Files
ontime/apps/server/src/stores/runtimeState.ts
T
Alex Christoffer Rasmussen b6507c27a6 Report (#1469)
* create report service

* write report from runtimeState

* use in UI

* clear report

* update types

* clear all from settings menu

* rearence rightclik menu

* refactor styling

* also report roll events

* ontime/under time is same colour

* refactor reporter

* add target to ontime-refetch

* remove menu

* fectch only on message from server

* memo useGetEventReport

* refactor

* use staleTime

* dont add to menu yet

* implement review

* clear all from menu

* fix merge

* start end show

* combine test for the go button text and action

* add report to menu

* extract csv utility

* report management

* unneeded async

* small refacort of triggerReportEntry

---------

Co-authored-by: Carlos Valente <carlosvalente@pm.me>
2025-02-23 17:02:09 +01:00

699 lines
23 KiB
TypeScript

import {
CurrentBlockState,
isPlayableEvent,
MaybeNumber,
MaybeString,
OntimeEvent,
OntimeRundown,
PlayableEvent,
Playback,
Runtime,
runtimeStorePlaceholder,
TimerPhase,
TimerState,
} from 'ontime-types';
import {
calculateDuration,
checkIsNow,
dayInMs,
filterTimedEvents,
getPreviousBlock,
isPlaybackActive,
} from 'ontime-utils';
import { clock } from '../services/Clock.js';
import type { RestorePoint } from '../services/RestoreService.js';
import {
getCurrent,
getExpectedEnd,
getExpectedFinish,
getRuntimeOffset,
getTimerPhase,
} from '../services/timerUtils.js';
import { timerConfig } from '../config/config.js';
import { loadRoll, normaliseRollStart } from '../services/rollUtils.js';
export type RuntimeState = {
clock: number; // realtime clock
eventNow: PlayableEvent | null;
currentBlock: CurrentBlockState;
publicEventNow: PlayableEvent | null;
eventNext: PlayableEvent | null;
publicEventNext: PlayableEvent | null;
runtime: Runtime;
timer: TimerState;
// private properties of the timer calculations
_timer: {
forceFinish: MaybeNumber; // whether we should declare an event as finished, will contain the finish time
totalDelay: number; // this value comes from rundown service
pausedAt: MaybeNumber;
secondaryTarget: MaybeNumber;
};
};
const runtimeState: RuntimeState = {
clock: clock.timeNow(),
currentBlock: { ...runtimeStorePlaceholder.currentBlock },
eventNow: null,
publicEventNow: null,
eventNext: null,
publicEventNext: null,
runtime: { ...runtimeStorePlaceholder.runtime },
timer: { ...runtimeStorePlaceholder.timer },
_timer: {
forceFinish: null,
totalDelay: 0,
pausedAt: null,
secondaryTarget: null,
},
};
export function getState(): Readonly<RuntimeState> {
// create a shallow copy of the state
return {
...runtimeState,
eventNow: runtimeState.eventNow ? { ...runtimeState.eventNow } : null,
eventNext: runtimeState.eventNext ? { ...runtimeState.eventNext } : null,
publicEventNow: runtimeState.publicEventNow ? { ...runtimeState.publicEventNow } : null,
publicEventNext: runtimeState.publicEventNext ? { ...runtimeState.publicEventNext } : null,
runtime: { ...runtimeState.runtime },
timer: { ...runtimeState.timer },
_timer: { ...runtimeState._timer },
};
}
export function clear() {
runtimeState.eventNow = null;
runtimeState.publicEventNow = null;
runtimeState.eventNext = null;
runtimeState.currentBlock.block = null;
runtimeState.currentBlock.startedAt = null;
runtimeState.publicEventNext = null;
runtimeState.runtime.offset = 0;
runtimeState.runtime.actualStart = null;
runtimeState.runtime.expectedEnd = null;
runtimeState.runtime.selectedEventIndex = null;
runtimeState.timer.playback = Playback.Stop;
runtimeState.clock = clock.timeNow();
runtimeState.timer = { ...runtimeStorePlaceholder.timer };
// when clearing, we maintain the total delay from the rundown
runtimeState._timer.forceFinish = null;
runtimeState._timer.pausedAt = null;
runtimeState._timer.secondaryTarget = null;
}
/**
* Utility to allow modifying the state from the outside
* @param newState
*/
function patchTimer(newState: Partial<TimerState & RestorePoint>) {
for (const key in newState) {
if (key in runtimeState.timer) {
runtimeState.timer[key] = newState[key];
} else if (key in runtimeState._timer) {
// in case of a RestorePoint we will receive a pausedAt value
// wiche is needed to resume a paused timer
runtimeState._timer[key] = newState[key];
}
}
}
type RundownData = {
