mirror of
https://github.com/cpvalente/ontime.git
synced 2026-08-14 20:03:52 +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
This commit is contained in:
@@ -1,14 +1,17 @@
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import {
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CurrentBlockState,
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isPlayableEvent,
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MaybeNumber,
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MaybeString,
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OntimeEvent,
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OntimeRundown,
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PlayableEvent,
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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 { calculateDuration, checkIsNow, dayInMs, filterTimedEvents, 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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@@ -16,12 +19,12 @@ import {
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getCurrent,
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getExpectedEnd,
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getExpectedFinish,
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getRollTimers,
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getRuntimeOffset,
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getTimerPhase,
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isPlaybackActive,
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} from '../services/timerUtils.js';
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import { timerConfig } from '../config/config.js';
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import { loadRoll, normaliseRollStart } from '../services/rollUtils.js';
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const initialRuntime: Runtime = {
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selectedEventIndex: null, // changes if rundown changes or we load a new event
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@@ -38,8 +41,7 @@ const initialTimer: TimerState = {
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current: null, // changes on every update
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duration: null, // only changes if event changes
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elapsed: null, // changes on every update
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// TODO: expected finish could account for midnight, we cleanup in the clients
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expectedFinish: null, // change can only be initiated by user
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expectedFinish: null, // change can only be initiated by user, can roll over midnight
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finishedAt: null, // can change on update or user action
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phase: TimerPhase.None, // can change on update or user action
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playback: Playback.Stop, // change initiated by user
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@@ -49,11 +51,11 @@ 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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eventNow: PlayableEvent | 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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publicEventNow: PlayableEvent | null;
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eventNext: PlayableEvent | null;
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publicEventNext: PlayableEvent | null;
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runtime: Runtime;
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timer: TimerState;
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// private properties of the timer calculations
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@@ -61,6 +63,7 @@ export type RuntimeState = {
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forceFinish: MaybeNumber; // wether we should declare an event as finished, will contain the finish time
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totalDelay: number; // this value comes from rundown service
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pausedAt: MaybeNumber;
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secondaryTarget: MaybeNumber;
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};
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_prevCurrentBlock: CurrentBlockState;
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};
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@@ -81,6 +84,7 @@ const runtimeState: RuntimeState = {
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forceFinish: null,
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totalDelay: 0,
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pausedAt: null,
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secondaryTarget: null,
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},
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_prevCurrentBlock: {
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block: null,
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@@ -89,7 +93,17 @@ const runtimeState: RuntimeState = {
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};
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export function getState(): Readonly<RuntimeState> {
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return runtimeState;
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// create a shallow copy of the state
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return {
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...runtimeState,
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eventNow: runtimeState.eventNow ? { ...runtimeState.eventNow } : null,
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eventNext: runtimeState.eventNext ? { ...runtimeState.eventNext } : null,
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publicEventNow: runtimeState.publicEventNow ? { ...runtimeState.publicEventNow } : null,
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publicEventNext: runtimeState.publicEventNext ? { ...runtimeState.publicEventNext } : null,
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runtime: { ...runtimeState.runtime },
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timer: { ...runtimeState.timer },
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_timer: { ...runtimeState._timer },
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};
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}
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export function clear() {
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@@ -129,7 +143,7 @@ function patchTimer(newState: Partial<TimerState>) {
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}
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type RundownData = {
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numEvents: number;
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numEvents: number; // length of rundown filtered for timed events
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firstStart: MaybeNumber;
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lastEnd: MaybeNumber;
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totalDelay: number;
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@@ -152,30 +166,33 @@ 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 {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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event: PlayableEvent,
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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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const eventIndex = rundown.findIndex((eventInMemory) => eventInMemory.id === event.id);
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// filter rundown
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const timedEvents = filterTimedEvents(rundown);
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const eventIndex = timedEvents.findIndex((eventInMemory) => eventInMemory.id === event.id);
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runtimeState.runtime.selectedEventIndex = eventIndex;
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if (timedEvents.length === 0 || eventIndex === -1 || !isPlayableEvent(event)) {
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return false;
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}
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loadNow(event, rundown);
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loadNext(rundown);
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// load events in memory along with their data
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loadNow(timedEvents, eventIndex);
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loadNext(timedEvents, eventIndex);
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runtimeState.clock = clock.timeNow();
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// update state
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runtimeState.timer.playback = Playback.Armed;
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runtimeState.timer.duration = calculateDuration(event.timeStart, event.timeEnd);
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runtimeState.timer.current = getCurrent(runtimeState);
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runtimeState.runtime.numEvents = timedEvents.length;
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// patch with potential provided data
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if (initialData) {
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patchTimer(initialData);
