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https://github.com/cpvalente/ontime.git
synced 2026-08-15 12:23:51 +00:00
refactor: setup global timer state (#629)
* refactor: setup global timer state --------- Co-authored-by: Carlos Valente <34649812+cpvalente@users.noreply.github.com> Co-authored-by: Carlos Valente <carlosvalente@pm.me>
This commit is contained in:
@@ -7,6 +7,7 @@ import { eventTimer } from './TimerService.js';
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import { clock } from './Clock.js';
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import { logger } from '../classes/Logger.js';
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import { RestorePoint } from './RestoreService.js';
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import { state } from '../state.js';
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/**
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* Service manages playback status of app
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@@ -164,9 +165,9 @@ export class PlaybackService {
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* Starts playback on selected event
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*/
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static start() {
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if (validatePlayback(eventTimer.playback).start) {
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if (validatePlayback(state.playback).start) {
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eventTimer.start();
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const newState = eventTimer.playback;
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const newState = state.playback;
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logger.info(LogOrigin.Playback, `Play Mode ${newState.toUpperCase()}`);
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}
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}
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@@ -186,9 +187,9 @@ export class PlaybackService {
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* Pauses playback on selected event
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*/
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static pause() {
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if (validatePlayback(eventTimer.playback).pause) {
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if (validatePlayback(state.playback).pause) {
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eventTimer.pause();
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const newState = eventTimer.playback;
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const newState = state.playback;
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logger.info(LogOrigin.Playback, `Play Mode ${newState.toUpperCase()}`);
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}
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}
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@@ -197,10 +198,10 @@ export class PlaybackService {
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* Stops timer and unloads any events
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*/
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static stop() {
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if (validatePlayback(eventTimer.playback).stop) {
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if (validatePlayback(state.playback).stop) {
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eventLoader.reset();
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eventTimer.stop();
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const newState = eventTimer.playback;
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const newState = state.playback;
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logger.info(LogOrigin.Playback, `Play Mode ${newState.toUpperCase()}`);
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}
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}
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@@ -209,8 +210,8 @@ export class PlaybackService {
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* Reloads current event
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*/
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static reload() {
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if (eventTimer.loadedTimerId) {
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this.loadById(eventTimer.loadedTimerId);
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if (state.timer.selectedEventId) {
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this.loadById(state.timer.selectedEventId);
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}
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}
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@@ -237,7 +238,7 @@ export class PlaybackService {
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eventTimer.roll(currentEvent, nextEvent);
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const newState = eventTimer.playback;
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const newState = state.playback;
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logger.info(LogOrigin.Playback, `Play Mode ${newState.toUpperCase()}`);
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}
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}
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@@ -274,7 +275,7 @@ export class PlaybackService {
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* @param {number} time - time to add in seconds
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*/
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static addTime(time: number) {
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if (eventTimer.loadedTimerId) {
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if (state.timer.selectedEventId) {
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const timeInMs = time * 1000;
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eventTimer.addTime(timeInMs);
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timeInMs > 0
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@@ -1,14 +1,8 @@
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import { EndAction, LogOrigin, OntimeEvent, Playback, TimerLifeCycle, TimerState, TimerType } from 'ontime-types';
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import { calculateDuration, dayInMs } from 'ontime-utils';
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import { LogOrigin, OntimeEvent, Playback } from 'ontime-types';
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import { eventStore } from '../stores/EventStore.js';
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import { PlaybackService } from './PlaybackService.js';
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import { updateRoll } from './rollUtils.js';
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import { integrationService } from './integration-service/IntegrationService.js';
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import { getCurrent, getExpectedFinish, skippedOutOfEvent } from './timerUtils.js';
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import { clock } from './Clock.js';
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import { logger } from '../classes/Logger.js';
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import type { RestorePoint } from './RestoreService.js';
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import { stateMutations, state } from '../state.js';
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type initialLoadingData = {
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startedAt?: number | null;
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@@ -16,302 +10,111 @@ type initialLoadingData = {
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current?: number | null;
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};
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type RestoreCallback = (newState: RestorePoint) => Promise<void>;
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export const timeSkipLimit = 3 * 32;
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export class TimerService {
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private readonly _interval: NodeJS.Timer;
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private _interval: NodeJS.Timer;