numEvents: number; // length of rundown filtered for timed events
firstStart: MaybeNumber;
lastEnd: MaybeNumber;
totalDelay: number;
totalDuration: number;
};
/**
* Utility, allows updating data derived from the rundown
* @param playableRundown
*/
export function updateRundownData(rundownData: RundownData) {
// we keep this in private state since there is no UI use case for it
runtimeState._timer.totalDelay = rundownData.totalDelay;
runtimeState.runtime.numEvents = rundownData.numEvents;
runtimeState.runtime.plannedStart = rundownData.firstStart;
runtimeState.runtime.plannedEnd =
rundownData.firstStart === null ? null : rundownData.firstStart + rundownData.totalDuration;
runtimeState.runtime.expectedEnd = getExpectedEnd(runtimeState);
}
/**
* Loads a given event into state
*/
export function load(
event: PlayableEvent,
rundown: OntimeRundown,
initialData?: Partial<TimerState & RestorePoint>,
): boolean {
// we need to persist the current block state across loads
const prevCurrentBlock = { ...runtimeState.currentBlock };
clear();
runtimeState.currentBlock = prevCurrentBlock;
// filter rundown
const timedEvents = filterTimedEvents(rundown);
const eventIndex = timedEvents.findIndex((eventInMemory) => eventInMemory.id === event.id);
if (timedEvents.length === 0 || eventIndex === -1 || !isPlayableEvent(event)) {
return false;
}
// load events in memory along with their data
loadNow(timedEvents, eventIndex);
loadNext(timedEvents, eventIndex);
loadBlock(rundown);
// update state
runtimeState.timer.playback = Playback.Armed;
runtimeState.timer.duration = calculateDuration(event.timeStart, event.timeEnd);
runtimeState.timer.current = getCurrent(runtimeState);
runtimeState.runtime.numEvents = timedEvents.length;
// patch with potential provided data
if (initialData) {
patchTimer(initialData);
const firstStart = initialData?.firstStart;
if (firstStart === null || typeof firstStart === 'number') {
runtimeState.runtime.actualStart = firstStart;
runtimeState.runtime.offset = getRuntimeOffset(runtimeState);
runtimeState.runtime.expectedEnd = getExpectedEnd(runtimeState);
}
if (typeof initialData.blockStartAt === 'number') {
runtimeState.currentBlock.startedAt = initialData.blockStartAt;
}
}
return event.id === runtimeState.eventNow?.id;
}
/**
* Loads current event and its public counterpart
*/
export function loadNow(timedEvents: OntimeEvent[], eventIndex: MaybeNumber = runtimeState.runtime.selectedEventIndex) {
if (eventIndex === null) {
// reset the state to indicate there is no selection
runtimeState.runtime.selectedEventIndex = null;
runtimeState.eventNow = null;
return;
}
const event = timedEvents[eventIndex] as PlayableEvent;
runtimeState.runtime.selectedEventIndex = eventIndex;
runtimeState.eventNow = event;
// check if current is also public
if (event.isPublic) {
runtimeState.publicEventNow = event;
} else {
// assume there is no public event
runtimeState.publicEventNow = null;
// if there is nothing before, return
if (!eventIndex) {
return;
}
// iterate backwards to find it
for (let i = eventIndex; i >= 0; i--) {
const event = timedEvents[i];
// we dont deal with events that are not playable
if (!isPlayableEvent(event)) {
continue;
}
if (event.isPublic) {
runtimeState.publicEventNow = event;
break;
}
}
}
}
/**
* Loads the next event and its public counterpart
*/
export function loadNext(
timedEvents: OntimeEvent[],
eventIndex: MaybeNumber = runtimeState.runtime.selectedEventIndex,
) {
if (eventIndex === null) {
// reset the state to indicate there is no future event
runtimeState.eventNext = null;
runtimeState.publicEventNext = null;
return;
}
// temporarily reset this value to simplify loop logic
runtimeState.eventNext = null;
for (let i = eventIndex + 1; i < timedEvents.length; i++) {
const event = timedEvents[i];
// we dont deal with events that are not playable
if (!isPlayableEvent(event)) {
continue;
}
// the private event is the one immediately after the current event
if (runtimeState.eventNext === null) {
runtimeState.eventNext = event;
}
// if event is public
if (event.isPublic) {
runtimeState.publicEventNext = event;
}
// Stop if both are set
if (runtimeState.eventNext !== null && runtimeState.publicEventNext !== null) {
return;
}
}
}
/**
* Resume from restore point
*/
export function resume(restorePoint: RestorePoint, event: PlayableEvent, rundown: OntimeRundown) {
