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fix TimerPahse difference from load and reload (#1179)
* use loadEvent function to reload * rename reload to updateLoaded
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dc06a9afc3
@@ -252,10 +252,10 @@ class RuntimeService {
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const onlyChangedNow = affectedIds?.length === 1 && affectedIds.at(0) === eventNow.id;
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if (onlyChangedNow) {
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runtimeState.reload(eventNow);
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runtimeState.updateLoaded(eventNow);
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} else {
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const rundown = getRundown();
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runtimeState.reloadAll(rundown);
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runtimeState.updateAll(rundown);
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}
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return;
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}
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@@ -544,14 +544,9 @@ class RuntimeService {
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public reload() {
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const state = runtimeState.getState();
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if (state.eventNow) {
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const eventId = runtimeState.reload();
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if (eventId) {
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logger.info(LogOrigin.Playback, `Loaded event with ID ${eventId}`);
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process.nextTick(() => {
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integrationService.dispatch(TimerLifeCycle.onLoad);
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});
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}
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return this.loadEvent(state.eventNow);
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}
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return false;
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}
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/**
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@@ -307,7 +307,7 @@ export function resume(restorePoint: RestorePoint, event: PlayableEvent, rundown
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* We only pass an event if we are hot reloading
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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?: PlayableEvent): string | undefined {
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export function updateLoaded(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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@@ -363,11 +363,11 @@ export function reload(event?: PlayableEvent): string | undefined {
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/**
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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(rundown: OntimeRundown) {
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export function updateAll(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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updateLoaded(runtimeState.eventNow ?? undefined);
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}
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export function start(state: RuntimeState = runtimeState): boolean {
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