', timeStart: 0, timeEnd: 1000, duration: 1000, parent: null },
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event2: { ...mockEvent, id: 'event2', timeStart: 1000, timeEnd: 1500, duration: 500, parent: null },
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};
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const rundown = makeRundown({ entries, order: ['event1', 'event2'] });
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const mockRundown = makeRundown({ entries, order: ['event1', 'event2'] });
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// force update
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vi.useFakeTimers();
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await initRundown(rundown, {});
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await initRundown(mockRundown, {});
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vi.runAllTimers();
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vi.useRealTimers();
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const { metadata, rundown } = rundownCache.get();
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// 1. Load event
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load(entries.event1, rundown, rundown.order);
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load(entries.event1, rundown, metadata);
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let newState = getState();
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expect(newState.runtime.actualStart).toBeNull();
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expect(newState.runtime.plannedStart).toBe(0);
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@@ -192,7 +196,7 @@ describe('mutation on runtimeState', () => {
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expect(newState.runtime.expectedEnd).toBe(entries.event2.timeEnd - newState.runtime.offset);
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// 3. Next event
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load(entries.event2, rundown, rundown.order);
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load(entries.event2, rundown, metadata);
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start();
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newState = getState();
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@@ -237,22 +241,29 @@ describe('roll mode', () => {
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vi.setSystemTime('jan 1 00:00');
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clearState();
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});
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afterEach(() => {
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vi.useRealTimers();
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});
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describe('normal roll', () => {
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const rundown = makeRundown({
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entries: {
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1: { ...mockEvent, id: '1', timeStart: 1000, duration: 1000, timeEnd: 2000 },
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2: { ...mockEvent, id: '2', timeStart: 2000, duration: 1000, timeEnd: 3000 },
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3: { ...mockEvent, id: '3', timeStart: 3000, duration: 1000, timeEnd: 4000 },
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},
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order: ['1', '2', '3'],
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describe('normal roll', async () => {
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beforeEach(async () => {
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vi.useFakeTimers();
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const mockRundown = makeRundown({
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entries: {
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1: { ...mockEvent, id: '1', timeStart: 1000, duration: 1000, timeEnd: 2000 },
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2: { ...mockEvent, id: '2', timeStart: 2000, duration: 1000, timeEnd: 3000 },
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3: { ...mockEvent, id: '3', timeStart: 3000, duration: 1000, timeEnd: 4000 },
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},
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order: ['1', '2', '3'],
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});
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await initRundown(mockRundown, {});
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vi.runAllTimers();
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});
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test('pending event', () => {
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const { eventId, didStart } = roll(rundown, rundown.order);
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const { rundown, metadata } = rundownCache.get();
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const { eventId, didStart } = roll(rundown, metadata);
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const state = getState();
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expect(eventId).toBe('1');
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@@ -263,55 +274,22 @@ describe('roll mode', () => {
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test('roll events', () => {
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vi.setSystemTime('jan 1 00:00:01');
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let result = roll(rundown, rundown.order);
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const { rundown, metadata } = rundownCache.get();
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let result = roll(rundown, metadata);
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expect(result).toStrictEqual({ eventId: '1', didStart: true });
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vi.setSystemTime('jan 1 00:00:02');