load(event, rundown, restorePoint);
}
/**
* 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 updateLoaded(event?: PlayableEvent): string | undefined {
// if there is no event loaded, nothing to do
if (runtimeState.eventNow === null) {
return;
}
// we only pass an event for hot reloading, ie: the event has changed
if (event) {
runtimeState.eventNow = event;
// update data which is duplicate between eventNow and timer objects
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd);
runtimeState.timer.current = getCurrent(runtimeState);
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
// handle edge cases with roll
if (runtimeState.timer.playback === Playback.Roll) {
const offsetClock = runtimeState.clock + runtimeState.runtime.offset;
// if waiting to roll, we update the targets and potentially start the timer
if (runtimeState._timer.secondaryTarget !== null) {
if (runtimeState.eventNow.timeStart < offsetClock && offsetClock < runtimeState.eventNow.timeEnd) {
// if the event is now, we queue a start
runtimeState._timer.secondaryTarget = runtimeState.eventNow.timeStart;
runtimeState.timer.secondaryTimer = runtimeState._timer.secondaryTarget - offsetClock;
} else {
runtimeState._timer.secondaryTarget = normaliseRollStart(runtimeState.eventNow.timeStart, offsetClock);
}
}
}
return runtimeState.eventNow.id;
}
// reset changes to timer progress
runtimeState.timer.playback = Playback.Armed;
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd);
runtimeState.timer.current = runtimeState.timer.duration;
runtimeState.timer.startedAt = null;
runtimeState.timer.finishedAt = null;
runtimeState.timer.addedTime = 0;
runtimeState._timer.pausedAt = null;
// this could be looked after by the timer
runtimeState.timer.elapsed = null;
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
return runtimeState.eventNow.id;
}
/**
* Used in situations when we want to hot-reload all events without interrupting timer
*/
export function updateAll(rundown: OntimeRundown) {
const timedEvents = filterTimedEvents(rundown);
loadNow(timedEvents);
loadNext(timedEvents);
updateLoaded(runtimeState.eventNow ?? undefined);
loadBlock(rundown);
}
export function start(state: RuntimeState = runtimeState): boolean {
if (state.eventNow === null) {
return false;
}
if (state.timer.playback === Playback.Play) {
return false;
}
state.clock = clock.timeNow();
state.timer.secondaryTimer = null;
// add paused time if it exists
if (state._timer.pausedAt) {
const timeToAdd = state.clock - state._timer.pausedAt;
state.timer.addedTime += timeToAdd;
state._timer.pausedAt = null;
}
if (state.timer.startedAt === null) {
state.timer.startedAt = state.clock;
}
// update block start time
if (state.currentBlock.startedAt === null) {
state.currentBlock.startedAt = state.clock;
}
state.timer.playback = Playback.Play;
state.timer.expectedFinish = getExpectedFinish(state);
state.timer.elapsed = 0;
// update runtime delays: over - under
if (state.runtime.actualStart === null) {
state.runtime.actualStart = state.clock;
}
// update timer phase
runtimeState.timer.phase = getTimerPhase(runtimeState);
// update offset
state.runtime.offset = getRuntimeOffset(state);
state.runtime.expectedEnd = state.runtime.plannedEnd - state.runtime.offset;
return true;
}
export function pause(state: RuntimeState = runtimeState): boolean {
if (state.timer.playback !== Playback.Play) {
return false;
}
state.timer.playback = Playback.Pause;
state.clock = clock.timeNow();
state._timer.pausedAt = state.clock;
return true;
}
export function stop(state: RuntimeState = runtimeState): boolean {
if (state.timer.playback === Playback.Stop) {
return false;
}
clear();
runtimeState.runtime.actualStart = null;
runtimeState.runtime.expectedEnd = null;
return true;
}
/**
* Exposes functionality to add user time to the timer externally
*/
export function addTime(amount: number) {
if (runtimeState.timer.current === null) {
return false;
}
// as long as there is a timer, we need an expected finish
// eslint-disable-next-line no-unused-labels -- dev code path
DEV: {
if (runtimeState.timer.expectedFinish === null) {
throw new Error('runtimeState.addTime: invalid state received');
}
}
// handle edge cases
// !!! we need to handle side effects before updating the state
const willGoNegative = amount < 0 && Math.abs(amount) > runtimeState.timer.current;
