mirror of
https://github.com/cpvalente/ontime.git
synced 2026-08-13 19:33:46 +00:00
add relevantBlock function (#1100)
* feat: current block * pass full rundown to functions and use filter utils
This commit is contained in:
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parent
20838c038a
commit
158ef05ff0
@@ -179,6 +179,10 @@ export const startServer = async (
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message: messageService.getState(),
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runtime: state.runtime,
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eventNow: state.eventNow,
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currentBlock: {
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block: null,
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startedAt: null,
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},
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publicEventNow: state.publicEventNow,
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eventNext: state.eventNext,
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publicEventNext: state.publicEventNext,
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@@ -1,4 +1,4 @@
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import { OntimeEvent } from 'ontime-types';
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import { OntimeRundown } from 'ontime-types';
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import * as runtimeState from '../stores/runtimeState.js';
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import type { UpdateResult } from '../stores/runtimeState.js';
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@@ -106,7 +106,7 @@ export class TimerService {
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* Loads roll information into timer service
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* @param {OntimeEvent[]} rundown -- list of events to run
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*/
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roll(rundown: OntimeEvent[]) {
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roll(rundown: OntimeRundown) {
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runtimeState.roll(rundown);
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}
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@@ -25,13 +25,14 @@ import { eventStore } from '../../stores/EventStore.js';
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type PatchWithId = (Partial<OntimeEvent> | Partial<OntimeBlock> | Partial<OntimeDelay>) & { id: string };
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type CompleteEntry<T> = T extends Partial<OntimeEvent>
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? OntimeEvent
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: T extends Partial<OntimeDelay>
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? OntimeDelay
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: T extends Partial<OntimeBlock>
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? OntimeBlock
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: never;
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type CompleteEntry<T> =
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T extends Partial<OntimeEvent>
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? OntimeEvent
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: T extends Partial<OntimeDelay>
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? OntimeDelay
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: T extends Partial<OntimeBlock>
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? OntimeBlock
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: never;
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function generateEvent<T extends Partial<OntimeEvent> | Partial<OntimeDelay> | Partial<OntimeBlock>>(
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eventData: T,
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@@ -240,7 +241,7 @@ function notifyChanges(options: { timer?: boolean | string[]; external?: boolean
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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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const affected = Array.isArray(options.timer) ? options.timer : undefined;
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runtimeService.maybeUpdate(playableEvents, affected);
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runtimeService.maybeUpdate(affected);
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}
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}
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@@ -9,7 +9,7 @@ import {
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TimerLifeCycle,
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TimerPhase,
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} from 'ontime-types';
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import { millisToString, validatePlayback } from 'ontime-utils';
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import { filterPlayable, millisToString, validatePlayback } from 'ontime-utils';
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import { deepEqual } from 'fast-equals';
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@@ -28,6 +28,7 @@ import {
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getNextEventWithCue,
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getEventWithId,
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getPlayableEvents,
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getRundown,
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} from '../rundown-service/rundownUtils.js';
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import { skippedOutOfEvent } from '../timerUtils.js';
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import { integrationService } from '../integration-service/IntegrationService.js';
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@@ -95,7 +96,7 @@ class RuntimeService {
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}
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// we dont call this.roll because we need to bypass the checks
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const rundown = getPlayableEvents();
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const rundown = getRundown();
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// TODO: by not calling roll, we dont get the events
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this.eventTimer.roll(rundown);
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}
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@@ -217,7 +218,7 @@ class RuntimeService {
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* Called when the underlying data has changed,
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* we check if the change affects the runtime
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*/
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maybeUpdate(playableEvents: OntimeEvent[], affectedIds?: string[]) {
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maybeUpdate(affectedIds?: string[]) {
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const state = runtimeState.getState();
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const hasLoadedElements = state.eventNow !== null || state.eventNext !== null;
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if (!hasLoadedElements) {
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@@ -245,7 +246,8 @@ class RuntimeService {
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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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const rundown = getRundown();
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runtimeState.reloadAll(eventNow, rundown);
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}
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return;
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}
