refactor: roll mode

* chore: escalate stack trace to console

* refactor: event finding in roll

* docs: initial roll specification

* refactor: call to roll

* refactor: normalise index

* refactor: roll into next event

* refactor: hot reload on waiting to roll

* refactor: wait to roll next
This commit is contained in:
Carlos Valente
2024-08-04 21:34:01 +02:00
committed by GitHub
parent 3012d73285
commit da11ef64c2
21 changed files with 1093 additions and 982 deletions
+7 -1
View File
@@ -19,7 +19,7 @@ import {
resolvePublicDirectoy,
} from './setup/index.js';
import { ONTIME_VERSION } from './ONTIME_VERSION.js';
import { consoleSuccess, consoleHighlight } from './utils/console.js';
import { consoleSuccess, consoleHighlight, consoleError } from './utils/console.js';
// Import Routers
import { appRouter } from './api-data/index.js';
@@ -285,12 +285,18 @@ export const shutdown = async (exitCode = 0) => {
process.on('exit', (code) => consoleHighlight(`Ontime shutdown with code: ${code}`));
process.on('unhandledRejection', async (error) => {
if (!isProduction && error instanceof Error && error.stack) {
consoleError(error.stack);
}
generateCrashReport(error);
logger.crash(LogOrigin.Server, `Uncaught exception | ${error}`);
await shutdown(1);
});
process.on('uncaughtException', async (error) => {
if (!isProduction && error instanceof Error && error.stack) {
consoleError(error.stack);
}
generateCrashReport(error);
logger.crash(LogOrigin.Server, `Uncaught exception | ${error}`);
await shutdown(1);
@@ -9,7 +9,7 @@ type UpdateCallbackFn = (updateResult: UpdateResult) => void;
/**
* Service manages Ontime's main timer
*/
export class TimerService {
export class EventTimer {
private readonly _interval: NodeJS.Timeout;
/** how often we recalculate */
static _refreshInterval: number;
@@ -26,15 +26,14 @@ export class TimerService {
* @param {function} [timerConfig.onUpdateCallback] how often we update the socket
*/
constructor(timerConfig: { refresh: number; updateInterval: number }) {
TimerService._refreshInterval = timerConfig.refresh;
EventTimer._refreshInterval = timerConfig.refresh;
this._interval = setInterval(() => {
this.update();
}, TimerService._refreshInterval);
}, EventTimer._refreshInterval);
}
/**
* Allows setting a callback for when the timer updates
* @param callback
*/
setOnUpdateCallback(callback: (updateResult: UpdateResult) => void) {
this.onUpdateCallback = callback;
@@ -73,7 +72,6 @@ export class TimerService {
/**
* Adds time to running timer by given amount
* @param {number} amount
*/
addTime(amount: number): boolean {
if (!runtimeState.addTime(amount)) {
@@ -104,10 +102,9 @@ export class TimerService {
/**
* Loads roll information into timer service
* @param {OntimeEvent[]} rundown -- list of events to run
*/
roll(rundown: OntimeRundown) {
runtimeState.roll(rundown);
return runtimeState.roll(rundown);
}
shutdown() {
@@ -0,0 +1,448 @@
import { OntimeEvent, SupportedEvent } from 'ontime-types';
import { MILLIS_PER_HOUR, MILLIS_PER_MINUTE } from 'ontime-utils';
import { loadRoll } from '../rollUtils.js';
const baseEvent = {
type: SupportedEvent.Event,
skip: false,
};
function makeOntimeEvent(patch: Partial<OntimeEvent>): OntimeEvent {
return {
...baseEvent,
...patch,
} as OntimeEvent;
}
function prepareTimedEvents(events: Partial<OntimeEvent>[]): OntimeEvent[] {
return events.map(makeOntimeEvent);
}
describe('loadRoll()', () => {
const eventlist = [
{
id: '1',
timeStart: 5,
timeEnd: 10,
isPublic: false,
},
{
id: '2',
timeStart: 10,
timeEnd: 20,
isPublic: false,
},
{
id: '3',
timeStart: 20,
timeEnd: 30,
isPublic: false,
},
{
id: '4',
timeStart: 30,
timeEnd: 40,
isPublic: false,
},
{
id: '5',
timeStart: 40,
timeEnd: 50,
isPublic: true,
},
{
id: '6',
timeStart: 50,
timeEnd: 60,
isPublic: false,
},
{
id: '7',
timeStart: 60,
timeEnd: 70,
isPublic: true,
},
{
id: '8',
timeStart: 70,
timeEnd: 80,
isPublic: false,
},
];
const timedEvents = prepareTimedEvents(eventlist);
it('should roll to the day after if timer is at 100', () => {
const now = 100;
const expected = {
event: timedEvents[0],
index: 0,
isPending: true,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
it('should be waiting to start if timer is at 0', () => {
const now = 0;
const expected = {
event: timedEvents[0],
index: 0,
isPending: true,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
it('should start the first event if timer is at 5', () => {
const now = 5;
const expected = {
event: timedEvents[0],
index: 0,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
it('should start the second event if timer is at 15', () => {
const now = 15;
const expected = {
event: timedEvents[1],
index: 1,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
it('should start the third event if timer is at 10', () => {
const now = 20;
const expected = {
event: timedEvents[2],
index: 2,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
it('should start the fifth event if timer is at 49', () => {
const now = 49;
const expected = {
event: timedEvents[4],
index: 4,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
it('should start the seventh event if timer is at 63', () => {
const now = 63;
const expected = {
event: timedEvents[6],
index: 6,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
it('should start the eight event if timer is at 75', () => {
const now = 75;
const expected = {
event: timedEvents[7],
index: 7,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
});
describe('loadRoll() handle edge cases with midnight', () => {
it('should find an event that crosses midnight', () => {
const now = 23 * MILLIS_PER_HOUR;
const eventlist = [
{
id: '0',
timeStart: 9 * MILLIS_PER_HOUR,
timeEnd: 10 * MILLIS_PER_HOUR,
isPublic: true,
},
{
id: '1',
timeStart: 20 * MILLIS_PER_HOUR,
timeEnd: 22 * MILLIS_PER_HOUR,
isPublic: true,
},
{
id: '2',
timeStart: 22 * MILLIS_PER_HOUR,
timeEnd: 1 * MILLIS_PER_HOUR,
isPublic: true,
},
{
id: '3',
timeStart: 1 * MILLIS_PER_HOUR,
timeEnd: 1 * MILLIS_PER_HOUR + 10 * MILLIS_PER_MINUTE,
isPublic: true,
},
{
id: '4',
timeStart: 1 * MILLIS_PER_HOUR,
timeEnd: 2 * MILLIS_PER_HOUR,
isPublic: true,
},
];
const timedEvents = prepareTimedEvents(eventlist);
const expected = {
event: timedEvents[2],
index: 2,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
it('should not skip to the second day', () => {
/**
* NOTE: this is a potentially contentious decision
*
* The idea here is that it makes no sense for us to jump to the second / third day on activating roll
* if the user wants to skip a portion of the rundown, they can manually jump to the event and activate roll
*
* On our side, this simplifies logic and makes behaviour more predictable
*/
const now = 8 * MILLIS_PER_HOUR;
const eventlist = [
{
id: '0',
timeStart: 21 * MILLIS_PER_HOUR,
timeEnd: 22 * MILLIS_PER_HOUR,
},
{
id: '1',
timeStart: 22 * MILLIS_PER_HOUR,
timeEnd: 3 * MILLIS_PER_HOUR,
},
{
id: '2',
timeStart: 3 * MILLIS_PER_HOUR,
timeEnd: 10 * MILLIS_PER_HOUR,
},
];
const timedEvents = prepareTimedEvents(eventlist);
const expected = {
event: timedEvents[0],
index: 0,
isPending: true,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
});
describe('loadRoll() handle edge cases with before and after start', () => {
it('should prepare first event, if we are not yet in the rundown start', () => {
const now = 7 * MILLIS_PER_HOUR;
const singleEventList = [
makeOntimeEvent({
id: '1',
timeStart: 10 * MILLIS_PER_HOUR,
timeEnd: 11 * MILLIS_PER_HOUR,
isPublic: true,
}),
];
const expected = {
event: singleEventList[0],
index: 0,
isPending: true,
};
const state = loadRoll(singleEventList, now);
expect(state).toStrictEqual(expected);
});
it('should prepare first event, if we are over the rundown end', () => {
const now = 18 * MILLIS_PER_HOUR;
const singleEventList = [
makeOntimeEvent({
id: '1',
timeStart: 10 * MILLIS_PER_HOUR,
timeEnd: 11 * MILLIS_PER_HOUR,
isPublic: true,
}),
];
const expected = {
event: singleEventList[0],
index: 0,
isPending: true,
};
const state = loadRoll(singleEventList, now);
expect(state).toStrictEqual(expected);
});
it('should account for a rundown that goes through midnight', () => {