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result = roll(rundown, rundown.order);
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result = roll(rundown, metadata);
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expect(result).toStrictEqual({ eventId: '2', didStart: true });
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vi.setSystemTime('jan 1 00:00:03:500');
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result = roll(rundown, rundown.order);
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result = roll(rundown, metadata);
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expect(result).toStrictEqual({ eventId: '3', didStart: true });
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});
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});
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describe('roll takeover', async () => {
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const rundown = makeRundown({
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entries: {
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1: { ...mockEvent, id: '1', timeStart: 1000, duration: 1000, timeEnd: 2000 },
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2: { ...mockEvent, id: '2', timeStart: 2000, duration: 1000, timeEnd: 3000 },
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3: { ...mockEvent, id: '3', timeStart: 3000, duration: 1000, timeEnd: 4000 },
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},
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order: ['1', '2', '3'],
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});
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// force update
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vi.useFakeTimers();
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await initRundown(rundown, {});
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vi.runAllTimers();
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vi.useRealTimers();
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test('from load', () => {
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load(rundown.entries[3] as PlayableEvent, rundown, rundown.order);
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const result = roll(rundown, rundown.order);
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expect(result).toStrictEqual({ eventId: '3', didStart: false });
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const state = getState();
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expect(state.timer.phase).toBe(TimerPhase.Pending);
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expect(state.timer.secondaryTimer).toBe(3000);
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});
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test('from play', () => {
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load(rundown.entries[1] as PlayableEvent, rundown, rundown.order);
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start();
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const result = roll(rundown, rundown.order);
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expect(result).toStrictEqual({ eventId: '1', didStart: false });
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expect(getState().runtime.offset).toBe(1000);
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});
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});
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describe('roll continue with offset', () => {
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test('no gaps', async () => {
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describe('roll takeover', () => {
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beforeEach(async () => {
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const rundown = makeRundown({
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entries: {
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1: { ...mockEvent, id: '1', timeStart: 1000, duration: 1000, timeEnd: 2000 },
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@@ -325,23 +303,61 @@ describe('roll mode', () => {
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vi.useFakeTimers();
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await initRundown(rundown, {});
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vi.runAllTimers();
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});
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load(rundown.entries[1] as PlayableEvent, rundown, rundown.order);
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test('from load', () => {
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const { rundown, metadata } = rundownCache.get();
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load(rundown.entries[3] as PlayableEvent, rundown, metadata);
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const result = roll(rundown, metadata);
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expect(result).toStrictEqual({ eventId: '3', didStart: false });
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const state = getState();
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expect(state.timer.phase).toBe(TimerPhase.Pending);
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expect(state.timer.secondaryTimer).toBe(3000);
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});
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test('from play', () => {
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const { rundown, metadata } = rundownCache.get();
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load(rundown.entries[1] as PlayableEvent, rundown, metadata);
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start();
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const result = roll(rundown, metadata);
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expect(result).toStrictEqual({ eventId: '1', didStart: false });