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@@ -253,7 +255,8 @@ class RuntimeService {
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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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runtimeState.loadNext(playableEvents);
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const rundown = getRundown();
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runtimeState.loadNext(rundown);
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}
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}
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@@ -269,8 +272,8 @@ class RuntimeService {
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return false;
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}
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const timedEvents = getPlayableEvents();
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const success = runtimeState.load(event, timedEvents);
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const rundown = getRundown();
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const success = runtimeState.load(event, rundown);
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if (success) {
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logger.info(LogOrigin.Playback, `Loaded event with ID ${event.id}`);
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@@ -513,13 +516,14 @@ class RuntimeService {
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return;
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}
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const playableEvents = getPlayableEvents();
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const rundown = getRundown();
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const playableEvents = filterPlayable(rundown);
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if (playableEvents.length === 0) {
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logger.warning(LogOrigin.Server, 'Roll: no events found');
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return;
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}
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this.eventTimer.roll(playableEvents);
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this.eventTimer.roll(rundown);
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const state = runtimeState.getState();
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const newState = state.timer.playback;
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@@ -543,14 +547,14 @@ class RuntimeService {
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}
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// the db would have to change for the event not to exist
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// we do not kow the reason for the crash, so we check anyway
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// we do not know the reason for the crash, so we check anyway
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const event = getEventWithId(selectedEventId);
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if (!event || !isOntimeEvent(event)) {
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return;
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}
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const timedEvents = getPlayableEvents();
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runtimeState.resume(restorePoint, event, timedEvents);
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const rundown = getRundown();
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runtimeState.resume(restorePoint, event, rundown);
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logger.info(LogOrigin.Playback, 'Resuming playback');
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}
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@@ -620,6 +624,11 @@ function broadcastResult(_target: any, _propertyKey: string, descriptor: Propert
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updateEventIfChanged('eventNext', state);
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updateEventIfChanged('publicEventNext', state);
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if (!deepEqual(RuntimeService?.previousState.currentBlock, state.currentBlock)) {
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eventStore.set('currentBlock', state.currentBlock);
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RuntimeService.previousState.currentBlock = { ...state.currentBlock };
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}
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if (shouldUpdateClock) {
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RuntimeService.previousClockUpdate = state.clock;
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eventStore.set('clock', state.clock);
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@@ -127,10 +127,14 @@ type RollTimers = {
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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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* @param {OntimeEvent[]} playableEvents - List of playable events
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* @param {number} timeNow - time now in ms
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*/
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export const getRollTimers = (rundown: OntimeEvent[], timeNow: number, currentIndex?: number | null): RollTimers => {
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export const getRollTimers = (
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playableEvents: OntimeEvent[],
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timeNow: number,
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currentIndex?: number | null,
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): RollTimers => {
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let nowIndex: MaybeNumber = null; // index of event now
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let nowId: MaybeString = null; // id of event now
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let publicIndex: MaybeNumber = null; // index of public event now
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@@ -140,8 +144,8 @@ export const getRollTimers = (rundown: OntimeEvent[], timeNow: number, currentIn
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let publicTimeToNext: MaybeNumber = null; // counter: time for next public event
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const hasLoaded = currentIndex !== null;
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const canFilter = hasLoaded && currentIndex === rundown.length - 1;
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const filteredRundown = canFilter ? rundown.slice(currentIndex) : rundown;
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const canFilter = hasLoaded && currentIndex === playableEvents.length - 1;
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const filteredRundown = canFilter ? playableEvents.slice(currentIndex) : playableEvents;
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const lastEvent = filteredRundown.at(-1);
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const lastNormalEnd = normaliseEndTime(lastEvent.timeStart, lastEvent.timeEnd);
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@@ -98,6 +98,7 @@ describe('mutation on runtimeState', () => {
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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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expect(newState.clock).not.toBe(666);
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expect(newState.currentBlock.block).toBeNull();
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// 2. Start event
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let success = start();
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@@ -171,6 +172,7 @@ describe('mutation on runtimeState', () => {