const now = 1 * MILLIS_PER_HOUR;
const singleEventList = [
makeOntimeEvent({
id: '1',
timeStart: 10 * MILLIS_PER_HOUR,
timeEnd: 2 * MILLIS_PER_HOUR,
isPublic: true,
}),
];
const expected = {
event: singleEventList[0],
index: 0,
};
const state = loadRoll(singleEventList, now);
expect(state.isPending).toBeUndefined();
expect(state).toStrictEqual(expected);
});
it('loads upcoming event while waiting to roll', () => {
const now = 6000; // 00:01
const singleEventList = [
makeOntimeEvent({
id: '1',
timeStart: 72000000, // 20:00
timeEnd: 72010000, // 20:10
isPublic: true,
}),
];
const expected = {
event: singleEventList[0],
index: 0,
isPending: true,
};
const state = loadRoll(singleEventList, now);
expect(state).toStrictEqual(expected);
});
});
describe('loadRoll() test that roll behaviour with overlapping times', () => {
const eventlist = [
{
id: '1',
timeStart: 10,
timeEnd: 10,
isPublic: false,
},
{
id: '2',
timeStart: 10,
timeEnd: 20,
isPublic: true,
},
{
id: '3',
timeStart: 10,
timeEnd: 30,
isPublic: false,
},
];
const timedEvents = prepareTimedEvents(eventlist);
it('if timer is at 0', () => {
const now = 0;
const expected = {
event: timedEvents[0],
index: 0,
isPending: true,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 10, it ignores events with 0 duration', () => {
const now = 10;
const expected = {
event: timedEvents[1],
index: 1,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 15', () => {
const now = 15;
const expected = {
event: timedEvents[1],
index: 1,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 20', () => {
const now = 20;
const expected = {
event: timedEvents[2],
index: 2,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 25', () => {
const now = 25;
const expected = {
event: timedEvents[2],
index: 2,
};
const state = loadRoll(timedEvents, now);
expect(state).toStrictEqual(expected);
});
});
// issue #58
describe('loadRoll() test that roll behaviour multi day event edge cases', () => {
it('should recognise a playing event where its schedule spans over midnight', () => {
const now = 66600000; // 19:30
const eventlist = [
makeOntimeEvent({
id: '1',
timeStart: 66000000, // 19:20
timeEnd: 54600000, // 16:10
isPublic: false,
}),
];
const expected = {
event: eventlist[0],
index: 0,
};
const state = loadRoll(eventlist, now);
expect(state).toStrictEqual(expected);
});
it('if the start time is the day after end time, and both are later than now', () => {
const now = 66840000; // 19:34
const eventlist = [
makeOntimeEvent({
id: '1',
timeStart: 67200000, // 19:40
timeEnd: 66900000, // 19:35
isPublic: false,
}),
];
const expected = {
event: eventlist[0],
index: 0,
};
const state = loadRoll(eventlist, now);
expect(state).toStrictEqual(expected);
});
});
@@ -1,10 +1,9 @@
import { MILLIS_PER_HOUR, dayInMs, millisToString } from 'ontime-utils';
import { EndAction, OntimeEvent, Playback, TimeStrategy, TimerPhase, TimerType } from 'ontime-types';
import { EndAction, Playback, TimeStrategy, TimerPhase, TimerType } from 'ontime-types';
import {
getCurrent,
getExpectedFinish,
getRollTimers,
getRuntimeOffset,
getTimerPhase,
getTotalDuration,
@@ -696,520 +695,6 @@ describe('skippedOutOfEvent()', () => {
});
});
describe('getRollTimers()', () => {
const eventlist: Partial<OntimeEvent>[] = [
{
id: '1',
timeStart: 5,
timeEnd: 10,
isPublic: false,
},
{
id: '2',
timeStart: 10,
timeEnd: 20,
isPublic: false,
},
{
id: '3',
timeStart: 20,
timeEnd: 30,
isPublic: false,
},
{
id: '4',
timeStart: 30,
timeEnd: 40,
isPublic: false,
},
{
id: '5',
timeStart: 40,
timeEnd: 50,
isPublic: true,
},
{
id: '6',
timeStart: 50,
timeEnd: 60,
isPublic: false,
},
{
id: '7',
timeStart: 60,
timeEnd: 70,
isPublic: true,
},
{
id: '8',
timeStart: 70,
timeEnd: 80,
isPublic: false,
},
];
it('if timer is at 0', () => {
const now = 0;
const expected = {
nowIndex: null,
nowId: null,
publicIndex: null,
nextIndex: 0,
publicNextIndex: 4,
timeToNext: 5,
nextEvent: eventlist[0],
nextPublicEvent: eventlist[4],
currentEvent: null,
currentPublicEvent: null,
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 5', () => {
const now = 5;
const expected = {
nowIndex: 0,
nowId: eventlist[0].id,
publicIndex: null,
nextIndex: 1,
publicNextIndex: 4,
timeToNext: 5,
nextEvent: eventlist[1],
nextPublicEvent: eventlist[4],
currentEvent: eventlist[0],
currentPublicEvent: null,
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 15', () => {
const now = 15;
const expected = {
nowIndex: 1,
nowId: eventlist[1].id,
publicIndex: null,
nextIndex: 2,
publicNextIndex: 4,
timeToNext: 5,
nextEvent: eventlist[2],
nextPublicEvent: eventlist[4],
currentEvent: eventlist[1],
currentPublicEvent: null,
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 20', () => {
const now = 20;
const expected = {
nowIndex: 2,
nowId: eventlist[2].id,
publicIndex: null,
nextIndex: 3,
publicNextIndex: 4,
timeToNext: 10,
nextEvent: eventlist[3],
nextPublicEvent: eventlist[4],
currentEvent: eventlist[2],
currentPublicEvent: null,
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 49', () => {
const now = 49;
const expected = {
nowIndex: 4,
nowId: eventlist[4].id,
publicIndex: 4,
nextIndex: 5,
publicNextIndex: 6,
timeToNext: 1,
nextEvent: eventlist[5],
nextPublicEvent: eventlist[6],
currentEvent: eventlist[4],
currentPublicEvent: eventlist[4],
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 63', () => {
const now = 63;
const expected = {
nowIndex: 6,
nowId: eventlist[6].id,
publicIndex: 6,
nextIndex: 7,
publicNextIndex: null,
timeToNext: 7,
nextEvent: eventlist[7],
nextPublicEvent: null,
currentEvent: eventlist[6],
currentPublicEvent: eventlist[6],
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 75', () => {
const now = 75;
const expected = {
nowIndex: 7,
nowId: eventlist[7].id,
publicIndex: 6,
nextIndex: null,
publicNextIndex: null,
timeToNext: null,
nextEvent: null,
nextPublicEvent: null,
currentEvent: eventlist[7],
currentPublicEvent: eventlist[6],
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 100 we roll to day after', () => {
const now = 100;
const expected = {
nowIndex: null,
nowId: null,
publicIndex: null,
nextIndex: 0,
publicNextIndex: 4,
timeToNext: dayInMs - now + eventlist[0].timeStart!,
nextEvent: eventlist[0],
nextPublicEvent: eventlist[4],
currentEvent: null,
currentPublicEvent: null,
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('handles rolls to next day with real values', () => {
const singleEventList: Partial<OntimeEvent>[] = [
{
id: '1',
timeStart: 36000000, // 10:00
timeEnd: 39600000, // 11:00
isPublic: true,
},
];
const now = 64800000; // 18:00
const expected = {
nowIndex: null,
nowId: null,
publicIndex: null,
nextIndex: 0,
publicNextIndex: 0,
timeToNext: dayInMs - now + singleEventList[0].timeStart!,
nextEvent: singleEventList[0],
nextPublicEvent: singleEventList[0],
currentEvent: null,
currentPublicEvent: null,
};
const state = getRollTimers(singleEventList as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('handles rolls to next day with real values', () => {
const singleEventList: Partial<OntimeEvent>[] = [
{
id: '1',
timeStart: 36000000, // 10:00
timeEnd: 3600000, // 01:00
isPublic: true,
},
];
const now = 60000; // 00:01
const expected = {
nowIndex: 0,
nowId: singleEventList[0].id,
publicIndex: 0,
nextIndex: null,
publicNextIndex: null,
timeToNext: null,
nextEvent: null,
nextPublicEvent: null,
currentEvent: singleEventList[0],
currentPublicEvent: singleEventList[0],
};
const state = getRollTimers(singleEventList as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('handles rolls to next day with real values', () => {
const singleEventList: Partial<OntimeEvent>[] = [
{
id: '1',
timeStart: 36000000, // 10:00
timeEnd: 3600000, // 01:00
isPublic: true,
},
];
const now = 60000; // 00:01
const expected = {
nowIndex: 0,
nowId: singleEventList[0].id,
publicIndex: 0,
nextIndex: null,
publicNextIndex: null,
timeToNext: null,
nextEvent: null,
nextPublicEvent: null,
currentEvent: singleEventList[0],
currentPublicEvent: singleEventList[0],
};
const state = getRollTimers(singleEventList as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('loads upcoming event while waiting to roll', () => {
