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chore: improve convention entry <> event
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@@ -126,9 +126,9 @@ export async function deleteEvent(eventIds: string[]) {
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}
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/**
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* deletes all events in database
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* deletes all entries in database
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*/
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export async function deleteAllEvents() {
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export async function deleteAllEntries() {
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const scopedMutation = cache.mutateCache(cache.removeAll);
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await scopedMutation({});
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@@ -182,12 +182,12 @@ export async function batchEditEvents(ids: string[], data: Partial<OntimeEvent>)
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}
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/**
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* reorders a given event
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* reorders a given entry
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* @param {string} eventId - ID of event from, for sanity check
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* @param {number} from - index of event from
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* @param {number} to - index of event to
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*/
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export async function reorderEvent(eventId: string, from: number, to: number) {
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export async function reorderEntry(eventId: EntryId, from: number, to: number) {
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const scopedMutation = cache.mutateCache(cache.reorder);
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const reorderedItem = await scopedMutation({ eventId, from, to });
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@@ -60,9 +60,9 @@ export function getEventAtIndex(eventIndex: number): OntimeEvent | undefined {
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/**
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* returns first event that matches a given ID
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*/
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export function getEventWithId(eventId: string): OntimeEntry | undefined {
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export function getEntryWithId(entryId: EntryId): OntimeEntry | undefined {
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const { entries } = getCurrentRundown();
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return entries[eventId];
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return entries[entryId];
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}
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/**
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@@ -71,7 +71,7 @@ export function getEventWithId(eventId: string): OntimeEntry | undefined {
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export function getFirstPlayable(playableOrder: EntryId[]): PlayableEvent | undefined {
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const firstEventId = playableOrder.at(0);
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if (!firstEventId) return;
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return getEventWithId(firstEventId) as PlayableEvent | undefined;
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return getEntryWithId(firstEventId) as PlayableEvent | undefined;
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}
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/**
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@@ -84,7 +84,7 @@ export function getNextEventWithCue(targetCue: string, currentEventIndex = 0): O
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for (let i = currentEventIndex; i < playableEventsOrder.length; i++) {
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const eventId = playableEventsOrder[i];
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const event = getEventWithId(eventId) as PlayableEvent | undefined;
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const event = getEntryWithId(eventId) as PlayableEvent | undefined;
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if (event?.cue.toLowerCase() === lowerCaseCue) {
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return event;
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}
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@@ -114,7 +114,7 @@ export function findPrevious(currentEventId?: string): OntimeEvent | undefined {
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return getFirstPlayable(playableEventsOrder);
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}
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return getEventWithId(previousEventId) as PlayableEvent | undefined;
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return getEntryWithId(previousEventId) as PlayableEvent | undefined;
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}
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/**
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@@ -140,7 +140,7 @@ export function findNext(currentEventId?: string): PlayableEvent | undefined {
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return getFirstPlayable(playableEventsOrder);
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}
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return getEventWithId(nextEventId) as PlayableEvent | undefined;
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return getEntryWithId(nextEventId) as PlayableEvent | undefined;
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}
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export function filterTimedEvents(rundown: Rundown, timedEventOrder: EntryId[]): OntimeEvent[] {
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@@ -30,7 +30,7 @@ import {
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findPrevious,
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getEventAtIndex,
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getNextEventWithCue,
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getEventWithId,
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getEntryWithId,
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getCurrentRundown,
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getTimedEvents,
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getRundownData,
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@@ -258,7 +258,7 @@ class RuntimeService {
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if (safeOption || eventInMemory) {
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if (state.eventNow !== null) {
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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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const eventNow = getEntryWithId(state.eventNow.id);
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if (!isOntimeEvent(eventNow) || !isPlayableEvent(eventNow)) {
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// maybe the event was deleted or the skip state was changed
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runtimeState.stop();
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@@ -323,7 +323,7 @@ class RuntimeService {
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*/
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@broadcastResult
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public startById(eventId: string): boolean {
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const event = getEventWithId(eventId);
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const event = getEntryWithId(eventId);
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if (!event || !isOntimeEvent(event)) {
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return false;
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}
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@@ -377,7 +377,7 @@ class RuntimeService {
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*/
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@broadcastResult
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public loadById(eventId: string): boolean {
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const event = getEventWithId(eventId);
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const event = getEntryWithId(eventId);
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if (!event || !isOntimeEvent(event)) {
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return false;
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}
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@@ -654,7 +654,7 @@ class RuntimeService {
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// the db would have to change for the event not to exist
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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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const event = getEntryWithId(selectedEventId);
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if (!isOntimeEvent(event) || !isPlayableEvent(event)) {
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return;
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}
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