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private _updateInterval: number;
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private _lastUpdate: number | null;
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private _skipThreshold: number;
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private _refreshInterval: number;
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playback: Playback;
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timer: TimerState;
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loadedTimerId: string | null;
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private loadedTimerStart: number | null;
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private loadedTimerEnd: number | null;
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private pausedTime: number;
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private pausedAt: number | null;
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private secondaryTarget: number | null;
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private saveRestorePoint: RestoreCallback;
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/**
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* @constructor
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* @param {object} [timerConfig]
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* @param {number} [timerConfig.refresh]
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* @param {number} [timerConfig.updateInterval]
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* @param {number} [timerConfig.skipThreshold]
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*/
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constructor(timerConfig: { refresh: number; updateInterval: number; skipThreshold: number }) {
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this._clear();
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this._interval = setInterval(() => this.update(), timerConfig.refresh);
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constructor(timerConfig: { refresh: number; updateInterval: number }) {
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this._refreshInterval = timerConfig.refresh;
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this._updateInterval = timerConfig.updateInterval;
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this._skipThreshold = timerConfig.skipThreshold;
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logger.info(LogOrigin.Server, 'Timer service started');
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}
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/**
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* Provides callback to save restore point
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* @param cb
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*/
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setRestoreCallback(cb: RestoreCallback) {
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this.saveRestorePoint = cb;
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}
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/**
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* Clears internal state
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* @private
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*/
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_clear() {
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this.playback = Playback.Stop;
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this.timer = {
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clock: clock.timeNow(),
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current: null,
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elapsed: null,
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expectedFinish: null,
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addedTime: 0,
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startedAt: null,
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finishedAt: null,
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secondaryTimer: null,
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selectedEventId: null,
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duration: null,
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timerType: null,
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endAction: null,
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timeWarning: null,
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timeDanger: null,
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};
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this.loadedTimerId = null;
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this.loadedTimerStart = null;
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this.loadedTimerEnd = null;
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this.pausedTime = 0;
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this.pausedAt = null;
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this.secondaryTarget = null;
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this._lastUpdate = null;
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init() {
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this._interval = setInterval(() => this.update(), this._refreshInterval);
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}
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/**
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* Resumes a given playback state, same as load
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* @param {RestorePoint} restorePoint
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* @param {OntimeEvent} timer
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* @param {OntimeEvent} event
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*/
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resume(timer: OntimeEvent, restorePoint: RestorePoint) {
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this._clear();
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// this is pretty much the same as load, with a few exceptions
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this.loadedTimerId = timer.id;
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this.loadedTimerStart = timer.timeStart;
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this.loadedTimerEnd = timer.timeEnd;
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this.timer.duration = calculateDuration(timer.timeStart, timer.timeEnd);
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this.playback = restorePoint.playback;
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this.timer.timerType = timer.timerType;
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this.timer.endAction = timer.endAction;
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this.timer.startedAt = restorePoint.startedAt;
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this.timer.addedTime = restorePoint.addedTime;
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this.pausedTime = 0;
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this.pausedAt = restorePoint.pausedAt;
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this.timer.current = this.timer.duration;
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if (this.timer.timerType === TimerType.TimeToEnd) {
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const now = clock.timeNow();
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this.timer.current = getCurrent(now, this.timer.duration, 0, 0, now, timer.timeEnd, this.timer.timerType);
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}
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this._onResume();
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}
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_onResume() {
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eventStore.batchSet({
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playback: this.playback,
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timer: this.timer,
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});
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resume(event: OntimeEvent, restorePoint: RestorePoint) {
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stateMutations.timer.resume(event, restorePoint);
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}
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// TODO: can load and hotreload be merged?
