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9b36f36f73
* fix next cue * Update apps/server/src/services/runtime-service/runtime.service.ts Co-authored-by: Carlos Valente <34649812+cpvalente@users.noreply.github.com> --------- Co-authored-by: Carlos Valente <34649812+cpvalente@users.noreply.github.com>
771 lines
23 KiB
TypeScript
771 lines
23 KiB
TypeScript
import {
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EndAction,
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EntryId,
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isOntimeEvent,
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isPlayableEvent,
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LogOrigin,
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Offset,
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OffsetMode,
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OntimeEvent,
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Playback,
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RuntimeStore,
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TimerLifeCycle,
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TimerPhase,
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TimerState,
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} from 'ontime-types';
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import { millisToString, validatePlayback } from 'ontime-utils';
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import { deepEqual } from 'fast-equals';
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import { logger } from '../../classes/Logger.js';
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import * as runtimeState from '../../stores/runtimeState.js';
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import type { RuntimeState } from '../../stores/runtimeState.js';
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import { eventStore } from '../../stores/EventStore.js';
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import { triggerReportEntry } from '../../api-data/report/report.service.js';
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import { timerConfig } from '../../setup/config.js';
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import { triggerAutomations } from '../../api-data/automation/automation.service.js';
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import { getCurrentRundown, getEntryWithId, getRundownMetadata } from '../../api-data/rundown/rundown.dao.js';
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import { EventTimer } from '../EventTimer.js';
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import type { RestorePoint } from '../restore-service/restore.type.js';
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import { restoreService } from '../restore-service/restore.service.js';
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import { skippedOutOfEvent } from '../timerUtils.js';
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import {
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findNextPlayableId,
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findNextPlayableWithCue,
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findPreviousPlayableId,
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getEventAtIndex,
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getShouldClockUpdate,
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getShouldOffsetUpdate,
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getShouldTimerUpdate,
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isNewSecond,
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} from './runtime.utils.js';
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import { RundownMetadata } from '../../api-data/rundown/rundown.types.js';
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/**
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* Service manages runtime status of app
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* Coordinating with necessary services
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*/
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class RuntimeService {
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private readonly eventTimer: EventTimer;
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private lastIntegrationClockUpdate = -1;
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private lastIntegrationTimerValue = -1;
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/** last known state */
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static previousState: RuntimeState;
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constructor(eventTimer: EventTimer) {
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this.eventTimer = eventTimer;
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RuntimeService.previousState = {} as RuntimeState;
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}
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@broadcastResult
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setOffsetMode(mode: OffsetMode) {
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runtimeState.setOffsetMode(mode);
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}
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/**
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* Checks result of an update and notifies integrations as needed
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* This is the only exception of a private method that has broadcast result
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* */
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@broadcastResult
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private checkTimerUpdate({ hasTimerFinished, hasSecondaryTimerFinished }: runtimeState.UpdateResult) {
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const newState = runtimeState.getState();
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// 1. find if we need to dispatch integrations related to the phase
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const timerPhaseChanged = RuntimeService.previousState.timer?.phase !== newState.timer.phase;
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if (timerPhaseChanged) {
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if (newState.timer.phase === TimerPhase.Warning) {
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process.nextTick(() => {
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triggerAutomations(TimerLifeCycle.onWarning, newState);
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});
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} else if (newState.timer.phase === TimerPhase.Danger) {
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process.nextTick(() => {
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triggerAutomations(TimerLifeCycle.onDanger, newState);
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});
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}
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}
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// 2. handle edge cases related to roll
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if (newState.timer.playback === Playback.Roll) {
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// check if we need to call any side effects
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if (hasSecondaryTimerFinished) {
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// if the secondary timer has finished, we need to call roll
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// since event is already loaded
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this.rollLoaded(newState.offset);
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} else if (hasTimerFinished) {
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// if the timer has finished, we need to load next and keep rolling
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process.nextTick(() => {
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triggerAutomations(TimerLifeCycle.onFinish, newState);
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});
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this.handleLoadNext();
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this.rollLoaded(newState.offset);
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} else if (
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// if there is no previous clock, we could not have skipped
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RuntimeService.previousState?.clock &&
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skippedOutOfEvent(newState, RuntimeService.previousState.clock, timerConfig.skipLimit)
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) {
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// if we have skipped out of the event, we will recall roll
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// to push the playback to the right place
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// this comes with the caveat that we will lose our runtime data
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logger.warning(LogOrigin.Playback, 'Time skip detected, reloading roll');
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this.roll(true);
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}
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}
