refactor: timer update

This commit is contained in:
Carlos Valente
2024-07-16 21:29:31 +02:00
committed by Carlos Valente
parent cb773ded9f
commit edc7f20d7a
7 changed files with 195 additions and 397 deletions
@@ -36,7 +36,6 @@ const mockState = {
},
_timer: {
pausedAt: null,
secondaryTarget: null,
},
} as RuntimeState;
+65 -83
View File
@@ -1,9 +1,8 @@
import { MaybeNumber, OntimeEvent, Playback, Runtime, TimerPhase, TimerState, TimerType } from 'ontime-types';
import { MaybeNumber, OntimeEvent, Playback, Runtime, TimerPhase, TimerState } from 'ontime-types';
import { calculateDuration, dayInMs } from 'ontime-utils';
import { clock } from '../services/Clock.js';
import { RestorePoint } from '../services/RestoreService.js';
import {
getCurrent,
getExpectedEnd,
@@ -11,32 +10,32 @@ import {
getRollTimers,
getRuntimeOffset,
getTimerPhase,
skippedOutOfEvent,
updateRoll,
isPlaybackActive,
} from '../services/timerUtils.js';
import { timerConfig } from '../config/config.js';
const initialRuntime: Runtime = {
selectedEventIndex: null,
numEvents: 0,
offset: 0,
plannedStart: 0,
plannedEnd: 0,
actualStart: null,
expectedEnd: null,
selectedEventIndex: null, // changes if rundown changes or we load a new event
numEvents: 0, // change initiated by user
offset: 0, // changes at runtime
plannedStart: 0, // only changes if event changes
plannedEnd: 0, // only changes if event changes
actualStart: null, // set once we start the timer
expectedEnd: null, // changes with runtime, based on offset
} as const;
const initialTimer: TimerState = {
addedTime: 0,
current: null,
duration: null,
elapsed: null,
expectedFinish: null, // TODO: expected finish could account for midnight, we cleanup in the clients
finishedAt: null,
phase: TimerPhase.None,
playback: Playback.Stop,
secondaryTimer: null,
startedAt: null,
current: null, // changes on every update
duration: null, // only changes if event changes
elapsed: null, // changes on every update
// TODO: expected finish could account for midnight, we cleanup in the clients
expectedFinish: null, // change can only be initiated by user
finishedAt: null, // can change on update or user action
phase: TimerPhase.None, // can change on update or user action
playback: Playback.Stop, // change initiated by user
secondaryTimer: null, // change on every update
startedAt: null, // change can only be initiated by user
} as const;
export type RuntimeState = {
@@ -49,10 +48,9 @@ export type RuntimeState = {
timer: TimerState;
// private properties of the timer calculations
_timer: {
forceFinish: MaybeNumber;
forceFinish: MaybeNumber; // wether we should declare an event as finished, will contain the finish time
totalDelay: number; // this value comes from rundown service
pausedAt: MaybeNumber;
secondaryTarget: MaybeNumber;
};
};
@@ -68,7 +66,6 @@ const runtimeState: RuntimeState = {
forceFinish: null,
totalDelay: 0,
pausedAt: null,
secondaryTarget: null,
},
};
@@ -93,7 +90,6 @@ export function clear() {
// we maintain the total delay
runtimeState._timer.pausedAt = null;
runtimeState._timer.secondaryTarget = null;
}
/**
@@ -125,7 +121,8 @@ export function updateRundownData(rundownData: RundownData) {
runtimeState.runtime.numEvents = rundownData.numEvents;
runtimeState.runtime.plannedStart = rundownData.firstStart;
runtimeState.runtime.plannedEnd = rundownData.firstStart + rundownData.totalDuration;
runtimeState.runtime.plannedEnd =
rundownData.firstStart === null ? null : rundownData.firstStart + rundownData.totalDuration;
runtimeState.runtime.expectedEnd = getExpectedEnd(runtimeState);
}
@@ -282,7 +279,6 @@ export function start(state: RuntimeState = runtimeState): boolean {
}
state.clock = clock.timeNow();
state.timer.secondaryTimer = null;
state._timer.secondaryTarget = null;
// add paused time if it exists
if (state._timer.pausedAt) {
@@ -374,73 +370,60 @@ export type UpdateResult = {
};
export function update(): UpdateResult {
let hasTimerFinished = false;
let shouldCallRoll = false; // we also need to call roll if a secondary timer has finished
// 0. there are some things we always do
runtimeState.clock = clock.timeNow(); // we update the clock on every update call
const previousTime = runtimeState.clock;
runtimeState.clock = clock.timeNow();
// we call integrations if we update timers
if (runtimeState.timer.playback === Playback.Roll) {
const result = onRollUpdate();
shouldCallRoll = result.doRoll;
hasTimerFinished = result.isFinished;
} else if (runtimeState.timer.startedAt !== null) {
// we only update timer if a timer has been started
const result = onPlayUpdate();
hasTimerFinished = result.isFinished;
} else if (runtimeState.eventNow?.timerType === TimerType.TimeToEnd) {
// or if we are in a time-to-end timer
runtimeState.timer.current = getCurrent(runtimeState);
runtimeState.timer.duration = runtimeState.timer.current;
// 1. is playback idle?