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expect(getState().runtime.offset).toBe(1000);
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});
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});
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describe('roll continue with offset', () => {
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test('no gaps', async () => {
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const mockRundown = makeRundown({
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entries: {
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1: { ...mockEvent, id: '1', timeStart: 1000, duration: 1000, timeEnd: 2000 },
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2: { ...mockEvent, id: '2', timeStart: 2000, duration: 1000, timeEnd: 3000 },
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3: { ...mockEvent, id: '3', timeStart: 3000, duration: 1000, timeEnd: 4000 },
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},
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order: ['1', '2', '3'],
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});
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// force update
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vi.useFakeTimers();
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await initRundown(mockRundown, {});
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vi.runAllTimers();
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const { rundown, metadata } = rundownCache.get();
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load(rundown.entries[1] as PlayableEvent, rundown, metadata);
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start();
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// the current offset after manual play
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const currentOffset = getState().runtime.offset;
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let result = roll(rundown, rundown.order, getState().runtime.offset);
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let result = roll(rundown, metadata, getState().runtime.offset);
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expect(result).toStrictEqual({ eventId: '1', didStart: false });
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// the current offset should be maintain by roll mode whn taking over from play
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expect(getState().runtime.offset).toBe(currentOffset);
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vi.setSystemTime('jan 1 00:00:01');
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result = roll(rundown, rundown.order, getState().runtime.offset);
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result = roll(rundown, metadata, getState().runtime.offset);
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expect(result).toStrictEqual({ eventId: '2', didStart: true });
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expect(getState().runtime.offset).toBe(1000);
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vi.setSystemTime('jan 1 00:00:02');
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result = roll(rundown, rundown.order, getState().runtime.offset);
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result = roll(rundown, metadata, getState().runtime.offset);
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expect(result).toStrictEqual({ eventId: '3', didStart: true });
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expect(getState().runtime.offset).toBe(1000);
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@@ -1,12 +1,9 @@
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import {
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CurrentBlockState,
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EntryId,
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isPlayableEvent,
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MaybeNumber,
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MaybeString,
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||||
OffsetMode,
|
||||
OntimeBlock,
|
||||
OntimeEvent,
|
||||
PlayableEvent,
|
||||
Playback,
|
||||
Rundown,
|
||||
@@ -28,7 +25,8 @@ import {
|
||||
} from '../services/timerUtils.js';
|
||||
import { loadRoll, normaliseRollStart } from '../services/rollUtils.js';
|
||||
import { timerConfig } from '../setup/config.js';
|
||||
import { filterTimedEvents } from '../services/runtime-service/rundownService.utils.js';
|
||||
import { RundownMetadata } from '../api-data/rundown/rundown.types.js';
|
||||
import { getPlayableIndexFromTimedIndex } from '../api-data/rundown/rundown.utils.js';
|
||||
|
||||
export type RuntimeState = {
|
||||
clock: number; // realtime clock
|
||||
@@ -171,12 +169,13 @@ export function updateRundownData(rundownData: RundownData) {
|
||||
export function load(
|
||||
event: PlayableEvent,
|
||||
rundown: Rundown,
|
||||
timedEventOrder: EntryId[],
|
||||
metadata: RundownMetadata,
|
||||
initialData?: Partial<TimerState & RestorePoint>,
|
||||
): boolean {
|
||||
clearEventData();
|
||||
|
||||
if (timedEventOrder.length === 0 || !isPlayableEvent(event)) {
|
||||
const { timedEventOrder } = metadata;
|
||||
if (timedEventOrder.length === 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -186,18 +185,16 @@ export function load(
|
||||
return false;
|
||||
}
|
||||
|
||||
// TODO(remove public): it is wasteful to recreate the object
|
||||
const timedEvents = filterTimedEvents(rundown, timedEventOrder);
|
||||
// load events in memory along with their data
|
||||
loadNow(timedEvents, eventIndex);
|
||||
loadNext(timedEvents, eventIndex);
|
||||
loadNow(rundown, metadata, eventIndex);
|
||||
loadNext(rundown, metadata, eventIndex);
|
||||
loadBlock(rundown);
|
||||
|
||||
// update state
|
||||
runtimeState.timer.playback = Playback.Armed;
|
||||
runtimeState.timer.duration = calculateDuration(event.timeStart, event.timeEnd);
|
||||
runtimeState.timer.current = getCurrent(runtimeState);
|
||||
runtimeState.runtime.numEvents = timedEvents.length;