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// 3. find if we need to process actions related to the timer finishing
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if (newState.timer.playback === Playback.Play && hasTimerFinished) {
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process.nextTick(() => {
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triggerAutomations(TimerLifeCycle.onFinish, newState);
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});
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// handle end action if there was a timer playing
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// actions are added to the queue stack to ensure that the order of operations is maintained
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if (newState.eventNow) {
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if (newState.eventNow.endAction === EndAction.LoadNext) {
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setTimeout(this.loadNext.bind(this), 0);
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} else if (newState.eventNow.endAction === EndAction.PlayNext) {
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setTimeout(this.startNext.bind(this), 0);
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}
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}
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}
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// 4. find if we need to update the timer
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const shouldUpdateTimer = isNewSecond(this.lastIntegrationTimerValue, newState.timer.current);
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if (shouldUpdateTimer) {
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process.nextTick(() => {
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triggerAutomations(TimerLifeCycle.onUpdate, newState);
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});
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this.lastIntegrationTimerValue = newState.timer.current ?? -1;
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}
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// 5. find if we need to update the clock
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const shouldUpdateClock = getShouldClockUpdate(this.lastIntegrationClockUpdate, newState.clock);
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if (shouldUpdateClock) {
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process.nextTick(() => {
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triggerAutomations(TimerLifeCycle.onClock, newState);
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});
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this.lastIntegrationClockUpdate = newState.clock;
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}
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}
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/** delay initialisation until we have a restore point */
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public init(resumable: RestorePoint | null) {
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logger.info(LogOrigin.Server, 'Runtime service started');
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this.eventTimer.setOnUpdateCallback((updateResult) => this.checkTimerUpdate(updateResult));
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if (resumable) {
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this.resume(resumable);
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}
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}
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public shutdown() {
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if (this.eventTimer) {
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logger.info(LogOrigin.Server, 'Runtime service shutting down');
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this.eventTimer.shutdown();
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}
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}
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/**
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* Called when the underlying data has changed,
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* we check if the change affects the runtime
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*/
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public notifyOfChangedEvents(rundownMetadata: RundownMetadata) {
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const state = runtimeState.getState();
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const hasLoadedElements = state.eventNow !== null || state.eventNext !== null;
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if (!hasLoadedElements) {
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return;
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}
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// all events were deleted
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if (rundownMetadata.playableEventOrder.length === 0) {
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runtimeState.stop();
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}
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const rundown = getCurrentRundown();
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const metadata = getRundownMetadata();
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runtimeState.updateAll(rundown, metadata);
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}
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/**
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* makes calls for loading and starting given event
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* @param {PlayableEvent} event
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* @param {Partial<TimerState & RestorePoint>} initialData
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* @return {boolean} success - whether an event was loaded
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*/
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private loadEvent(event: OntimeEvent, initialData?: Partial<TimerState & RestorePoint>): boolean {
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if (!isPlayableEvent(event)) {
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logger.warning(LogOrigin.Playback, `Refused skipped event with ID ${event.id}`);
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return false;
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}
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const previousState = runtimeState.getState();
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// we can ignore events which are not playable
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const rundown = getCurrentRundown();
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const metadata = getRundownMetadata();
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const success = runtimeState.load(event, rundown, metadata, initialData);
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if (success) {
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logger.info(LogOrigin.Playback, `Loaded event with ID ${event.id}`);
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const newState = runtimeState.getState();
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process.nextTick(() => {
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triggerReportEntry(TimerLifeCycle.onStop, previousState);
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triggerAutomations(TimerLifeCycle.onLoad, newState);
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});
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}
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return success;
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}
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public getRuntimeState() {
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return { playback: runtimeState.getState().timer.playback };
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}
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/**
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* starts event matching given ID
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* @param {string} eventId
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* @return {boolean} success - whether an event was started
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*/
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@broadcastResult
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public startById(eventId: string): boolean {
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const event = getEntryWithId(eventId);
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if (!event || !isOntimeEvent(event)) {
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return false;
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}
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const loaded = this.loadEvent(event);
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if (!loaded) {
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return false;
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}
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return this.handleStart();
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}
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/**
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* starts an event at index