const singleEventList: Partial<OntimeEvent>[] = [
{
id: '1',
timeStart: 72000000, // 20:00
timeEnd: 72010000, // 20:10
isPublic: true,
},
];
const now = 6000; // 00:01
const expected = {
nowIndex: null,
nowId: null,
publicIndex: null,
nextIndex: 0,
publicNextIndex: 0,
timeToNext: 72000000 - now,
nextEvent: singleEventList[0],
nextPublicEvent: singleEventList[0],
currentEvent: null,
currentPublicEvent: null,
};
const state = getRollTimers(singleEventList as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('handles roll that goes over midnight', () => {
const singleEventList: Partial<OntimeEvent>[] = [
{
id: '1',
timeStart: 72000000, // 20:00
timeEnd: 60000, // 00:10
isPublic: true,
},
];
const now = 6000; // 00:01
const expected = {
nowIndex: 0,
nowId: singleEventList[0].id,
publicIndex: 0,
nextIndex: null,
publicNextIndex: null,
timeToNext: null,
nextEvent: null,
nextPublicEvent: null,
currentEvent: singleEventList[0],
currentPublicEvent: singleEventList[0],
};
const state = getRollTimers(singleEventList as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
});
describe('getRollTimers() test that roll behaviour with overlapping times', () => {
const eventlist: Partial<OntimeEvent>[] = [
{
id: '1',
timeStart: 10,
timeEnd: 10,
isPublic: false,
},
{
id: '2',
timeStart: 10,
timeEnd: 20,
isPublic: true,
},
{
id: '3',
timeStart: 10,
timeEnd: 30,
isPublic: false,
},
];
it('if timer is at 0', () => {
const now = 0;
const expected = {
nowIndex: null,
nowId: null,
publicIndex: null,
nextIndex: 0,
publicNextIndex: 1,
timeToNext: 10,
nextEvent: eventlist[0],
nextPublicEvent: eventlist[1],
currentEvent: null,
currentPublicEvent: null,
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 10', () => {
const now = 10;
const expected = {
nowIndex: 1,
nowId: eventlist[1].id,
publicIndex: 1,
nextIndex: 2,
publicNextIndex: null,
timeToNext: 0,
nextEvent: eventlist[2],
nextPublicEvent: null,
currentEvent: eventlist[1],
currentPublicEvent: eventlist[1],
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 15', () => {
const now = 15;
const expected = {
nowIndex: 1,
nowId: eventlist[1].id,
publicIndex: 1,
nextIndex: 2,
publicNextIndex: null,
timeToNext: -5,
nextEvent: eventlist[2],
nextPublicEvent: null,
currentEvent: eventlist[1],
currentPublicEvent: eventlist[1],
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 20', () => {
const now = 20;
const expected = {
nowIndex: 2,
nowId: eventlist[2].id,
publicIndex: 1,
nextIndex: null,
publicNextIndex: null,
timeToNext: null,
nextEvent: null,
nextPublicEvent: null,
currentEvent: eventlist[2],
currentPublicEvent: eventlist[1],
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('if timer is at 25', () => {
const now = 25;
const expected = {
nowIndex: 2,
nowId: eventlist[2].id,
publicIndex: 1,
nextIndex: null,
publicNextIndex: null,
timeToNext: null,
nextEvent: null,
nextPublicEvent: null,
currentEvent: eventlist[2],
currentPublicEvent: eventlist[1],
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
});
// issue #58
describe('getRollTimers() test that roll behaviour multi day event edge cases', () => {
it('if the start time is the day after end time, and start time is earlier than now', () => {
const now = 66600000; // 19:30
const eventlist: Partial<OntimeEvent>[] = [
{
id: '1',
timeStart: 66000000, // 19:20
timeEnd: 54600000, // 16:10
isPublic: false,
},
];
const expected = {
nowIndex: 0,
nowId: '1',
publicIndex: null,
nextIndex: null,
publicNextIndex: null,
timeToNext: null,
nextEvent: null,
nextPublicEvent: null,
currentEvent: eventlist[0],
currentPublicEvent: null,
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
it('if the start time is the day after end time, and both are later than now', () => {
const now = 66840000; // 19:34
const eventlist: Partial<OntimeEvent>[] = [
{
id: '1',
timeStart: 67200000, // 19:40
timeEnd: 66900000, // 19:35
isPublic: false,
},
];
const expected = {
currentEvent: {
id: '1',
isPublic: false,
timeEnd: 66900000,
timeStart: 67200000,
},
currentPublicEvent: null,
nextEvent: null,
nextIndex: null,
nextPublicEvent: null,
nowId: '1',
nowIndex: 0,
publicIndex: null,
publicNextIndex: null,
timeToNext: null,
};
const state = getRollTimers(eventlist as OntimeEvent[], now);
expect(state).toStrictEqual(expected);
});
});
test('normaliseEndTime()', () => {
const t1 = {
start: 10,
+93
View File
@@ -0,0 +1,93 @@
import { dayInMs, getFirstEvent, getLastEvent } from 'ontime-utils';
import { OntimeEvent, MaybeNumber, PlayableEvent, isPlayableEvent } from 'ontime-types';
import { normaliseEndTime } from './timerUtils.js';
/**
* Finds current event in a rolling rundown
*/
export function loadRoll(
timedEvents: OntimeEvent[],
timeNow: number,
): {
event: PlayableEvent | null;
index: MaybeNumber;
isPending?: boolean;
} {
const { firstEvent } = getFirstEvent(timedEvents);
const { lastEvent } = getLastEvent(timedEvents);
if (!firstEvent || !lastEvent) {
return { event: null, index: null };
}
// check that the rundown wraps around midnight
const wrapsAroundMidnight = firstEvent.timeStart > lastEvent.timeEnd;
if (!wrapsAroundMidnight) {
// check whether we are before or after the rundown
const lastNormalEnd = normaliseEndTime(lastEvent.timeStart, lastEvent.timeEnd);
const isAfterRundown = timeNow > lastNormalEnd;
const isBeforeRundown = timeNow < firstEvent.timeStart && !isAfterRundown;
if (isAfterRundown || isBeforeRundown) {
return { event: firstEvent, index: 0, isPending: true };
}
}
// we know we are in the middle of the rundown and we need to find the current event
// account for number of times we went over midnight
let daySpan = 0;
for (let i = 0; i < timedEvents.length; i++) {
const event = timedEvents[i];
if (!isPlayableEvent(event)) {
continue;
}
// we check if event crosses midnight
if (event.timeStart > event.timeEnd) {
daySpan++;
}
const correctedDays = dayInMs * daySpan;
const correctedStart = event.timeStart + correctedDays;
const correctedEnd = event.timeEnd + correctedDays;
/**
* there are 3 possible states for an event
* 1. event is already finished
* 2. event is running
* 3. event is in the future
*/
// 1. event is already finished
// when does the event end (handle midnight)
const normalEnd = normaliseEndTime(correctedStart, correctedEnd);
if (normalEnd <= timeNow) {
continue;
}
// 2. event is running and is the first event in our time slot
const isFromDayBefore = normalEnd > dayInMs && timeNow < event.timeEnd;
const hasStarted = isFromDayBefore || timeNow >= event.timeStart;
if (hasStarted) {
return { event, index: i };
}
// 3. event will run in the future
// we set the isPending flag to indicate that the event is currently playing
return { event, index: i, isPending: true };
}
// in case we were unable to find anything, we load the first event
return { event: firstEvent, index: 0, isPending: true };
}
/**
* Utility function, checks whether the event start is the day after
*/
export function normaliseRollStart(start: number, clock: number) {
return start < clock ? start + dayInMs : start;
}
@@ -20,7 +20,7 @@ import { updateRundownData } from '../../stores/runtimeState.js';
import { runtimeService } from '../runtime-service/RuntimeService.js';
import * as cache from './rundownCache.js';
import { getPlayableEvents } from './rundownUtils.js';
import { getPlayableEvents, getTimedEvents } from './rundownUtils.js';
import { eventStore } from '../../stores/EventStore.js';
type PatchWithId = (Partial<OntimeEvent> | Partial<OntimeBlock> | Partial<OntimeDelay>) & { id: string };
@@ -215,8 +215,8 @@ export async function swapEvents(from: string, to: string) {
* Called when we make changes to the rundown object
*/
function updateRuntimeOnChange() {
const playableEvents = getPlayableEvents();
const numEvents = playableEvents.length;
const timedEvents = getTimedEvents();
const numEvents = timedEvents.length;
const metadata = cache.getMetadata();
// schedule an update for the end of the event loop
@@ -1,14 +1,17 @@
import { OntimeEvent, OntimeRundown, isOntimeEvent, RundownCached, OntimeRundownEntry } from 'ontime-types';