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@@ -190,11 +207,25 @@ 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, rundown: OntimeRundown) {
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runtimeState.eventNow = event;
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runtimeState.currentBlock.block = getRelevantBlock(rundown, event.id);
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/**
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* Loads current event and its public counterpart
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*/
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export function loadNow(timedEvents: OntimeEvent[], eventIndex: MaybeNumber = runtimeState.runtime.selectedEventIndex) {
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if (eventIndex === null) {
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// reset the state to indicate there is no selection
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runtimeState.runtime.selectedEventIndex = null;
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runtimeState.eventNow = null;
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runtimeState.currentBlock.block = null;
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runtimeState.currentBlock.startedAt = null;
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return;
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}
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//if we are still in the same block keep the startedAt time
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const event = timedEvents[eventIndex] as PlayableEvent;
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runtimeState.runtime.selectedEventIndex = eventIndex;
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runtimeState.eventNow = event;
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runtimeState.currentBlock.block = getRelevantBlock(timedEvents, 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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@@ -207,73 +238,81 @@ export function loadNow(event: OntimeEvent, rundown: OntimeRundown) {
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runtimeState.publicEventNow = null;
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// if there is nothing before, return
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if (!runtimeState.runtime.selectedEventIndex) {
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if (!eventIndex) {
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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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runtimeState.publicEventNow = playableEvents[i];
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for (let i = eventIndex; i >= 0; i--) {
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const event = timedEvents[i];
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// we dont deal with events that are not playable
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if (!isPlayableEvent(event)) {
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continue;
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}
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if (event.isPublic) {
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runtimeState.publicEventNow = event;
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break;
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}
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}
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}
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}
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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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if (runtimeState.runtime.selectedEventIndex === null) {
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/**
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* Loads the next event and its public counterpart
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*/
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export function loadNext(
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timedEvents: OntimeEvent[],
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eventIndex: MaybeNumber = runtimeState.runtime.selectedEventIndex,
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) {
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if (eventIndex === null) {
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// reset the state to indicate there is no future event
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runtimeState.eventNext = null;
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runtimeState.publicEventNext = null;
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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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for (let i = eventIndex + 1; i < timedEvents.length; i++) {
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const event = timedEvents[i];
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// we dont deal with events that are not playable
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if (!isPlayableEvent(event)) {
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continue;
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}
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if (runtimeState.runtime.selectedEventIndex < numEvents - 1) {
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let nextPublic = false;
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let nextProduction = false;
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// the private event is the one immediately after the current event
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if (runtimeState.eventNext === null) {
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runtimeState.eventNext = event;
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}
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for (let i = runtimeState.runtime.selectedEventIndex + 1; i < numEvents; i++) {
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// if we have not set private
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if (!nextProduction) {
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runtimeState.eventNext = playableEvents[i];
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nextProduction = true;
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}
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// if event is public
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if (event.isPublic) {
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runtimeState.publicEventNext = event;
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}
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// if event is public
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if (playableEvents[i].isPublic) {
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runtimeState.publicEventNext = playableEvents[i];
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nextPublic = true;
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}
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// Stop if both are set
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if (nextPublic && nextProduction) break;
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// Stop if both are set
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if (runtimeState.eventNext !== null && runtimeState.publicEventNext !== null) {
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return;
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}
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}
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}
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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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export function resume(restorePoint: RestorePoint, event: PlayableEvent, rundown: OntimeRundown) {
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load(event, rundown, restorePoint);
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}
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/**
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* We only pass an event if we are hot reloading
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* @param {OntimeEvent} event only passed if we are changing the data if a playing timer
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* @param {PlayableEvent} event only passed if we are changing the data if a playing timer
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*/
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export function reload(event?: OntimeEvent) {
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export function reload(event?: PlayableEvent): string | undefined {
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// if there is no event loaded, nothing to do
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if (runtimeState.eventNow === null) {
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return;
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}
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// we only pass an event for hot reloading, ie: the event has changed
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if (event) {
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runtimeState.eventNow = event;
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@@ -282,19 +321,39 @@ export function reload(event?: OntimeEvent) {
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runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd);
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runtimeState.timer.current = getCurrent(runtimeState);
