fix TimerPahse difference from load and reload (#1179)

* use loadEvent function to reload

* rename reload to updateLoaded
This commit is contained in:
Alex Christoffer Rasmussen
2024-08-12 20:14:06 +02:00
committed by GitHub
parent d3620b52f4
commit dc06a9afc3
2 changed files with 7 additions and 12 deletions
+3 -3
View File
@@ -307,7 +307,7 @@ export function resume(restorePoint: RestorePoint, event: PlayableEvent, rundown
* We only pass an event if we are hot reloading
* @param {PlayableEvent} event only passed if we are changing the data if a playing timer
*/
export function reload(event?: PlayableEvent): string | undefined {
export function updateLoaded(event?: PlayableEvent): string | undefined {
// if there is no event loaded, nothing to do
if (runtimeState.eventNow === null) {
return;
@@ -363,11 +363,11 @@ export function reload(event?: PlayableEvent): string | undefined {
/**
* Used in situations when we want to hot-reload all events without interrupting timer
*/
export function reloadAll(rundown: OntimeRundown) {
export function updateAll(rundown: OntimeRundown) {
const timedEvents = filterTimedEvents(rundown);
loadNow(timedEvents);
loadNext(timedEvents);
reload(runtimeState.eventNow ?? undefined);
updateLoaded(runtimeState.eventNow ?? undefined);
}
export function start(state: RuntimeState = runtimeState): boolean {