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https://github.com/cpvalente/ontime.git
synced 2026-08-12 10:53:51 +00:00
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
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@@ -1,4 +1,4 @@
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import { MaybeNumber, MaybeString, OntimeEvent, Playback, TimerPhase, TimerType } from 'ontime-types';
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import { MaybeNumber, Playback, TimerPhase, TimerType } from 'ontime-types';
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import { dayInMs } from 'ontime-utils';
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import { RuntimeState } from '../stores/runtimeState.js';
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@@ -93,12 +93,11 @@ export function getCurrent(state: RuntimeState): number {
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* @returns {boolean}
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*/
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export function skippedOutOfEvent(state: RuntimeState, previousTime: number, skipLimit: number): boolean {
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// eslint-disable-next-line no-unused-labels -- dev code path
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DEV: {
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if (state.timer.expectedFinish === null || state.timer.startedAt === null) {
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throw new Error('timerUtils.skippedOutOfEvent: invalid state received');
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}
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// we cant have skipped if we havent started
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if (state.timer.expectedFinish === null || state.timer.startedAt === null) {
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return false;
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}
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const { startedAt, expectedFinish } = state.timer;
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const { clock } = state;
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@@ -112,155 +111,6 @@ export function skippedOutOfEvent(state: RuntimeState, previousTime: number, ski
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return hasSkipped && (adjustedClock > adjustedExpectedFinish || adjustedClock < startedAt);
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}
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type RollTimers = {
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nowIndex: MaybeNumber;
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nowId: MaybeString;
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publicIndex: MaybeNumber;
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nextIndex: MaybeNumber;
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publicNextIndex: MaybeNumber;
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timeToNext: MaybeNumber;
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nextEvent: OntimeEvent | null;
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nextPublicEvent: OntimeEvent | null;
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currentEvent: OntimeEvent | null;
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currentPublicEvent: OntimeEvent | null;
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};
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/**
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* Finds loading information given a current rundown and time
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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 = (
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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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let nextIndex: MaybeNumber = null; // index of next event
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let publicNextIndex: MaybeNumber = null; // index of next public event
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let timeToNext: MaybeNumber = null; // counter: time for next event
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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 === 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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let nextEvent: OntimeEvent | null = null;
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let nextPublicEvent: OntimeEvent | null = null;
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let currentEvent: OntimeEvent | null = null;
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let currentPublicEvent: OntimeEvent | null = null;
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if (timeNow > lastNormalEnd) {
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// we are past last end
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// preload first and find next
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const firstEvent = filteredRundown.at(0);
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nextIndex = 0;
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nextEvent = firstEvent;
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timeToNext = firstEvent.timeStart + dayInMs - timeNow;
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if (firstEvent.isPublic) {
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nextPublicEvent = firstEvent;
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publicNextIndex = 0;
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} else {
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// look for next public
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// dev note: we feel that this is more efficient than filtering
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// since the next event will likely be close to the one playing
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for (const event of filteredRundown) {
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if (event.isPublic) {
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nextPublicEvent = event;
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// we need the index before this was sorted
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publicNextIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
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break;
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}
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}
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}
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} else {
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// flags: select first event if several overlapping
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let nowFound = false;
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// keep track of the end times when looking for public
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let publicTime = -1;
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for (const event of filteredRundown) {
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// When does the event end (handle midnight)
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const normalEnd = normaliseEndTime(event.timeStart, event.timeEnd);
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const hasNotEnded = normalEnd > timeNow;
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const isFromDayBefore = normalEnd > dayInMs && timeNow < event.timeEnd;
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const hasStarted = isFromDayBefore || timeNow >= event.timeStart;
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if (normalEnd <= timeNow) {
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// event ran already
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if (event.isPublic && normalEnd > publicTime) {
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// public event might not be the one running
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publicTime = normalEnd;
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currentPublicEvent = event;
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publicIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
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}
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} else if (hasNotEnded && hasStarted && !nowFound) {
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// event is running
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currentEvent = event;
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nowIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
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nowId = event.id;
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nowFound = true;
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// it could also be public
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if (event.isPublic) {
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publicTime = normalEnd;
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currentPublicEvent = event;
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publicIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
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}
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} else if (normalEnd > timeNow) {
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// event will run
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// we already know whats next and next-public
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if (nextIndex !== null && publicNextIndex !== null) {
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continue;
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}
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// look for next events
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// check how far the start is from now
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const timeToEventStart = event.timeStart - timeNow;
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// we don't have a next or this one starts sooner than current next
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if (nextIndex === null || timeToEventStart < timeToNext) {
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timeToNext = timeToEventStart;
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nextEvent = event;
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nextIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
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}
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if (event.isPublic) {
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// if we don't have a public next or this one start sooner than assigned next
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if (publicNextIndex === null || timeToEventStart < publicTimeToNext) {
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publicTimeToNext = timeToEventStart;
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nextPublicEvent = event;
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publicNextIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
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}
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}
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}
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}
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}
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return {
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nowIndex,
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nowId,
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publicIndex,
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nextIndex,
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publicNextIndex,
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timeToNext,
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nextEvent,
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nextPublicEvent,
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currentEvent,
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currentPublicEvent,
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};
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};
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/**
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* Calculates difference between the runtime and the schedule of an event
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* Positive offset is time ahead
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