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/**
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* Reloads information for currently running timer
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* @param timer
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* @param event
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*/
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hotReload(timer) {
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if (typeof timer === 'undefined') {
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hotReload(event: OntimeEvent | undefined) {
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if (event === undefined) {
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this.stop();
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return;
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}
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if (timer?.id !== this.loadedTimerId) {
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// event timer only concerns itself with current event
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// TODO: this is no longer correct
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if (event.id !== state.timer.selectedEventId) {
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// we only hot reload if the timer is the same
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return;
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}
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if (timer?.skip) {
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if (event.skip) {
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this.stop();
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}
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// TODO: check if any relevant information warrants update
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stateMutations.timer.reload(event);
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// update relevant information and force update
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this.timer.duration = calculateDuration(timer.timeStart, timer.timeEnd);
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this.timer.timerType = timer.timerType;
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this.timer.endAction = timer.endAction;
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this.loadedTimerStart = timer.timeStart;
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this.loadedTimerEnd = timer.timeEnd;
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this.timer.timeWarning = timer.timeWarning;
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this.timer.timeDanger = timer.timeDanger;
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// this might not be ideal
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this.timer.finishedAt = null;
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this.timer.expectedFinish = getExpectedFinish(
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this.timer.startedAt,
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this.timer.finishedAt,
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this.timer.duration,
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this.pausedTime,
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this.timer.addedTime,
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this.loadedTimerEnd,
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this.timer.timerType,
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);
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if (this.timer.startedAt === null) {
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this.timer.current = this.timer.duration;
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}
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this.update(true);
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}
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/**
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* Loads given timer to object
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* @param {OntimeEvent} timer
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* @param {OntimeEvent} event
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* @param {initialLoadingData} initialData
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*/
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load(timer: OntimeEvent, initialData?: initialLoadingData) {
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if (timer.skip) {
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load(event: OntimeEvent, initialData?: initialLoadingData) {
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if (event.skip) {
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throw new Error('Refuse load of skipped event');
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}
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this._clear();
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this.loadedTimerId = timer.id;
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this.loadedTimerStart = timer.timeStart;
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this.loadedTimerEnd = timer.timeEnd;
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this.timer.duration = calculateDuration(timer.timeStart, timer.timeEnd);
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this.playback = Playback.Armed;
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this.timer.timerType = timer.timerType;
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this.timer.endAction = timer.endAction;
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this.pausedTime = 0;
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this.pausedAt = 0;
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this.timer.timeWarning = timer.timeWarning;
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this.timer.timeDanger = timer.timeDanger;
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this.timer.current = this.timer.duration;
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if (this.timer.timerType === TimerType.TimeToEnd) {
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const now = clock.timeNow();
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this.timer.current = getCurrent(now, this.timer.duration, 0, 0, now, timer.timeEnd, this.timer.timerType);
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}
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stateMutations.timer.clear();
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// TODO: does this replace the need for hot reload?