import { OntimeEvent, OntimeRundown, RundownCached, OntimeRundownEntry, PlayableEvent } from 'ontime-types';
import { filterPlayable, filterTimedEvents } from 'ontime-utils';
import * as cache from './rundownCache.js';
/**
* returns the normalised rundown
*/
export function getNormalisedRundown(): RundownCached {
return cache.get();
}
/**
* returns entire unfiltered rundown
* @return {array}
*/
export function getRundown(): OntimeRundown {
return cache.getPersistedRundown();
@@ -16,32 +19,20 @@ export function getRundown(): OntimeRundown {
/**
* returns all events of type OntimeEvent
* @return {array}
*/
export function getTimedEvents(): OntimeEvent[] {
return getRundown().filter((event) => isOntimeEvent(event)) as OntimeEvent[];
return filterTimedEvents(getRundown());
}
/**
* returns all events that can be loaded
* @return {array}
*/
export function getPlayableEvents(): OntimeEvent[] {
return getRundown().filter((event) => isOntimeEvent(event) && !event.skip) as OntimeEvent[];
}
/**
* returns number of events that can be loaded
* @return {number}
*/
export function getNumEvents(): number {
return getPlayableEvents().length;
export function getPlayableEvents(): PlayableEvent[] {
return filterPlayable(getRundown());
}
/**
* returns an event given its index after filtering for OntimeEvents
* @param {number} eventIndex
* @return {OntimeEvent | undefined}
*/
export function getEventAtIndex(eventIndex: number): OntimeEvent | undefined {
const timedEvents = getTimedEvents();
@@ -50,8 +41,6 @@ export function getEventAtIndex(eventIndex: number): OntimeEvent | undefined {
/**
* returns first event that matches a given ID
* @param {string} eventId
* @return {object | undefined}
*/
export function getEventWithId(eventId: string): OntimeRundownEntry | undefined {
const rundown = getRundown();
@@ -60,17 +49,14 @@ export function getEventWithId(eventId: string): OntimeRundownEntry | undefined
/**
* returns first event that matches a given cue
* @param {string} targetCue
* @param {number} currentEventIndex
* @return {object | undefined}
*/
export function getNextEventWithCue(targetCue: string, currentEventIndex = 0): OntimeEvent | undefined {
const timedEvents = getPlayableEvents();
const playableEvents = getPlayableEvents();
const lowerCaseCue = targetCue.toLowerCase();
for (let i = currentEventIndex; i < timedEvents.length; i++) {
const event = timedEvents.at(i);
if (event && event.cue.toLowerCase() === lowerCaseCue) {
for (let i = currentEventIndex; i < playableEvents.length; i++) {
const event = playableEvents.at(i);
if (event?.cue.toLowerCase() === lowerCaseCue) {
return event;
}
}
@@ -78,43 +64,41 @@ export function getNextEventWithCue(targetCue: string, currentEventIndex = 0): O
/**
* finds the previous event
* @return {object | undefined}
*/
export function findPrevious(currentEventId?: string): OntimeEvent | null {
const timedEvents = getPlayableEvents();
if (!timedEvents || !timedEvents.length) {
const playableEvents = getPlayableEvents();
if (!playableEvents || !playableEvents.length) {
return null;
}
// if there is no event running, go to first
if (!currentEventId) {
return timedEvents.at(0) ?? null;
return playableEvents.at(0) ?? null;
}
const currentIndex = timedEvents.findIndex((event) => event.id === currentEventId);
const currentIndex = playableEvents.findIndex((event) => event.id === currentEventId);
const newIndex = Math.max(currentIndex - 1, 0);
const previousEvent = timedEvents.at(newIndex) ?? null;
const previousEvent = playableEvents.at(newIndex) ?? null;
return previousEvent;
}
/**
* finds the next event
* @return {object | undefined}
*/
export function findNext(currentEventId?: string): OntimeEvent | null {
const timedEvents = getPlayableEvents();
if (!timedEvents || !timedEvents.length) {
export function findNext(currentEventId?: string): PlayableEvent | null {
const playableEvents = getPlayableEvents();
if (!playableEvents.length) {
return null;
}
// if there is no event running, go to first
if (!currentEventId) {
return timedEvents.at(0) ?? null;
return playableEvents.at(0) ?? null;
}
const currentIndex = timedEvents.findIndex((event) => event.id === currentEventId);
const currentIndex = playableEvents.findIndex((event) => event.id === currentEventId);
const newIndex = currentIndex + 1;
const nextEvent = timedEvents.at(newIndex);
const nextEvent = playableEvents.at(newIndex);
return nextEvent ?? null;
}
@@ -1,6 +1,7 @@
import {
EndAction,
isOntimeEvent,
isPlayableEvent,
LogOrigin,
MaybeNumber,
OntimeEvent,
@@ -9,7 +10,7 @@ import {
TimerLifeCycle,
TimerPhase,
} from 'ontime-types';
import { filterPlayable, millisToString, validatePlayback } from 'ontime-utils';
import { millisToString, validatePlayback } from 'ontime-utils';
import { deepEqual } from 'fast-equals';
@@ -19,7 +20,7 @@ import type { RuntimeState } from '../../stores/runtimeState.js';
import { timerConfig } from '../../config/config.js';
import { eventStore } from '../../stores/EventStore.js';
import { TimerService } from '../TimerService.js';
import { EventTimer } from '../EventTimer.js';
import { RestorePoint, restoreService } from '../RestoreService.js';
import {
findNext,
@@ -27,20 +28,20 @@ import {
getEventAtIndex,
getNextEventWithCue,
getEventWithId,
getPlayableEvents,
getRundown,
getTimedEvents,
} from '../rundown-service/rundownUtils.js';
import { skippedOutOfEvent } from '../timerUtils.js';
import { integrationService } from '../integration-service/IntegrationService.js';
import { getForceUpdate, getShouldClockUpdate, getShouldTimerUpdate } from './rundownService.utils.js';
import { skippedOutOfEvent } from '../timerUtils.js';
/**
* Service manages runtime status of app
* Coordinating with necessary services
*/
class RuntimeService {
private eventTimer: TimerService;
private eventTimer: EventTimer;
private lastIntegrationClockUpdate = -1;
private lastIntegrationTimerValue = -1;
@@ -52,8 +53,8 @@ class RuntimeService {
/** last known state */
static previousState: RuntimeState;
constructor(timerService: TimerService) {
this.eventTimer = timerService;
constructor(eventTimer: EventTimer) {
this.eventTimer = eventTimer;
RuntimeService.previousTimerUpdate = -1;
RuntimeService.previousTimerValue = -1;
@@ -63,7 +64,7 @@ class RuntimeService {
/** Checks result of an update and notifies integrations as needed */
@broadcastResult
checkTimerUpdate({ shouldCallRoll, hasTimerFinished }: runtimeState.UpdateResult) {
checkTimerUpdate({ hasTimerFinished, hasSecondaryTimerFinished }: runtimeState.UpdateResult) {
const newState = runtimeState.getState();
// 1. find if we need to dispatch integrations related to the phase
@@ -82,35 +83,36 @@ class RuntimeService {
// 2. handle edge cases related to roll
if (newState.timer.playback === Playback.Roll) {
// check if we need to call roll again
const needsEvent =
newState.eventNow === null
? true
: skippedOutOfEvent(newState, this.lastIntegrationClockUpdate, timerConfig.skipLimit);
const hasFinishedRoll = hasTimerFinished && shouldCallRoll;
if (shouldCallRoll || needsEvent) {
if (hasFinishedRoll) {
process.nextTick(() => {
integrationService.dispatch(TimerLifeCycle.onFinish);
});
}
// check if we need to call any side effects
// we dont call this.roll because we need to bypass the checks
const rundown = getRundown();
// TODO: by not calling roll, we dont get the events
this.eventTimer.roll(rundown);
if (hasSecondaryTimerFinished) {
// if the secondary timer has finished, we need to call roll
// since event is already loaded
this.rollLoaded();
} else if (hasTimerFinished) {
// if the timer has finished, we need to load next and keep rolling
process.nextTick(() => {
integrationService.dispatch(TimerLifeCycle.onFinish);
});
this.loadNext();
this.rollLoaded();
} else if (skippedOutOfEvent(newState, this.lastIntegrationClockUpdate, timerConfig.skipLimit)) {
// if we have skipped out of the event, we will recall roll
// to push the playback to the right place
// this comes with the caveat that we will lose our runtime data
this.roll(true);
}
}
// 3. find if we need to process actions related to the timer finishing
