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
@@ -252,10 +252,10 @@ class RuntimeService {
const onlyChangedNow = affectedIds?.length === 1 && affectedIds.at(0) === eventNow.id; const onlyChangedNow = affectedIds?.length === 1 && affectedIds.at(0) === eventNow.id;
if (onlyChangedNow) { if (onlyChangedNow) {
runtimeState.reload(eventNow); runtimeState.updateLoaded(eventNow);
} else { } else {
const rundown = getRundown(); const rundown = getRundown();
runtimeState.reloadAll(rundown); runtimeState.updateAll(rundown);
} }
return; return;
} }
@@ -544,14 +544,9 @@ class RuntimeService {
public reload() { public reload() {
const state = runtimeState.getState(); const state = runtimeState.getState();
if (state.eventNow) { if (state.eventNow) {
const eventId = runtimeState.reload(); return this.loadEvent(state.eventNow);
if (eventId) {
logger.info(LogOrigin.Playback, `Loaded event with ID ${eventId}`);
process.nextTick(() => {
integrationService.dispatch(TimerLifeCycle.onLoad);
});
}
} }
return false;
} }
/** /**
+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 * 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 * @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 there is no event loaded, nothing to do
if (runtimeState.eventNow === null) { if (runtimeState.eventNow === null) {
return; 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 * 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); const timedEvents = filterTimedEvents(rundown);
loadNow(timedEvents); loadNow(timedEvents);
loadNext(timedEvents); loadNext(timedEvents);
reload(runtimeState.eventNow ?? undefined); updateLoaded(runtimeState.eventNow ?? undefined);
} }
export function start(state: RuntimeState = runtimeState): boolean { export function start(state: RuntimeState = runtimeState): boolean {