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if (initialData) {
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this.timer = { ...this.timer, ...initialData };
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stateMutations.timer.patch(initialData);
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}
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this._onLoad();
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}
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/**
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* Handles side effects related to onLoad event
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* @private
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*/
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_onLoad() {
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eventStore.batchSet({
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playback: this.playback,
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timer: this.timer,
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});
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integrationService.dispatch(TimerLifeCycle.onLoad);
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this._saveState();
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stateMutations.timer.load(event);
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}
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start() {
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if (!this.loadedTimerId) {
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if (this.playback === Playback.Roll) {
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if (!state.timer.selectedEventId) {
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// TODO: we should be able to start
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if (state.playback === Playback.Roll) {
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logger.error(LogOrigin.Playback, 'Cannot start while waiting for event');
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}
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return;
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}
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if (this.playback === Playback.Play) {
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if (state.playback === Playback.Play) {
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return;
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}
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this.timer.clock = clock.timeNow();
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this.timer.secondaryTimer = null;
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this.secondaryTarget = null;
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// add paused time if it exists
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if (this.pausedTime) {
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this.timer.addedTime += this.pausedTime;
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this.pausedAt = null;
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this.pausedTime = 0;
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} else if (this.timer.startedAt === null) {
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this.timer.startedAt = this.timer.clock;
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}
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this.playback = Playback.Play;
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this.timer.expectedFinish = getExpectedFinish(
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this.timer.startedAt,
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this.timer.finishedAt,
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this.timer.duration,
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this.pausedTime,
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this.timer.addedTime,
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this.loadedTimerEnd,
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this.timer.timerType,
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);
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this._onStart();
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}
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/**
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* Handles side effects related to onStart event
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* @private
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*/
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_onStart() {
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eventStore.batchSet({
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playback: this.playback,
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timer: this.timer,
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});
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integrationService.dispatch(TimerLifeCycle.onStart);
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this._saveState();
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stateMutations.timer.start();
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}
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pause() {
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this.playback = Playback.Pause;
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this.timer.clock = clock.timeNow();
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this.pausedAt = this.timer.clock;
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this._onPause();
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}
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_onPause() {
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eventStore.batchSet({
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playback: this.playback,
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timer: this.timer,
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});
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integrationService.dispatch(TimerLifeCycle.onPause);
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this._saveState();
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if (state.playback !== Playback.Play) {
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return;