if (!isPlaybackActive(runtimeState)) {
return updateIfIdle();
}
// update timer phase
runtimeState.timer.phase = getTimerPhase(runtimeState);
// 2. are we waiting to roll?
if (runtimeState.timer.playback === Playback.Roll && runtimeState.timer.secondaryTimer !== null) {
return updateIfWaitingToRoll(runtimeState.timer.secondaryTimer);
}
// update offset
// 3. at this point we know that we are playing an event
// reset data
runtimeState.timer.secondaryTimer = null;
// update timer state
if (!runtimeState.timer.duration) {
throw new Error('Timer duration is not set');
}
runtimeState.timer.current = getCurrent(runtimeState);
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
runtimeState.timer.phase = getTimerPhase(runtimeState);
runtimeState.timer.elapsed = runtimeState.timer.duration - runtimeState.timer.current;
// update runtime, needs up-to-date timer state
runtimeState.runtime.offset = getRuntimeOffset(runtimeState);
runtimeState.runtime.expectedEnd = getExpectedEnd(runtimeState);
return {
hasTimerFinished,
shouldCallRoll,
};
const finishedNow =
Boolean(runtimeState._timer.forceFinish) ||
(runtimeState.timer.current <= timerConfig.triggerAhead && runtimeState.timer.finishedAt === null);
function onRollUpdate() {
const hasSkippedOutOfEvent = skippedOutOfEvent(runtimeState, previousTime, timerConfig.skipLimit);
if (hasSkippedOutOfEvent) {
return { doRoll: true };
}
const { updatedTimer, updatedSecondaryTimer, doRollLoad, isFinished } = updateRoll(runtimeState);
runtimeState.timer.current = updatedTimer;
runtimeState.timer.secondaryTimer = updatedSecondaryTimer;
runtimeState.timer.elapsed = runtimeState.timer.duration - runtimeState.timer.current;
return { doRoll: doRollLoad, isFinished };
if (finishedNow) {
// reset state
runtimeState._timer.forceFinish;
runtimeState.timer.finishedAt = runtimeState._timer.forceFinish ?? runtimeState.clock;
} else {
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
}
function onPlayUpdate() {
let isFinished = false;
runtimeState.timer.current = getCurrent(runtimeState);
const shouldForceFinish = runtimeState._timer.forceFinish !== null;
const finishedNow =
shouldForceFinish ||
(runtimeState.timer.current <= timerConfig.triggerAhead && runtimeState.timer.finishedAt === null);
return { hasTimerFinished: finishedNow, shouldCallRoll: finishedNow };
if (runtimeState.timer.playback === Playback.Play && finishedNow) {
runtimeState.timer.finishedAt = runtimeState._timer.forceFinish ?? runtimeState.clock;
isFinished = true;
} else {
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
}
function updateIfIdle() {
// if nothing is running, nothing to do
return { hasTimerFinished: false, shouldCallRoll: false };
}
if (shouldForceFinish) {
runtimeState._timer.forceFinish = null;
}
runtimeState.timer.elapsed = runtimeState.timer.duration - runtimeState.timer.current;
return { isFinished };
function updateIfWaitingToRoll(targetTime: number) {
runtimeState.timer.secondaryTimer = targetTime - runtimeState.clock;
runtimeState.timer.phase = TimerPhase.Pending;
return { hasTimerFinished: false, shouldCallRoll: runtimeState.timer.secondaryTimer < 0 };
}
}
@@ -454,7 +437,6 @@ export function roll(rundown: OntimeEvent[]) {
if (currentEvent) {
// there is something running, load
runtimeState.timer.secondaryTimer = null;
runtimeState._timer.secondaryTarget = null;
// account for event that finishes the day after
const endTime =
@@ -475,8 +457,8 @@ export function roll(rundown: OntimeEvent[]) {
// 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;
runtimeState._timer.secondaryTarget = nextStart;
}
runtimeState.timer.playback = Playback.Roll;