const hasFinished = runtimeState.timer.finishedAt !== null;
if (willGoNegative && !hasFinished) {
// set finished time so side effects are triggered
runtimeState._timer.forceFinish = clock.timeNow();
} else {
const willGoPositive = runtimeState.timer.current < 0 && runtimeState.timer.current + amount > 0;
if (willGoPositive) {
runtimeState.timer.finishedAt = null;
}
}
// we can update the state after handling the side effects
runtimeState.timer.addedTime += amount;
runtimeState.timer.expectedFinish += amount;
runtimeState.timer.current += amount;
// update runtime delays: over - under
runtimeState.runtime.offset = getRuntimeOffset(runtimeState);
runtimeState.runtime.expectedEnd = getExpectedEnd(runtimeState);
return true;
}
export type UpdateResult = {
hasTimerFinished: boolean;
hasSecondaryTimerFinished: boolean;
};
export function update(): UpdateResult {
// 0. there are some things we always do
const previousClock = runtimeState.clock;
runtimeState.clock = clock.timeNow(); // we update the clock on every update call
// 1. is playback idle?
if (!isPlaybackActive(runtimeState.timer.playback)) {
return updateIfIdle();
}
// 2. are we waiting to roll?
if (runtimeState.timer.playback === Playback.Roll && runtimeState.timer.secondaryTimer !== null) {
const hasCrossedMidnight = previousClock > runtimeState.clock;
return updateIfWaitingToRoll(hasCrossedMidnight);
}
// 3. at this point we know that we are playing an event
// reset data
runtimeState.timer.secondaryTimer = null;
// eslint-disable-next-line no-unused-labels -- dev code path
DEV: {
if (runtimeState.timer.duration === null) {
throw new Error('runtimeState.update: invalid state received');
}
}
// update timer state
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);
const finishedNow =
Boolean(runtimeState._timer.forceFinish) ||
(runtimeState.timer.current <= timerConfig.triggerAhead && runtimeState.timer.finishedAt === null);
if (finishedNow) {
// reset state
runtimeState.timer.finishedAt = runtimeState._timer.forceFinish ?? runtimeState.clock;
} else {
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
}
return { hasTimerFinished: finishedNow, hasSecondaryTimerFinished: false };
function updateIfIdle() {
// if nothing is running, nothing to do
return { hasTimerFinished: false, hasSecondaryTimerFinished: false };
}
function updateIfWaitingToRoll(hasCrossedMidnight: boolean) {
// eslint-disable-next-line no-unused-labels -- dev code path
DEV: {
if (runtimeState.eventNow === null || runtimeState._timer.secondaryTarget === null) {
throw new Error('runtimeState.updateIfWaitingToRoll: invalid state received');
}
}
// account for offset
const offsetClock = runtimeState.clock + runtimeState.runtime.offset;
runtimeState.timer.phase = TimerPhase.Pending;
if (hasCrossedMidnight) {
// if we crossed midnight, we need to update the target
// this is the same logic from the roll function
runtimeState._timer.secondaryTarget = normaliseRollStart(runtimeState.eventNow.timeStart, offsetClock);
}
runtimeState.timer.secondaryTimer = runtimeState._timer.secondaryTarget - offsetClock;
return { hasTimerFinished: false, hasSecondaryTimerFinished: runtimeState.timer.secondaryTimer <= 0 };
}
}
export function roll(rundown: OntimeRundown, offset = 0): { eventId: MaybeString; didStart: boolean } {
// 1. if an event is running, we simply take over the playback
if (runtimeState.timer.playback === Playback.Play && runtimeState.runtime.selectedEventIndex !== null) {
runtimeState.timer.playback = Playback.Roll;
return { eventId: runtimeState.eventNow?.id ?? null, didStart: false };
}
// 2. if there is an event armed, we use it
if (runtimeState.timer.playback === Playback.Armed || runtimeState.timer.phase === TimerPhase.Pending) {
// eslint-disable-next-line no-unused-labels -- dev code path
DEV: {
if (runtimeState.eventNow === null) {
throw new Error('runtimeState.roll: invalid state received');
}
}
runtimeState.runtime.offset = offset;
runtimeState.timer.playback = Playback.Roll;
// account for event that finishes the day after
const normalisedEndTime =
runtimeState.eventNow.timeEnd < runtimeState.eventNow.timeStart
? runtimeState.eventNow.timeEnd + dayInMs
: runtimeState.eventNow.timeEnd;
runtimeState.timer.expectedFinish = normalisedEndTime;
//account for offset