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}
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stateMutations.timer.pause();
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}
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stop() {
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if (this.playback === Playback.Stop) {
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if (state.playback === Playback.Stop) {
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return;
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}
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this._clear();
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this._onStop();
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}
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_onStop() {
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eventStore.batchSet({
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playback: this.playback,
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timer: this.timer,
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});
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integrationService.dispatch(TimerLifeCycle.onStop);
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this._saveState();
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stateMutations.timer.stop();
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}
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/**
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@@ -319,152 +122,17 @@ export class TimerService {
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* @param {number} amount
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*/
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addTime(amount: number) {
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if (!this.loadedTimerId) {
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if (amount === 0) {
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return;
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}
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this.timer.addedTime += amount;
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// handle edge cases
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if (amount < 0 && Math.abs(amount) > this.timer.current) {
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if (this.timer.finishedAt === null) {
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// if we will make the clock negative
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this.timer.finishedAt = clock.timeNow();
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}
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} else if (this.timer.current < 0 && this.timer.current + amount > 0) {
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// clock will go from negative to positive
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this.timer.finishedAt = null;
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if (state.timer.selectedEventId === null) {
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return;
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}
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// force an update
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this.update(true);
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this._saveState();
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}
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private updateRoll() {
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const tempCurrentTimer = {
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selectedEventId: this.loadedTimerId,
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current: this.timer.current,
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// safeguard on midnight rollover
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_finishAt:
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this.timer.expectedFinish >= this.timer.startedAt
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? this.timer.expectedFinish
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: this.timer.expectedFinish + dayInMs,
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clock: this.timer.clock,
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secondaryTimer: this.timer.secondaryTimer,
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secondaryTarget: this.secondaryTarget,
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};
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const { updatedTimer, updatedSecondaryTimer, doRollLoad, isFinished } = updateRoll(tempCurrentTimer);
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this.timer.current = updatedTimer;
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this.timer.secondaryTimer = updatedSecondaryTimer;
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this.timer.elapsed = this.timer.duration - this.timer.current;
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if (isFinished) {
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this.timer.selectedEventId = null;
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this.loadedTimerId = null;
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this._onFinish();
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}
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// to load the next event we have to escalate to parent service
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if (doRollLoad) {
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PlaybackService.roll();
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}
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}
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private updatePlay() {
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if (this.playback === Playback.Pause) {
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this.pausedTime = this.timer.clock - this.pausedAt;
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}
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const finishedNow = this.timer.current <= 0 && this.timer.finishedAt === null;
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if (this.playback === Playback.Play && finishedNow) {
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this.timer.finishedAt = this.timer.clock;