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expect(newState.runtime.actualStart).toBeNull();
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expect(newState.runtime.plannedStart).toBe(0);
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expect(newState.runtime.plannedEnd).toBe(1500);
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expect(newState.currentBlock.block).toBeNull();
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// 2. Start event
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start();
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@@ -202,6 +204,7 @@ describe('mutation on runtimeState', () => {
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expect(newState.runtime.offset).toBe(delayBefore);
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// finish is the difference between the runtime and the schedule
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expect(newState.runtime.expectedEnd).toBe(event2.timeEnd - newState.runtime.offset);
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expect(newState.currentBlock.block).toBeNull();
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// 4. Add time
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addTime(10);
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@@ -1,5 +1,14 @@
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import { MaybeNumber, OntimeEvent, Playback, Runtime, TimerPhase, TimerState } from 'ontime-types';
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import { calculateDuration, dayInMs } from 'ontime-utils';
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import {
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CurrentBlockState,
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MaybeNumber,
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OntimeEvent,
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OntimeRundown,
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Playback,
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Runtime,
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TimerPhase,
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TimerState,
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} from 'ontime-types';
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import { calculateDuration, dayInMs, filterPlayable, getRelevantBlock } from 'ontime-utils';
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import { clock } from '../services/Clock.js';
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import { RestorePoint } from '../services/RestoreService.js';
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@@ -41,6 +50,7 @@ const initialTimer: TimerState = {
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export type RuntimeState = {
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clock: number; // realtime clock
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eventNow: OntimeEvent | null;
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currentBlock: CurrentBlockState;
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publicEventNow: OntimeEvent | null;
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eventNext: OntimeEvent | null;
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publicEventNext: OntimeEvent | null;
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@@ -52,10 +62,15 @@ export type RuntimeState = {
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totalDelay: number; // this value comes from rundown service
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pausedAt: MaybeNumber;
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};
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_prevCurrentBlock: CurrentBlockState;
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};
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const runtimeState: RuntimeState = {
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clock: clock.timeNow(),
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currentBlock: {
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block: null,
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startedAt: null,
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},
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eventNow: null,
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publicEventNow: null,
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eventNext: null,
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@@ -67,6 +82,10 @@ const runtimeState: RuntimeState = {
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totalDelay: 0,
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pausedAt: null,
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},
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_prevCurrentBlock: {
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block: null,
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startedAt: null,
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},
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};
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export function getState(): Readonly<RuntimeState> {
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@@ -77,6 +96,11 @@ export function clear() {
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runtimeState.eventNow = null;
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runtimeState.publicEventNow = null;
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runtimeState.eventNext = null;
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runtimeState._prevCurrentBlock = { ...runtimeState.currentBlock };
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runtimeState.currentBlock.block = null;
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runtimeState.currentBlock.startedAt = null;
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runtimeState.publicEventNext = null;
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runtimeState.runtime.offset = 0;
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@@ -129,12 +153,13 @@ export function updateRundownData(rundownData: RundownData) {
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/**
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* Loads a given event into state
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* @param event
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* @param rundown
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* @param initialData
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* @param {OntimeEvent[]} playableEvents list of events availebe for playback
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* @param {OntimeRundown} rundown the full rundown
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* @param initialData potential data from restore point
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*/
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export function load(
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event: OntimeEvent,
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rundown: OntimeEvent[],
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rundown: OntimeRundown,
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initialData?: Partial<TimerState & RestorePoint>,
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): boolean {
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clear();
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@@ -165,8 +190,14 @@ export function load(
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return event.id === runtimeState.eventNow?.id;
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}
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export function loadNow(event: OntimeEvent, playableEvents: OntimeEvent[]) {
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export function loadNow(event: OntimeEvent, rundown: OntimeRundown) {
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runtimeState.eventNow = event;