const offsetClock = runtimeState.clock + runtimeState.runtime.offset;
// state catch up
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, normalisedEndTime);
runtimeState.timer.current = runtimeState.timer.duration;
runtimeState.timer.elapsed = 0;
// check if the event is ready to start or if needs to be pending
const isNow = checkIsNow(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd, offsetClock);
if (isNow) {
runtimeState.timer.startedAt = runtimeState.clock;
// update runtime
if (runtimeState.currentBlock.startedAt === null) {
runtimeState.currentBlock.startedAt = runtimeState.clock;
}
if (!runtimeState.runtime.actualStart) {
runtimeState.runtime.actualStart = runtimeState.clock;
}
runtimeState.timer.secondaryTimer = null;
} else {
runtimeState._timer.secondaryTarget = normaliseRollStart(runtimeState.eventNow.timeStart, offsetClock);
runtimeState.timer.secondaryTimer = runtimeState._timer.secondaryTarget - offsetClock;
runtimeState.timer.phase = TimerPhase.Pending;
}
return { eventId: runtimeState.eventNow.id, didStart: isNow };
}
// 3. if there is no event running, we need to find the next event
const timedEvents = filterTimedEvents(rundown);
if (timedEvents.length === 0) {
throw new Error('No playable events found');
}
// we need to persist the current block state across loads
const prevCurrentBlock = { ...runtimeState.currentBlock };
clear();
runtimeState.currentBlock = prevCurrentBlock;
//account for offset but we only keep it if passed to us
runtimeState.runtime.offset = offset;
const offsetClock = runtimeState.clock + runtimeState.runtime.offset;
const { index, isPending } = loadRoll(timedEvents, offsetClock);
// load events in memory along with their data
loadNow(timedEvents, index);
loadNext(timedEvents, index);
loadBlock(rundown);
// update roll state
runtimeState.timer.playback = Playback.Roll;
runtimeState.runtime.numEvents = timedEvents.length;
// in roll mode spec, there should always be something to load
// as long as playableEvents is not empty
// eslint-disable-next-line no-unused-labels -- dev code path
DEV: {
if (runtimeState.eventNow === null) {
throw new Error('runtimeState.roll: invalid state received');
}
}
if (isPending) {
// there is nothing now, but something coming up
runtimeState.timer.phase = TimerPhase.Pending;
// we need to normalise start time in case it is the day after
runtimeState._timer.secondaryTarget = normaliseRollStart(runtimeState.eventNow.timeStart, offsetClock);
runtimeState.timer.secondaryTimer = runtimeState._timer.secondaryTarget - offsetClock;
// preload timer properties
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd);
runtimeState.timer.current = runtimeState.timer.duration;
return { eventId: runtimeState.eventNow.id, didStart: false };
}
// there is something to run, load event
// update runtime
if (runtimeState.currentBlock.startedAt === null) {
runtimeState.currentBlock.startedAt = runtimeState.clock;
}
// event will finish on time
// account for event that finishes the day after
const endTime =
runtimeState.eventNow.timeEnd < runtimeState.eventNow.timeStart
? runtimeState.eventNow.timeEnd + dayInMs
: runtimeState.eventNow.timeEnd;
runtimeState.timer.startedAt = runtimeState.clock;
runtimeState.timer.expectedFinish = endTime;
// we add time to allow timer to catch up
runtimeState.timer.addedTime = -(runtimeState.clock - runtimeState.eventNow.timeStart);
// state catch up
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, endTime);
runtimeState.timer.current = getCurrent(runtimeState);
runtimeState.timer.elapsed = 0;
// update runtime
runtimeState.runtime.actualStart = runtimeState.clock;
return { eventId: runtimeState.eventNow.id, didStart: true };
}
/**
* handle block loading, not for use outside of runtimeState
* @param rundown
*/
export function loadBlock(rundown: OntimeRundown, state = runtimeState) {
if (state.eventNow === null) {
// we need a loaded event to have a block
state.currentBlock.block = null;
state.currentBlock.startedAt = null;
return;
}
const newCurrentBlock = getPreviousBlock(rundown, state.eventNow.id);
// update time only if the block has changed
if (state.currentBlock.block?.id !== newCurrentBlock?.id) {
state.currentBlock.startedAt = null;
}
// update the block anyway
state.currentBlock.block = newCurrentBlock === null ? null : { ...newCurrentBlock };
}