if (newState.timer.playback !== Playback.Roll && hasTimerFinished) {
if (newState.timer.playback === Playback.Play && hasTimerFinished) {
process.nextTick(() => {
integrationService.dispatch(TimerLifeCycle.onFinish);
});
// handle end action if there was a timer playing
// actions are added to the queue stack to ensure that the order of operations is maintained
if (newState.timer.playback === Playback.Play && newState.eventNow) {
if (newState.eventNow) {
if (newState.eventNow.endAction === EndAction.Stop) {
setTimeout(this.stop.bind(this), 0);
} else if (newState.eventNow.endAction === EndAction.LoadNext) {
@@ -177,7 +179,7 @@ class RuntimeService {
}
private isNewNext() {
const timedEvents = getPlayableEvents();
const timedEvents = getTimedEvents();
const state = runtimeState.getState();
const now = state.eventNow?.id;
const next = state.eventNext?.id;
@@ -233,41 +235,41 @@ class RuntimeService {
// 3. the edited event replaces next event
let isNext = false;
// TODO: review logic
if (safeOption || eventInMemory) {
if (state.timer.playback === Playback.Roll) {
this.roll();
}
// load stuff again, but keep running if our events still exist
const eventNow = getEventWithId(state.eventNow.id);
if (!isOntimeEvent(eventNow)) {
if (state.eventNow !== null) {
// load stuff again, but keep running if our events still exist
const eventNow = getEventWithId(state.eventNow.id);
if (!isOntimeEvent(eventNow) || !isPlayableEvent(eventNow)) {
return;
}
const onlyChangedNow = affectedIds?.length === 1 && affectedIds.at(0) === eventNow.id;
if (onlyChangedNow) {
runtimeState.reload(eventNow);
} else {
const rundown = getRundown();
runtimeState.reloadAll(rundown);
}
return;
}
const onlyChangedNow = affectedIds?.length === 1 && affectedIds.at(0) === eventNow.id;
if (onlyChangedNow) {
runtimeState.reload(eventNow);
} else {
const rundown = getRundown();
runtimeState.reloadAll(eventNow, rundown);
}
return;
}
// Maybe the event will become the next
isNext = this.isNewNext();
if (isNext) {
const rundown = getRundown();
runtimeState.loadNext(rundown);
const timedEvents = getTimedEvents();
runtimeState.loadNext(timedEvents);
}
}
/**
* makes calls for loading and starting given event
* @param {OntimeEvent} event
* @param {PlayableEvent} event
* @return {boolean} success - whether an event was loaded
*/
@broadcastResult
loadEvent(event: OntimeEvent): boolean {
if (event.skip) {
if (!isPlayableEvent(event)) {
logger.warning(LogOrigin.Playback, `Refused skipped event with ID ${event.id}`);
return false;
}
@@ -407,14 +409,16 @@ class RuntimeService {
*/
@broadcastResult
start(): boolean {
const state = runtimeState.getState();
const canStart = validatePlayback(state.timer.playback).start;
const previousState = runtimeState.getState();
const canStart = validatePlayback(previousState.timer.playback).start;
if (!canStart) {
return false;
}
const didStart = this.eventTimer?.start() ?? false;
logger.info(LogOrigin.Playback, `Play Mode ${state.timer.playback.toUpperCase()}`);
const newState = runtimeState.getState();
logger.info(LogOrigin.Playback, `Play Mode ${newState.timer.playback.toUpperCase()}`);
if (didStart) {
process.nextTick(() => {
integrationService.dispatch(TimerLifeCycle.onStart);
@@ -505,29 +509,56 @@ class RuntimeService {
}
}
/**
* Handles special case to call roll on a loaded event which we do not want to discard
*/
rollLoaded() {
const rundown = getRundown();
try {
this.eventTimer.roll(rundown);
} catch (error) {
logger.error(LogOrigin.Server, `Roll: ${error}`);
}
}
/**
* Sets playback to roll
*/
@broadcastResult
roll() {
const beforeState = runtimeState.getState();
const canRoll = validatePlayback(beforeState.timer.playback).roll;
if (!canRoll) {
roll(skipCheck: boolean = false) {
const previousState = runtimeState.getState();
if (!skipCheck) {
const canRoll = validatePlayback(previousState.timer.playback).roll;
if (!canRoll) {
return;
}
}
try {
const rundown = getRundown();
const result = this.eventTimer.roll(rundown);
if (result.eventId !== previousState.eventNow?.id) {
logger.info(LogOrigin.Playback, `Loaded event with ID ${result.eventId}`);
process.nextTick(() => {
integrationService.dispatch(TimerLifeCycle.onLoad);
});
}
if (result.didStart) {
process.nextTick(() => {
integrationService.dispatch(TimerLifeCycle.onStart);
});
}
} catch (error) {
logger.error(LogOrigin.Server, `Roll: ${error}`);
return;
}
const rundown = getRundown();
const playableEvents = filterPlayable(rundown);
if (playableEvents.length === 0) {
logger.warning(LogOrigin.Server, 'Roll: no events found');
return;
const newState = runtimeState.getState();
if (previousState.timer.playback !== newState.timer.playback) {
logger.info(LogOrigin.Playback, `Play Mode ${newState.timer.playback.toUpperCase()}`);
}
this.eventTimer.roll(rundown);
const state = runtimeState.getState();
const newState = state.timer.playback;
logger.info(LogOrigin.Playback, `Play Mode ${newState.toUpperCase()}`);
}
/**
@@ -549,7 +580,7 @@ class RuntimeService {
// the db would have to change for the event not to exist
// we do not know the reason for the crash, so we check anyway
const event = getEventWithId(selectedEventId);
if (!event || !isOntimeEvent(event)) {
if (!isOntimeEvent(event) || !isPlayableEvent(event)) {
return;
}
@@ -570,7 +601,7 @@ class RuntimeService {
}
// calculate at 30fps, refresh at 1fps
const eventTimer = new TimerService({
const eventTimer = new EventTimer({
refresh: timerConfig.updateRate,
updateInterval: timerConfig.notificationRate,
});
+5 -155
View File
@@ -1,4 +1,4 @@
import { MaybeNumber, MaybeString, OntimeEvent, Playback, TimerPhase, TimerType } from 'ontime-types';
import { MaybeNumber, Playback, TimerPhase, TimerType } from 'ontime-types';
import { dayInMs } from 'ontime-utils';
import { RuntimeState } from '../stores/runtimeState.js';
@@ -93,12 +93,11 @@ export function getCurrent(state: RuntimeState): number {
* @returns {boolean}
*/
export function skippedOutOfEvent(state: RuntimeState, previousTime: number, skipLimit: number): boolean {
// eslint-disable-next-line no-unused-labels -- dev code path
DEV: {
if (state.timer.expectedFinish === null || state.timer.startedAt === null) {
throw new Error('timerUtils.skippedOutOfEvent: invalid state received');
}
// we cant have skipped if we havent started
if (state.timer.expectedFinish === null || state.timer.startedAt === null) {
return false;
}
const { startedAt, expectedFinish } = state.timer;
const { clock } = state;
@@ -112,155 +111,6 @@ export function skippedOutOfEvent(state: RuntimeState, previousTime: number, ski
return hasSkipped && (adjustedClock > adjustedExpectedFinish || adjustedClock < startedAt);
}
type RollTimers = {
nowIndex: MaybeNumber;
nowId: MaybeString;
publicIndex: MaybeNumber;
nextIndex: MaybeNumber;
publicNextIndex: MaybeNumber;
timeToNext: MaybeNumber;
nextEvent: OntimeEvent | null;
nextPublicEvent: OntimeEvent | null;
currentEvent: OntimeEvent | null;
currentPublicEvent: OntimeEvent | null;
};
/**
* Finds loading information given a current rundown and time
* @param {OntimeEvent[]} playableEvents - List of playable events
* @param {number} timeNow - time now in ms
*/
export const getRollTimers = (
playableEvents: OntimeEvent[],
timeNow: number,
currentIndex?: number | null,
): RollTimers => {
let nowIndex: MaybeNumber = null; // index of event now
let nowId: MaybeString = null; // id of event now
let publicIndex: MaybeNumber = null; // index of public event now
let nextIndex: MaybeNumber = null; // index of next event
let publicNextIndex: MaybeNumber = null; // index of next public event
let timeToNext: MaybeNumber = null; // counter: time for next event
let publicTimeToNext: MaybeNumber = null; // counter: time for next public event
const hasLoaded = currentIndex !== null;
const canFilter = hasLoaded && currentIndex === playableEvents.length - 1;
const filteredRundown = canFilter ? playableEvents.slice(currentIndex) : playableEvents;
const lastEvent = filteredRundown.at(-1);
const lastNormalEnd = normaliseEndTime(lastEvent.timeStart, lastEvent.timeEnd);
let nextEvent: OntimeEvent | null = null;
let nextPublicEvent: OntimeEvent | null = null;