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runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
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// handle edge cases with roll
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if (runtimeState.timer.playback === Playback.Roll) {
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// if waiting to roll, we update the targets and potentially start the timer
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if (runtimeState._timer.secondaryTarget !== null) {
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if (
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runtimeState.eventNow.timeStart < runtimeState.clock &&
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runtimeState.clock < runtimeState.eventNow.timeEnd
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) {
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// if the event is now, we queue a start
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runtimeState._timer.secondaryTarget = runtimeState.eventNow.timeStart;
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runtimeState.timer.secondaryTimer = runtimeState._timer.secondaryTarget - runtimeState.clock;
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} else {
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runtimeState._timer.secondaryTarget = normaliseRollStart(runtimeState.eventNow.timeStart, runtimeState.clock);
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}
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}
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}
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return runtimeState.eventNow.id;
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}
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// reset changes to timer progress
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runtimeState.timer.playback = Playback.Armed;
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runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd);
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runtimeState.timer.current = runtimeState.timer.duration;
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runtimeState.timer.elapsed = null;
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runtimeState.timer.startedAt = null;
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runtimeState.timer.finishedAt = null;
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runtimeState._timer.pausedAt = null;
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runtimeState.timer.addedTime = 0;
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runtimeState._timer.pausedAt = null;
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// this could be looked after by the timer
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runtimeState.timer.elapsed = null;
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runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
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runtimeState.currentBlock.startedAt = null;
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@@ -302,16 +361,13 @@ export function reload(event?: OntimeEvent) {
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}
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/**
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* Used in situations when we want to reload all events
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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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* Used in situations when we want to hot-reload all events without interrupting timer
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*/
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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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export function reloadAll(rundown: OntimeRundown) {
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const timedEvents = filterTimedEvents(rundown);
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loadNow(timedEvents);
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loadNext(timedEvents);
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reload(runtimeState.eventNow ?? undefined);
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}
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export function start(state: RuntimeState = runtimeState): boolean {
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@@ -336,7 +392,6 @@ export function start(state: RuntimeState = runtimeState): boolean {
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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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@@ -381,11 +436,22 @@ export function stop(state: RuntimeState = runtimeState): boolean {
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return true;
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}
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/**
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* Exposes functionality to add user time to the timer externally
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*/
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export function addTime(amount: number) {
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if (runtimeState.timer.current === null) {
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return false;
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}
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// as long as there is a timer, we need an expected finish
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// eslint-disable-next-line no-unused-labels -- dev code path
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DEV: {
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if (runtimeState.timer.expectedFinish === null) {
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throw new Error('runtimeState.addTime: invalid state received');
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}
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}
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// handle edge cases
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// !!! we need to handle side effects before updating the state
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const willGoNegative = amount < 0 && Math.abs(amount) > runtimeState.timer.current;
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@@ -415,7 +481,7 @@ export function addTime(amount: number) {
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export type UpdateResult = {
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hasTimerFinished: boolean;
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shouldCallRoll: boolean;
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hasSecondaryTimerFinished: boolean;
|
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};
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export function update(): UpdateResult {
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@@ -429,18 +495,21 @@ export function update(): UpdateResult {
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// 2. are we waiting to roll?
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if (runtimeState.timer.playback === Playback.Roll && runtimeState.timer.secondaryTimer !== null) {
|
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return updateIfWaitingToRoll(runtimeState.timer.secondaryTimer);
|
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return updateIfWaitingToRoll();
|
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}
|
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|
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// 3. at this point we know that we are playing an event
|
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// reset data
|
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runtimeState.timer.secondaryTimer = null;
|
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|
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// update timer state
|
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if (!runtimeState.timer.duration) {
|
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throw new Error('Timer duration is not set');
|
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// eslint-disable-next-line no-unused-labels -- dev code path
|
||||
DEV: {
|
||||
if (!runtimeState.timer.duration) {
|
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throw new Error('runtimeState.update: invalid state received');
|
||||
}
|
||||
}
|
||||
|
||||
// update timer state
|
||||
runtimeState.timer.current = getCurrent(runtimeState);
|
||||
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
|
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runtimeState.timer.phase = getTimerPhase(runtimeState);
|
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@@ -462,55 +531,128 @@ export function update(): UpdateResult {
|
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runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
|
||||
}
|
||||
|
||||
return { hasTimerFinished: finishedNow, shouldCallRoll: finishedNow };
|
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return { hasTimerFinished: finishedNow, hasSecondaryTimerFinished: false };
|
||||
|
||||
function updateIfIdle() {
|
||||
// if nothing is running, nothing to do
|
||||
return { hasTimerFinished: false, shouldCallRoll: false };
|
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return { hasTimerFinished: false, hasSecondaryTimerFinished: false };
|
||||
}
|
||||
|
||||
function updateIfWaitingToRoll(targetTime: number) {
|
||||
runtimeState.timer.secondaryTimer = targetTime - runtimeState.clock;
|
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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 };
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user