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* @param {number} eventIndex
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* @return {boolean} success - whether an event was started
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*/
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@broadcastResult
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public startByIndex(eventIndex: number): boolean {
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const rundown = getCurrentRundown();
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const { timedEventOrder } = getRundownMetadata();
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const event = getEventAtIndex(rundown, timedEventOrder, eventIndex);
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if (!event) {
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return false;
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}
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const loaded = this.loadEvent(event);
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if (!loaded) {
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return false;
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}
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return this.handleStart();
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}
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/**
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* starts first event matching given cue
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* @param {string} cue
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* @return {boolean} success - whether an event was started
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*/
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@broadcastResult
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public startByCue(cue: string): boolean {
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const state = runtimeState.getState();
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const rundown = getCurrentRundown();
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const { timedEventOrder } = getRundownMetadata();
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const event = findNextPlayableWithCue(
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rundown,
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timedEventOrder,
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cue,
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state.rundown.selectedEventIndex ?? undefined,
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state.timer.playback === Playback.Armed, // If we are armed allow the armed event to be considered for playback
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);
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if (!event) {
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return false;
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}
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const loaded = this.loadEvent(event);
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if (!loaded) {
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return false;
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}
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return this.handleStart();
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}
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/**
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* loads event matching given ID
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* @param {string} eventId
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* @return {boolean} success - whether an event was loaded
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*/
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@broadcastResult
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public loadById(eventId: string): boolean {
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const event = getEntryWithId(eventId);
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if (!event || !isOntimeEvent(event)) {
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return false;
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}
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return this.loadEvent(event);
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}
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/**
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* loads event matching given ID
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* @param {number} eventIndex
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* @return {boolean} success - whether an event was loaded
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*/
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@broadcastResult
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public loadByIndex(eventIndex: number): boolean {
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const rundown = getCurrentRundown();
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const { timedEventOrder } = getRundownMetadata();
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const event = getEventAtIndex(rundown, timedEventOrder, eventIndex);
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if (!event) {
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return false;
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}
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return this.loadEvent(event);
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}
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/**
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* loads first event matching given cue
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* @param {string} cue
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* @return {boolean} success - whether an event was loaded
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*/
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@broadcastResult
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public loadByCue(cue: string): boolean {
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const state = runtimeState.getState();
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const rundown = getCurrentRundown();
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const { playableEventOrder } = getRundownMetadata();
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const event = findNextPlayableWithCue(
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rundown,
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playableEventOrder,
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cue,
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state.rundown.selectedEventIndex ?? undefined,
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false,
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);
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if (!event) {
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return false;
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}
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return this.loadEvent(event);
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}
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/**
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* Contains logic for loading the previous event
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*
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* we need to isolate handleLoadPrevious so we have control over the side effects
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* startSelected being a private function does not trigger emits
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*/
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private handleLoadPrevious(): boolean {
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const state = runtimeState.getState();
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const { playableEventOrder } = getRundownMetadata();
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const previousId = findPreviousPlayableId(playableEventOrder, state.eventNow?.id);
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if (previousId) {
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const previousEvent = getEntryWithId(previousId);
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if (previousEvent && isOntimeEvent(previousEvent)) {
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return this.loadEvent(previousEvent);
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}
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}
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return false;
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}
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/**
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* Loads event before currently selected
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* @return {boolean} success - whether an event was loaded
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*/
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@broadcastResult
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public loadPrevious(): boolean {
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return this.handleLoadPrevious();
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}
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/**
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* Contains logic for loading the next event