let currentEvent: OntimeEvent | null = null;
let currentPublicEvent: OntimeEvent | null = null;
if (timeNow > lastNormalEnd) {
// we are past last end
// preload first and find next
const firstEvent = filteredRundown.at(0);
nextIndex = 0;
nextEvent = firstEvent;
timeToNext = firstEvent.timeStart + dayInMs - timeNow;
if (firstEvent.isPublic) {
nextPublicEvent = firstEvent;
publicNextIndex = 0;
} else {
// look for next public
// dev note: we feel that this is more efficient than filtering
// since the next event will likely be close to the one playing
for (const event of filteredRundown) {
if (event.isPublic) {
nextPublicEvent = event;
// we need the index before this was sorted
publicNextIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
break;
}
}
}
} else {
// flags: select first event if several overlapping
let nowFound = false;
// keep track of the end times when looking for public
let publicTime = -1;
for (const event of filteredRundown) {
// When does the event end (handle midnight)
const normalEnd = normaliseEndTime(event.timeStart, event.timeEnd);
const hasNotEnded = normalEnd > timeNow;
const isFromDayBefore = normalEnd > dayInMs && timeNow < event.timeEnd;
const hasStarted = isFromDayBefore || timeNow >= event.timeStart;
if (normalEnd <= timeNow) {
// event ran already
if (event.isPublic && normalEnd > publicTime) {
// public event might not be the one running
publicTime = normalEnd;
currentPublicEvent = event;
publicIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
}
} else if (hasNotEnded && hasStarted && !nowFound) {
// event is running
currentEvent = event;
nowIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
nowId = event.id;
nowFound = true;
// it could also be public
if (event.isPublic) {
publicTime = normalEnd;
currentPublicEvent = event;
publicIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
}
} else if (normalEnd > timeNow) {
// event will run
// we already know whats next and next-public
if (nextIndex !== null && publicNextIndex !== null) {
continue;
}
// look for next events
// check how far the start is from now
const timeToEventStart = event.timeStart - timeNow;
// we don't have a next or this one starts sooner than current next
if (nextIndex === null || timeToEventStart < timeToNext) {
timeToNext = timeToEventStart;
nextEvent = event;
nextIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
}
if (event.isPublic) {
// if we don't have a public next or this one start sooner than assigned next
if (publicNextIndex === null || timeToEventStart < publicTimeToNext) {
publicTimeToNext = timeToEventStart;
nextPublicEvent = event;
publicNextIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
}
}
}
}
}
return {
nowIndex,
nowId,
publicIndex,
nextIndex,
publicNextIndex,
timeToNext,
nextEvent,
nextPublicEvent,
currentEvent,
currentPublicEvent,
};
};
/**
* Calculates difference between the runtime and the schedule of an event
* Positive offset is time ahead
@@ -1,4 +1,4 @@
import { OntimeEvent, Playback } from 'ontime-types';
import { PlayableEvent, Playback } from 'ontime-types';
import { deepmerge } from 'ontime-utils';
import { RuntimeState, addTime, clear, getState, load, pause, start, stop } from '../runtimeState.js';
@@ -11,7 +11,8 @@ const mockEvent = {
timeStart: 0,
timeEnd: 1000,
duration: 1000,
} as OntimeEvent;
skip: false,
} as PlayableEvent;
const mockState = {
clock: 666,
@@ -144,6 +145,7 @@ describe('mutation on runtimeState', () => {
// 5. Stop event
success = stop();
newState = getState();
expect(success).toBe(true);
expect(newState.eventNow).toBe(null);
expect(newState.timer).toMatchObject({
+255 -113
View File
@@ -1,14 +1,17 @@
import {
CurrentBlockState,
isPlayableEvent,
MaybeNumber,
MaybeString,
OntimeEvent,
OntimeRundown,
PlayableEvent,
Playback,
Runtime,
TimerPhase,
TimerState,
} from 'ontime-types';
import { calculateDuration, dayInMs, filterPlayable, getRelevantBlock } from 'ontime-utils';
import { calculateDuration, checkIsNow, dayInMs, filterTimedEvents, getRelevantBlock } from 'ontime-utils';
import { clock } from '../services/Clock.js';
import { RestorePoint } from '../services/RestoreService.js';
@@ -16,12 +19,12 @@ import {
getCurrent,
getExpectedEnd,
getExpectedFinish,
getRollTimers,
getRuntimeOffset,
getTimerPhase,
isPlaybackActive,
} from '../services/timerUtils.js';
import { timerConfig } from '../config/config.js';
import { loadRoll, normaliseRollStart } from '../services/rollUtils.js';
const initialRuntime: Runtime = {
selectedEventIndex: null, // changes if rundown changes or we load a new event
@@ -38,8 +41,7 @@ const initialTimer: TimerState = {
current: null, // changes on every update
duration: null, // only changes if event changes
elapsed: null, // changes on every update
// TODO: expected finish could account for midnight, we cleanup in the clients
expectedFinish: null, // change can only be initiated by user
expectedFinish: null, // change can only be initiated by user, can roll over midnight
finishedAt: null, // can change on update or user action
phase: TimerPhase.None, // can change on update or user action
playback: Playback.Stop, // change initiated by user
@@ -49,11 +51,11 @@ const initialTimer: TimerState = {
export type RuntimeState = {
clock: number; // realtime clock
eventNow: OntimeEvent | null;
eventNow: PlayableEvent | null;
currentBlock: CurrentBlockState;
publicEventNow: OntimeEvent | null;
eventNext: OntimeEvent | null;
publicEventNext: OntimeEvent | null;
publicEventNow: PlayableEvent | null;
eventNext: PlayableEvent | null;
publicEventNext: PlayableEvent | null;
runtime: Runtime;
timer: TimerState;
// private properties of the timer calculations
@@ -61,6 +63,7 @@ export type RuntimeState = {
forceFinish: MaybeNumber; // wether we should declare an event as finished, will contain the finish time
totalDelay: number; // this value comes from rundown service
pausedAt: MaybeNumber;
secondaryTarget: MaybeNumber;
};
_prevCurrentBlock: CurrentBlockState;
};
@@ -81,6 +84,7 @@ const runtimeState: RuntimeState = {
forceFinish: null,
totalDelay: 0,
pausedAt: null,
secondaryTarget: null,
},
_prevCurrentBlock: {
block: null,
@@ -89,7 +93,17 @@ const runtimeState: RuntimeState = {
};
export function getState(): Readonly<RuntimeState> {
return runtimeState;
// create a shallow copy of the state
return {
...runtimeState,
eventNow: runtimeState.eventNow ? { ...runtimeState.eventNow } : null,
eventNext: runtimeState.eventNext ? { ...runtimeState.eventNext } : null,
publicEventNow: runtimeState.publicEventNow ? { ...runtimeState.publicEventNow } : null,
publicEventNext: runtimeState.publicEventNext ? { ...runtimeState.publicEventNext } : null,
runtime: { ...runtimeState.runtime },
timer: { ...runtimeState.timer },
_timer: { ...runtimeState._timer },
};
}
export function clear() {
@@ -129,7 +143,7 @@ function patchTimer(newState: Partial<TimerState>) {
}
type RundownData = {
numEvents: number;
numEvents: number; // length of rundown filtered for timed events
firstStart: MaybeNumber;
lastEnd: MaybeNumber;
totalDelay: number;
@@ -152,30 +166,33 @@ export function updateRundownData(rundownData: RundownData) {
/**
* Loads a given event into state
* @param event
* @param {OntimeEvent[]} playableEvents list of events availebe for playback
* @param {OntimeRundown} rundown the full rundown
* @param initialData potential data from restore point
*/
export function load(
event: OntimeEvent,
event: PlayableEvent,
rundown: OntimeRundown,
initialData?: Partial<TimerState & RestorePoint>,
): boolean {
clear();
const eventIndex = rundown.findIndex((eventInMemory) => eventInMemory.id === event.id);
// filter rundown
const timedEvents = filterTimedEvents(rundown);
const eventIndex = timedEvents.findIndex((eventInMemory) => eventInMemory.id === event.id);
runtimeState.runtime.selectedEventIndex = eventIndex;
if (timedEvents.length === 0 || eventIndex === -1 || !isPlayableEvent(event)) {
return false;
}
loadNow(event, rundown);
loadNext(rundown);
// load events in memory along with their data
loadNow(timedEvents, eventIndex);
loadNext(timedEvents, eventIndex);
