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refactor: timer update
This commit is contained in:
committed by
Carlos Valente
parent
cb773ded9f
commit
edc7f20d7a
@@ -1,7 +1,6 @@
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import { MaybeNumber, MaybeString, OntimeEvent, 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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import { timerConfig } from '../config/config.js';
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/**
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* handle events that span over midnight
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@@ -56,6 +55,12 @@ export function getExpectedFinish(state: RuntimeState): MaybeNumber {
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*/
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export function getCurrent(state: RuntimeState): number {
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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.eventNow === null || state.timer.duration === null) {
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throw new Error('timerUtils.getCurrent: invalid state received');
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}
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}
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const { startedAt, duration, addedTime } = state.timer;
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const { timerType, timeStart, timeEnd } = state.eventNow;
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const { pausedAt } = state._timer;
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@@ -88,6 +93,12 @@ 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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}
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const { startedAt, expectedFinish } = state.timer;
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const { clock } = state;
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@@ -246,54 +257,6 @@ export const getRollTimers = (rundown: OntimeEvent[], timeNow: number, currentIn
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};
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};
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/**
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* @description Implements update functions for roll mode
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* @param {RuntimeState}
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* @returns object with selection variables
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*/
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export const updateRoll = (state: RuntimeState) => {
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const { current, expectedFinish, startedAt, secondaryTimer } = state.timer;
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const { secondaryTarget } = state._timer;
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const { clock } = state;
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const selectedEventId = state.eventNow?.id ?? null;
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// timers
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let updatedTimer = current;
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let updatedSecondaryTimer = secondaryTimer;
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// whether rollLoad should be called: force reload of events
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let doRollLoad = false;
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// whether finished event should trigger
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let isPrimaryFinished = false;
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if (selectedEventId && current !== null) {
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// if we have something selected and a timer, we are running
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const finishAt = expectedFinish >= startedAt ? expectedFinish : expectedFinish + dayInMs;
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updatedTimer = finishAt - clock;
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if (updatedTimer > dayInMs) {
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updatedTimer -= dayInMs;
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}
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if (updatedTimer <= timerConfig.triggerAhead) {
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isPrimaryFinished = true;
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// we need a new event
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doRollLoad = true;
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}
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} else if (secondaryTimer >= 0) {
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// if secondaryTimer is running we are in waiting to roll
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updatedSecondaryTimer = secondaryTarget - clock;
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if (updatedSecondaryTimer <= 0) {
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// we need a new event
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doRollLoad = true;
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}
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}
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return { updatedTimer, updatedSecondaryTimer, doRollLoad, isFinished: isPrimaryFinished };
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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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@@ -305,6 +268,14 @@ export function getRuntimeOffset(state: RuntimeState): number {
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return 0;
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}
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// eslint-disable-next-line no-unused-labels -- dev code path
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DEV: {
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// we know current exists as long as eventNow exists
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if (state.timer.current === null) {
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throw new Error('timerUtils.calculate: current must be set');
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}
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}
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const { clock } = state;
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const { timeStart, timerType } = state.eventNow;
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const { addedTime, current, startedAt } = state.timer;
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@@ -356,7 +327,7 @@ export function getTotalDuration(firstStart: number, lastEnd: number, daySpan: n
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*/
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export function getExpectedEnd(state: RuntimeState): MaybeNumber {
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// there is no expected end if we havent started
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if (state.runtime.actualStart === null) {
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if (state.runtime.actualStart === null || state.runtime.plannedEnd === null) {
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return null;
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}
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return state.runtime.plannedEnd - state.runtime.offset + state._timer.totalDelay;
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@@ -367,7 +338,7 @@ export function getExpectedEnd(state: RuntimeState): MaybeNumber {
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* @param state
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* @returns
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*/
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function isPlaybackActive(state: RuntimeState): boolean {
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export function isPlaybackActive(state: RuntimeState): boolean {
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return (
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state.timer.playback === Playback.Play ||
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state.timer.playback === Playback.Pause ||
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