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runtimeState.currentBlock.block = getRelevantBlock(rundown, event.id);
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//if we are still in the same block keep the startedAt time
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if (runtimeState._prevCurrentBlock.block?.id === runtimeState.currentBlock.block?.id) {
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runtimeState.currentBlock.startedAt = runtimeState._prevCurrentBlock.startedAt;
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}
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// check if current is also public
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if (event.isPublic) {
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@@ -180,6 +211,8 @@ export function loadNow(event: OntimeEvent, playableEvents: OntimeEvent[]) {
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return;
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}
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const playableEvents = filterPlayable(rundown);
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// iterate backwards to find it
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for (let i = runtimeState.runtime.selectedEventIndex; i >= 0; i--) {
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if (playableEvents[i].isPublic) {
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@@ -190,7 +223,7 @@ export function loadNow(event: OntimeEvent, playableEvents: OntimeEvent[]) {
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}
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}
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export function loadNext(playableEvents: OntimeEvent[]) {
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export function loadNext(rundown: OntimeRundown) {
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// assume there are no next events
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runtimeState.eventNext = null;
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runtimeState.publicEventNext = null;
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@@ -199,6 +232,7 @@ export function loadNext(playableEvents: OntimeEvent[]) {
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return;
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}
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const playableEvents = filterPlayable(rundown);
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const numEvents = playableEvents.length;
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if (runtimeState.runtime.selectedEventIndex < numEvents - 1) {
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@@ -224,7 +258,14 @@ export function loadNext(playableEvents: OntimeEvent[]) {
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}
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}
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export function resume(restorePoint: RestorePoint, event: OntimeEvent, rundown: OntimeEvent[]) {
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/**
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* Resume from restore point
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* @param restorePoint
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* @param event
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* @param playableEvents list of events availebe for playback
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* @param rundown the full rundown
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*/
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export function resume(restorePoint: RestorePoint, event: OntimeEvent, rundown: OntimeRundown) {
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load(event, rundown, restorePoint);
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}
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@@ -255,6 +296,8 @@ export function reload(event?: OntimeEvent) {
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runtimeState.timer.addedTime = 0;
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runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
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runtimeState.currentBlock.startedAt = null;
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return runtimeState.eventNow.id;
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}
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@@ -263,10 +306,11 @@ export function reload(event?: OntimeEvent) {
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* without interrupting timer
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* @param eventNow
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* @param playableEvents
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* @param rundown
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*/
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export function reloadAll(eventNow: OntimeEvent, playableEvents: OntimeEvent[]) {
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loadNow(eventNow, playableEvents);
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loadNext(playableEvents);
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export function reloadAll(eventNow: OntimeEvent, rundown: OntimeRundown) {
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loadNow(eventNow, rundown);
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loadNext(rundown);
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reload(eventNow);
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}
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@@ -291,6 +335,11 @@ export function start(state: RuntimeState = runtimeState): boolean {
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state.timer.startedAt = state.clock;
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}
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if (state.currentBlock.startedAt === null) {
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console.log('currentBlock.startedAt is null, setting new start');
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state.currentBlock.startedAt = state.clock;
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}
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state.timer.playback = Playback.Play;
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state.timer.expectedFinish = getExpectedFinish(state);
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state.timer.elapsed = 0;
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@@ -427,12 +476,14 @@ export function update(): UpdateResult {
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}
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}
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export function roll(rundown: OntimeEvent[]) {
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export function roll(rundown: OntimeRundown) {
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const selectedEventIndex = runtimeState.runtime.selectedEventIndex;
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clear();
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runtimeState.runtime.numEvents = rundown.length;
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const playableEvents = filterPlayable(rundown);
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const { nextEvent, currentEvent } = getRollTimers(rundown, runtimeState.clock, selectedEventIndex);
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clear();
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runtimeState.runtime.numEvents = playableEvents.length;
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const { nextEvent, currentEvent } = getRollTimers(playableEvents, runtimeState.clock, selectedEventIndex);
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if (currentEvent) {
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// there is something running, load
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