runtimeState.clock = clock.timeNow();
// 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;
// patch with potential provided data
if (initialData) {
patchTimer(initialData);
@@ -190,11 +207,25 @@ export function load(
return event.id === runtimeState.eventNow?.id;
}
export function loadNow(event: OntimeEvent, rundown: OntimeRundown) {
runtimeState.eventNow = event;
runtimeState.currentBlock.block = getRelevantBlock(rundown, event.id);
/**
* Loads current event and its public counterpart
*/
export function loadNow(timedEvents: OntimeEvent[], eventIndex: MaybeNumber = runtimeState.runtime.selectedEventIndex) {
if (eventIndex === null) {
// reset the state to indicate there is no selection
runtimeState.runtime.selectedEventIndex = null;
runtimeState.eventNow = null;
runtimeState.currentBlock.block = null;
runtimeState.currentBlock.startedAt = null;
return;
}
//if we are still in the same block keep the startedAt time
const event = timedEvents[eventIndex] as PlayableEvent;
runtimeState.runtime.selectedEventIndex = eventIndex;
runtimeState.eventNow = event;
runtimeState.currentBlock.block = getRelevantBlock(timedEvents, event.id);
// if we are still in the same block keep the startedAt time
if (runtimeState._prevCurrentBlock.block?.id === runtimeState.currentBlock.block?.id) {
runtimeState.currentBlock.startedAt = runtimeState._prevCurrentBlock.startedAt;
}
@@ -207,73 +238,81 @@ export function loadNow(event: OntimeEvent, rundown: OntimeRundown) {
runtimeState.publicEventNow = null;
// if there is nothing before, return
if (!runtimeState.runtime.selectedEventIndex) {
if (!eventIndex) {
return;
}
const playableEvents = filterPlayable(rundown);
// iterate backwards to find it
for (let i = runtimeState.runtime.selectedEventIndex; i >= 0; i--) {
if (playableEvents[i].isPublic) {
runtimeState.publicEventNow = playableEvents[i];
for (let i = eventIndex; i >= 0; i--) {
const event = timedEvents[i];
// we dont deal with events that are not playable
if (!isPlayableEvent(event)) {
continue;
}
if (event.isPublic) {
runtimeState.publicEventNow = event;
break;
}
}
}
}
export function loadNext(rundown: OntimeRundown) {
// assume there are no next events
runtimeState.eventNext = null;
runtimeState.publicEventNext = null;
if (runtimeState.runtime.selectedEventIndex === null) {
/**
* Loads the next event and its public counterpart
*/
export function loadNext(
timedEvents: OntimeEvent[],
eventIndex: MaybeNumber = runtimeState.runtime.selectedEventIndex,
) {
if (eventIndex === null) {
// reset the state to indicate there is no future event
runtimeState.eventNext = null;
runtimeState.publicEventNext = null;
return;
}
const playableEvents = filterPlayable(rundown);
const numEvents = playableEvents.length;
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;
}
if (runtimeState.runtime.selectedEventIndex < numEvents - 1) {
let nextPublic = false;
let nextProduction = false;
// the private event is the one immediately after the current event
if (runtimeState.eventNext === null) {
runtimeState.eventNext = event;
}
for (let i = runtimeState.runtime.selectedEventIndex + 1; i < numEvents; i++) {
// if we have not set private
if (!nextProduction) {
runtimeState.eventNext = playableEvents[i];
nextProduction = true;
}
// if event is public
if (event.isPublic) {
runtimeState.publicEventNext = event;
}
// if event is public
if (playableEvents[i].isPublic) {
runtimeState.publicEventNext = playableEvents[i];
nextPublic = true;
}
// Stop if both are set
if (nextPublic && nextProduction) break;
// Stop if both are set
if (runtimeState.eventNext !== null && runtimeState.publicEventNext !== null) {
return;
}
}
}
/**
* Resume from restore point
* @param restorePoint
* @param event
* @param playableEvents list of events availebe for playback
* @param rundown the full rundown
*/
export function resume(restorePoint: RestorePoint, event: OntimeEvent, rundown: OntimeRundown) {
export function resume(restorePoint: RestorePoint, event: PlayableEvent, rundown: OntimeRundown) {
load(event, rundown, restorePoint);
}
/**
* We only pass an event if we are hot reloading
* @param {OntimeEvent} event only passed if we are changing the data if a playing timer
* @param {PlayableEvent} event only passed if we are changing the data if a playing timer
*/
export function reload(event?: OntimeEvent) {
export function reload(event?: PlayableEvent): string | undefined {
// if there is no event loaded, nothing to do
if (runtimeState.eventNow === null) {
return;
}
// we only pass an event for hot reloading, ie: the event has changed
if (event) {
runtimeState.eventNow = event;
@@ -282,19 +321,39 @@ export function reload(event?: OntimeEvent) {
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd);
runtimeState.timer.current = getCurrent(runtimeState);
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
// handle edge cases with roll
if (runtimeState.timer.playback === Playback.Roll) {
// if waiting to roll, we update the targets and potentially start the timer
if (runtimeState._timer.secondaryTarget !== null) {
if (
runtimeState.eventNow.timeStart < runtimeState.clock &&
runtimeState.clock < runtimeState.eventNow.timeEnd
) {
// if the event is now, we queue a start
runtimeState._timer.secondaryTarget = runtimeState.eventNow.timeStart;
runtimeState.timer.secondaryTimer = runtimeState._timer.secondaryTarget - runtimeState.clock;
} else {
runtimeState._timer.secondaryTarget = normaliseRollStart(runtimeState.eventNow.timeStart, runtimeState.clock);
}
}
}
return runtimeState.eventNow.id;
}
// reset changes to timer progress
runtimeState.timer.playback = Playback.Armed;
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd);
runtimeState.timer.current = runtimeState.timer.duration;
runtimeState.timer.elapsed = null;
runtimeState.timer.startedAt = null;
runtimeState.timer.finishedAt = null;
runtimeState._timer.pausedAt = null;
runtimeState.timer.addedTime = 0;
runtimeState._timer.pausedAt = null;
// this could be looked after by the timer
runtimeState.timer.elapsed = null;
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
runtimeState.currentBlock.startedAt = null;
@@ -302,16 +361,13 @@ export function reload(event?: OntimeEvent) {
}
/**
* Used in situations when we want to reload all events
* without interrupting timer
* @param eventNow
* @param playableEvents
* @param rundown
* Used in situations when we want to hot-reload all events without interrupting timer
*/
export function reloadAll(eventNow: OntimeEvent, rundown: OntimeRundown) {
loadNow(eventNow, rundown);
loadNext(rundown);
reload(eventNow);
export function reloadAll(rundown: OntimeRundown) {
const timedEvents = filterTimedEvents(rundown);
loadNow(timedEvents);
loadNext(timedEvents);
reload(runtimeState.eventNow ?? undefined);
}
export function start(state: RuntimeState = runtimeState): boolean {
@@ -336,7 +392,6 @@ export function start(state: RuntimeState = runtimeState): boolean {
}
if (state.currentBlock.startedAt === null) {
console.log('currentBlock.startedAt is null, setting new start');
state.currentBlock.startedAt = state.clock;
}
@@ -381,11 +436,22 @@ export function stop(state: RuntimeState = runtimeState): boolean {
return true;
}
/**
* Exposes functionality to add user time to the timer externally
*/
export function addTime(amount: number) {
if (runtimeState.timer.current === null) {
return false;
}
// as long as there is a timer, we need an expected finish
// eslint-disable-next-line no-unused-labels -- dev code path
DEV: {
if (runtimeState.timer.expectedFinish === null) {
throw new Error('runtimeState.addTime: invalid state received');
}
}
// handle edge cases
// !!! we need to handle side effects before updating the state
const willGoNegative = amount < 0 && Math.abs(amount) > runtimeState.timer.current;
@@ -415,7 +481,7 @@ export function addTime(amount: number) {
export type UpdateResult = {
hasTimerFinished: boolean;
shouldCallRoll: boolean;
hasSecondaryTimerFinished: boolean;
};
export function update(): UpdateResult {
@@ -429,18 +495,21 @@ export function update(): UpdateResult {
// 2. are we waiting to roll?