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this._onFinish();
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} else {
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this.timer.expectedFinish = getExpectedFinish(
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this.timer.startedAt,
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this.timer.finishedAt,
|
||||
this.timer.duration,
|
||||
this.pausedTime,
|
||||
this.timer.addedTime,
|
||||
this.loadedTimerEnd,
|
||||
this.timer.timerType,
|
||||
);
|
||||
}
|
||||
this.timer.current = getCurrent(
|
||||
this.timer.startedAt,
|
||||
this.timer.duration,
|
||||
this.timer.addedTime,
|
||||
this.pausedTime,
|
||||
this.timer.clock,
|
||||
this.loadedTimerEnd,
|
||||
this.timer.timerType,
|
||||
);
|
||||
this.timer.elapsed = this.timer.duration - this.timer.current;
|
||||
stateMutations.timer.addTime(amount);
|
||||
}
|
||||
|
||||
update(force = false) {
|
||||
const previousTime = this.timer.clock;
|
||||
this.timer.clock = clock.timeNow();
|
||||
if (previousTime > this.timer.clock) {
|
||||
force = true;
|
||||
}
|
||||
|
||||
// we call integrations if we update timers
|
||||
let shouldNotify = false;
|
||||
if (this.playback === Playback.Roll) {
|
||||
shouldNotify = true;
|
||||
if (
|
||||
skippedOutOfEvent(
|
||||
previousTime,
|
||||
this.timer.clock,
|
||||
this.timer.startedAt,
|
||||
this.timer.expectedFinish,
|
||||
this._skipThreshold,
|
||||
)
|
||||
) {
|
||||
PlaybackService.roll();
|
||||
} else {
|
||||
this.updateRoll();
|
||||
}
|
||||
} else if (this.timer.startedAt !== null) {
|
||||
// we only update timer if a timer has been started
|
||||
shouldNotify = true;
|
||||
this.updatePlay();
|
||||
}
|
||||
|
||||
// we only update the store at the updateInterval
|
||||
// side effects such as onFinish will still be triggered in the update functions
|
||||
if (force || this.timer.clock > this._lastUpdate + this._updateInterval) {
|
||||
this._lastUpdate = this.timer.clock;
|
||||
this._onUpdate(shouldNotify);
|
||||
}
|
||||
}
|
||||
|
||||
_onUpdate(shouldNotify: boolean) {
|
||||
eventStore.set('timer', this.timer);
|
||||
if (shouldNotify) {
|
||||
integrationService.dispatch(TimerLifeCycle.onUpdate);
|
||||
}
|
||||
}
|
||||
|
||||
_onFinish() {
|
||||
eventStore.set('timer', this.timer);
|
||||
integrationService.dispatch(TimerLifeCycle.onFinish);
|
||||
if (this.playback === Playback.Play) {
|
||||
if (this.timer.endAction === EndAction.Stop) {
|
||||
PlaybackService.stop();
|
||||
} else if (this.timer.endAction === EndAction.LoadNext) {
|
||||
// we need to delay here to put this action in the queue stack. otherwise it won't be executed properly
|
||||
setTimeout(() => {
|
||||
PlaybackService.loadNext();
|
||||
}, 0);
|
||||
} else if (this.timer.endAction === EndAction.PlayNext) {
|
||||
PlaybackService.startNext();
|
||||
}
|
||||
}
|
||||
this._saveState();
|
||||
stateMutations.timer.update(force, this._updateInterval);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -473,52 +141,8 @@ export class TimerService {
|
||||
* @param {OntimeEvent | null} nextEvent -- both current event and next event cant be null
|
||||
*/
|
||||
roll(currentEvent: OntimeEvent | null, nextEvent: OntimeEvent | null) {
|
||||
this._clear();
|
||||
this.timer.clock = clock.timeNow();
|
||||
|
||||
if (currentEvent) {
|
||||
// there is something running, load
|
||||
this.timer.secondaryTimer = null;
|
||||
this.secondaryTarget = null;
|
||||
|
||||
// account for event that finishes the day after
|
||||
const endTime =
|
||||
currentEvent.timeEnd < currentEvent.timeStart ? currentEvent.timeEnd + dayInMs : currentEvent.timeEnd;
|
||||
|
||||
// when we load a timer in roll, we do the same things as before
|
||||
// but also pre-populate some data as to the running state
|
||||
this.load(currentEvent, {
|
||||
startedAt: currentEvent.timeStart,
|
||||
expectedFinish: currentEvent.timeEnd,
|
||||
current: endTime - this.timer.clock,
|
||||
});
|
||||
} else if (nextEvent) {
|
||||
// account for day after
|
||||
const nextStart = nextEvent.timeStart < this.timer.clock ? nextEvent.timeStart + dayInMs : nextEvent.timeStart;
|
||||
// nothing now, but something coming up
|
||||
this.timer.secondaryTimer = nextStart - this.timer.clock;
|
||||
this.secondaryTarget = nextStart;
|
||||
}
|
||||
this.playback = Playback.Roll;
|
||||
this._onRoll();
|
||||
this.update(true);
|
||||
}
|
||||
|
||||
_onRoll() {
|
||||
eventStore.set('playback', this.playback);
|
||||
this._saveState();
|
||||
}
|
||||
|
||||
async _saveState() {
|
||||
if (this.saveRestorePoint) {
|
||||
await this.saveRestorePoint({
|
||||
playback: this.playback,
|
||||
selectedEventId: this.loadedTimerId,
|
||||
startedAt: this.timer.startedAt,
|
||||
addedTime: this.timer.addedTime,
|
||||
pausedAt: this.pausedAt,
|
||||
});
|
||||
}
|
||||
stateMutations.timer.roll(currentEvent, nextEvent);
|
||||
this.update();
|
||||
}
|
||||
|
||||
shutdown() {
|
||||
@@ -527,5 +151,4 @@ export class TimerService {
|
||||
}
|
||||
|
||||
// calculate at 30fps, refresh at 1fps
|
||||
// we consider a skip at 3 lost updates
|
||||
export const eventTimer = new TimerService({ refresh: 32, updateInterval: 1000, skipThreshold: 32 * 3 });
|
||||
export const eventTimer = new TimerService({ refresh: 32, updateInterval: 1000 });
|
||||
|
||||
@@ -28,6 +28,7 @@ import {
|
||||
import { logger } from '../../classes/Logger.js';
|
||||
import { validateEvent } from '../../utils/parser.js';
|
||||
import { clock } from '../Clock.js';
|
||||
import { state } from '../../state.js';
|
||||
|
||||
/**
|
||||
* Forces rundown to be recalculated
|
||||
@@ -123,7 +124,7 @@ export function updateTimer(affectedIds?: string[]) {
|
||||
if (eventInMemory) {
|
||||
eventLoader.reset();
|
||||
|
||||
if (eventTimer.playback === Playback.Roll) {
|
||||
if (state.playback === Playback.Roll) {
|
||||
const rollTimers = eventLoader.findRoll(clock.timeNow());
|
||||
if (rollTimers === null) {
|
||||
eventTimer.stop();
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
import { MaybeNumber, TimerType } from 'ontime-types';
|
||||
import { dayInMs } from 'ontime-utils';
|
||||
|
||||
// TODO: timerUtils receive entire state object
|
||||
|
||||
/**
|
||||
* Calculates expected finish time of a running timer
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user