|
||||
runtimeState.runtime.numEvents = metadata.timedEventOrder.length;
|
||||
|
||||
// patch with potential provided data
|
||||
if (initialData) {
|
||||
@@ -220,7 +217,11 @@ export function load(
|
||||
/**
|
||||
* Loads current event and its public counterpart
|
||||
*/
|
||||
export function loadNow(timedEvents: OntimeEvent[], eventIndex: MaybeNumber = runtimeState.runtime.selectedEventIndex) {
|
||||
export function loadNow(
|
||||
rundown: Rundown,
|
||||
metadata: RundownMetadata,
|
||||
eventIndex: MaybeNumber = runtimeState.runtime.selectedEventIndex,
|
||||
) {
|
||||
if (eventIndex === null) {
|
||||
// reset the state to indicate there is no selection
|
||||
runtimeState.runtime.selectedEventIndex = null;
|
||||
@@ -228,7 +229,7 @@ export function loadNow(timedEvents: OntimeEvent[], eventIndex: MaybeNumber = ru
|
||||
return;
|
||||
}
|
||||
|
||||
const event = timedEvents[eventIndex] as PlayableEvent;
|
||||
const event = rundown.entries[metadata.timedEventOrder[eventIndex]] as PlayableEvent;
|
||||
runtimeState.runtime.selectedEventIndex = eventIndex;
|
||||
runtimeState.eventNow = event;
|
||||
}
|
||||
@@ -237,7 +238,8 @@ export function loadNow(timedEvents: OntimeEvent[], eventIndex: MaybeNumber = ru
|
||||
* Loads the next event and its public counterpart
|
||||
*/
|
||||
export function loadNext(
|
||||
timedEvents: OntimeEvent[],
|
||||
rundown: Rundown,
|
||||
metadata: RundownMetadata,
|
||||
eventIndex: MaybeNumber = runtimeState.runtime.selectedEventIndex,
|
||||
) {
|
||||
if (eventIndex === null) {
|
||||
@@ -245,27 +247,22 @@ export function loadNext(
|
||||
runtimeState.eventNext = null;
|
||||
return;
|
||||
}
|
||||
const nowPlayableIndex = getPlayableIndexFromTimedIndex(metadata, eventIndex);
|
||||
|
||||
// temporarily reset this value to simplify loop logic
|
||||
runtimeState.eventNext = null;
|
||||
|
||||
//TODO: do we already have a it as a list of not skipped events
|
||||
for (let i = eventIndex + 1; i < timedEvents.length; i++) {
|
||||
const event = timedEvents[i];
|
||||
// we dont deal with events that are not playable
|
||||
if (!isPlayableEvent(event)) {
|
||||
continue;
|
||||
}
|
||||
runtimeState.eventNext = event;
|
||||
if (!nowPlayableIndex || nowPlayableIndex > metadata.playableEventOrder.length - 2) {
|
||||
// we cound not find the event now or the event now is the last playable event
|
||||
runtimeState.eventNext = null;
|
||||
return;
|
||||
}
|
||||
const nextId = metadata.playableEventOrder[nowPlayableIndex + 1];
|
||||
runtimeState.eventNext = rundown.entries[nextId] as PlayableEvent;
|
||||
}
|
||||
|
||||
/**
|
||||
* Resume from restore point
|
||||
*/
|
||||
export function resume(restorePoint: RestorePoint, event: PlayableEvent, rundown: Rundown, timedEventOrder: EntryId[]) {
|
||||
load(event, rundown, timedEventOrder, restorePoint);
|
||||
export function resume(restorePoint: RestorePoint, event: PlayableEvent, rundown: Rundown, metadata: RundownMetadata) {
|
||||
load(event, rundown, metadata, restorePoint);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -325,12 +322,12 @@ export function updateLoaded(event?: PlayableEvent): string | undefined {
|
||||
/**
|
||||
* Used in situations when we want to hot-reload all events without interrupting timer
|
||||
*/
|
||||
export function updateAll(rundown: Rundown, timedEventsOrder: EntryId[]) {
|
||||
const timedEvents = filterTimedEvents(rundown, timedEventsOrder);
|
||||
// TODO(remove public): we dont need to make the timedEvents object, we pass primitives and let the functions handle it
|
||||
const eventNowIndex = timedEventsOrder.findIndex((id) => id === runtimeState.eventNow?.id);
|
||||
loadNow(timedEvents, eventNowIndex >= 0 ? eventNowIndex : undefined);
|
||||
loadNext(timedEvents, eventNowIndex >= 0 ? eventNowIndex : undefined);
|
||||
export function updateAll(rundown: Rundown, metadata: RundownMetadata) {
|
||||
// event now might have moved so we find the event now id and recalculate the the index again
|
||||
const eventNowIndex = metadata.timedEventOrder.findIndex((id) => id === runtimeState.eventNow?.id);
|
||||
|
||||
loadNow(rundown, metadata, eventNowIndex >= 0 ? eventNowIndex : undefined);
|
||||
loadNext(rundown, metadata, eventNowIndex >= 0 ? eventNowIndex : undefined);
|
||||
updateLoaded(runtimeState.eventNow ?? undefined);
|
||||
loadBlock(rundown);
|
||||
}
|
||||
@@ -542,7 +539,7 @@ export function update(): UpdateResult {
|
||||
|
||||
export function roll(
|
||||
rundown: Rundown,
|
||||
timedEventOrder: EntryId[],
|
||||
metadata: RundownMetadata,
|
||||
offset = 0,
|
||||
): { eventId: MaybeString; didStart: boolean } {
|
||||
// 1. if an event is running, we simply take over the playback
|
||||
@@ -601,8 +598,7 @@ export function roll(
|
||||
}
|
||||
|
||||
// 3. if there is no event running, we need to find the next event
|
||||
const timedEvents = filterTimedEvents(rundown, timedEventOrder);
|
||||
if (timedEvents.length === 0) {
|
||||
if (metadata.playableEventOrder.length === 0) {
|
||||
throw new Error('No playable events found');
|
||||
}
|
||||
|
||||
@@ -613,16 +609,16 @@ export function roll(
|
||||
runtimeState.runtime.offset = offset;
|
||||
const offsetClock = runtimeState.clock + runtimeState.runtime.offset;
|
||||
|
||||
const { index, isPending } = loadRoll(timedEvents, offsetClock);
|
||||
const { index, isPending } = loadRoll(rundown, metadata, offsetClock);
|
||||
|
||||
// load events in memory along with their data
|
||||
loadNow(timedEvents, index);
|
||||
loadNext(timedEvents, index);
|
||||
loadNow(rundown, metadata, index);
|
||||
loadNext(rundown, metadata, index);
|
||||
loadBlock(rundown);
|
||||
|
||||
// update roll state
|
||||
runtimeState.timer.playback = Playback.Roll;
|
||||
runtimeState.runtime.numEvents = timedEvents.length;
|
||||
runtimeState.runtime.numEvents = metadata.timedEventOrder.length;
|
||||
|
||||
// in roll mode spec, there should always be something to load
|
||||
// as long as playableEvents is not empty
|
||||
|
||||
Reference in New Issue
Block a user