if (runtimeState.timer.playback === Playback.Roll && runtimeState.timer.secondaryTimer !== null) {
return updateIfWaitingToRoll(runtimeState.timer.secondaryTimer);
return updateIfWaitingToRoll();
}
// 3. at this point we know that we are playing an event
// reset data
runtimeState.timer.secondaryTimer = null;
// update timer state
if (!runtimeState.timer.duration) {
throw new Error('Timer duration is not set');
// eslint-disable-next-line no-unused-labels -- dev code path
DEV: {
if (!runtimeState.timer.duration) {
throw new Error('runtimeState.update: invalid state received');
}
}
// update timer state
runtimeState.timer.current = getCurrent(runtimeState);
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
runtimeState.timer.phase = getTimerPhase(runtimeState);
@@ -462,55 +531,128 @@ export function update(): UpdateResult {
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
}
return { hasTimerFinished: finishedNow, shouldCallRoll: finishedNow };
return { hasTimerFinished: finishedNow, hasSecondaryTimerFinished: false };
function updateIfIdle() {
// if nothing is running, nothing to do
return { hasTimerFinished: false, shouldCallRoll: false };
return { hasTimerFinished: false, hasSecondaryTimerFinished: false };
}
function updateIfWaitingToRoll(targetTime: number) {
runtimeState.timer.secondaryTimer = targetTime - runtimeState.clock;
function updateIfWaitingToRoll() {
// eslint-disable-next-line no-unused-labels -- dev code path
DEV: {
if (runtimeState.eventNow === null || runtimeState._timer.secondaryTarget === null) {
throw new Error('runtimeState.updateIfWaitingToRoll: invalid state received');
}
}
runtimeState.timer.phase = TimerPhase.Pending;
return { hasTimerFinished: false, shouldCallRoll: runtimeState.timer.secondaryTimer < 0 };
runtimeState.timer.secondaryTimer = runtimeState._timer.secondaryTarget - runtimeState.clock;
return { hasTimerFinished: false, hasSecondaryTimerFinished: runtimeState.timer.secondaryTimer < 0 };
}
}
export function roll(rundown: OntimeRundown) {
const selectedEventIndex = runtimeState.runtime.selectedEventIndex;
const playableEvents = filterPlayable(rundown);
export function roll(rundown: OntimeRundown): { eventId: MaybeString; didStart: boolean } {
// 1. if an event is running, we simply take over the playback
if (runtimeState.timer.playback === Playback.Play && runtimeState.runtime.selectedEventIndex !== null) {
runtimeState.timer.playback = Playback.Roll;
return { eventId: runtimeState.eventNow?.id ?? null, didStart: false };
}
clear();
runtimeState.runtime.numEvents = playableEvents.length;
const { nextEvent, currentEvent } = getRollTimers(playableEvents, runtimeState.clock, selectedEventIndex);
if (currentEvent) {
// there is something running, load
runtimeState.timer.secondaryTimer = null;
// 2. if there is an event armed, we use it
if (runtimeState.timer.playback === Playback.Armed && runtimeState.eventNow !== null) {
runtimeState.timer.playback = Playback.Roll;
// account for event that finishes the day after
const endTime =
currentEvent.timeEnd < currentEvent.timeStart ? currentEvent.timeEnd + dayInMs : currentEvent.timeEnd;
const normalisedEndTime =
runtimeState.eventNow.timeEnd < runtimeState.eventNow.timeStart
? runtimeState.eventNow.timeEnd + dayInMs
: runtimeState.eventNow.timeEnd;
runtimeState.timer.expectedFinish = normalisedEndTime;
// when we load a timer in roll, we do the same things as before
// but also pre-populate some data as to the running state
load(currentEvent, rundown, {
startedAt: currentEvent.timeStart,
expectedFinish: currentEvent.timeEnd,
current: endTime - runtimeState.clock,
});
} else if (nextEvent) {
if (nextEvent.isPublic) {
runtimeState.publicEventNext = nextEvent;
// state catch up
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, normalisedEndTime);
runtimeState.timer.current = runtimeState.timer.duration;
runtimeState.timer.elapsed = 0;
// check if the event is ready to start or if needs to be waited
const isNow = checkIsNow(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd, runtimeState.clock);
if (isNow) {
runtimeState.timer.startedAt = runtimeState.clock;
// update runtime
if (!runtimeState.runtime.actualStart) {
runtimeState.runtime.actualStart = runtimeState.clock;
}
} else {
runtimeState._timer.secondaryTarget = normaliseRollStart(runtimeState.eventNow.timeStart, runtimeState.clock);
runtimeState.timer.secondaryTimer = runtimeState._timer.secondaryTarget - runtimeState.clock;
runtimeState.timer.phase = TimerPhase.Pending;
}
runtimeState.eventNext = nextEvent;
// account for day after
const nextStart = nextEvent.timeStart < runtimeState.clock ? nextEvent.timeStart + dayInMs : nextEvent.timeStart;
// nothing now, but something coming up
runtimeState.timer.phase = TimerPhase.Pending;
runtimeState.timer.secondaryTimer = nextStart - runtimeState.clock;
return { eventId: runtimeState.eventNow.id, didStart: isNow };
}
// 3. if there is no event running, we need to find the next event
const timedEvents = filterTimedEvents(rundown);
if (timedEvents.length === 0) {
throw new Error('No playable events found');
}
clear();
const { index, isPending } = loadRoll(timedEvents, runtimeState.clock);
// load events in memory along with their data
loadNow(timedEvents, index);
loadNext(timedEvents, index);
// update roll state
runtimeState.timer.playback = Playback.Roll;
runtimeState.runtime.numEvents = timedEvents.length;
// in roll mode spec, there should always be something to load
// as long as playableEvents is not empty
// eslint-disable-next-line no-unused-labels -- dev code path
DEV: {
if (runtimeState.eventNow === null) {
throw new Error('runtimeState.roll: invalid state received');
}
}
if (isPending) {
// there is nothing now, but something coming up
runtimeState.timer.phase = TimerPhase.Pending;
// we need to normalise start time in case it is the day after
runtimeState._timer.secondaryTarget = normaliseRollStart(runtimeState.eventNow.timeStart, runtimeState.clock);
runtimeState.timer.secondaryTimer = runtimeState._timer.secondaryTarget - runtimeState.clock;
// preload timer properties
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd);
runtimeState.timer.current = runtimeState.timer.duration;
return { eventId: runtimeState.eventNow.id, didStart: false };
}
// there is something to run, load event
// event will finish on time
// account for event that finishes the day after
const endTime =
runtimeState.eventNow.timeEnd < runtimeState.eventNow.timeStart
? runtimeState.eventNow.timeEnd + dayInMs
: runtimeState.eventNow.timeEnd;
runtimeState.timer.startedAt = runtimeState.clock;
runtimeState.timer.expectedFinish = endTime;
// we add time to allow timer to catch up
runtimeState.timer.addedTime = -(runtimeState.clock - runtimeState.eventNow.timeStart);
// state catch up
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, endTime);
runtimeState.timer.current = getCurrent(runtimeState);
runtimeState.timer.elapsed = 0;
// update runtime
runtimeState.runtime.actualStart = runtimeState.clock;
return { eventId: runtimeState.eventNow.id, didStart: true };
}