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*
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* we need to isolate handleLoadNext so we have control over the side effects
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* startSelected being a private function does not trigger emits
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* and pass on runtime offset in case of roll mode
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*/
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private handleLoadNext(fromId?: EntryId): boolean {
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const state = runtimeState.getState();
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const { playableEventOrder } = getRundownMetadata();
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const nextId = findNextPlayableId(playableEventOrder, fromId ?? state.eventNow?.id);
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if (nextId) {
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const nextEvent = getEntryWithId(nextId);
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if (!nextEvent || !isOntimeEvent(nextEvent)) {
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return false;
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}
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if (state.timer.playback === Playback.Roll) {
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if (nextEvent.duration === 0) {
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/**
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* when loading next in roll mode,
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* we need to prevent loading events of 0 duration since
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* this would make the playback be stuck
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*/
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return this.handleLoadNext(nextId);
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}
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return this.loadEvent(nextEvent, { firstStart: state.rundown.actualStart });
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}
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return this.loadEvent(nextEvent);
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}
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logger.info(LogOrigin.Playback, 'No next event found! Continuing playback');
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return false;
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}
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/**
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* Loads event after currently selected
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* @return {boolean} success
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*/
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@broadcastResult
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public loadNext(): boolean {
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return this.handleLoadNext();
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}
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/**
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* Contains logic for starting selected event
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*
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* we need to isolate handleStart so we have control over the side effects
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* startSelected being a private function does not trigger emits
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*/
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private handleStart(): boolean {
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const previousState = runtimeState.getState();
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const canStart = validatePlayback(previousState.timer.playback, previousState.timer.phase).start;
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if (!canStart) {
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return false;
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}
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const didStart = this.eventTimer?.start() ?? false;
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const newState = runtimeState.getState();
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logger.info(LogOrigin.Playback, `Play Mode ${newState.timer.playback.toUpperCase()}`);
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if (didStart) {
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process.nextTick(() => {
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triggerReportEntry(TimerLifeCycle.onStart, newState);
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triggerAutomations(TimerLifeCycle.onStart, newState);
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});
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}
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return didStart;
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}
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/**
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* Starts playback on selected event
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*/
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@broadcastResult
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public start(): boolean {
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return this.handleStart();
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}
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/**
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* Starts playback on previous event
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*/
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@broadcastResult
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public startPrevious(): boolean {
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const hasPrevious = this.handleLoadPrevious();
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if (!hasPrevious) {
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return false;
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}
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return this.handleStart();
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}
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/**
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* Starts playback on next event
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*/
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@broadcastResult
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public startNext(): boolean {
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const hasNext = this.handleLoadNext();
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if (!hasNext) {
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return false;
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}
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return this.handleStart();
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}
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/**
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* Pauses playback on selected event
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*/
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@broadcastResult
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public pause() {
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const state = runtimeState.getState();
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const canPause = validatePlayback(state.timer.playback, state.timer.phase).pause;
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if (!canPause) {
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return;
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}
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this.eventTimer?.pause();
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const newState = runtimeState.getState();
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logger.info(LogOrigin.Playback, `Play Mode ${newState.timer.playback.toUpperCase()}`);
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process.nextTick(() => {
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triggerAutomations(TimerLifeCycle.onPause, newState);
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});
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}
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/**
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* Stops timer and unloads any events
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*/
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@broadcastResult
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public stop(): boolean {
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const previousState = runtimeState.getState();
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const canStop = validatePlayback(previousState.timer.playback, previousState.timer.phase).stop;
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if (!canStop) {
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return false;
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}
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const didStop = this.eventTimer?.stop();
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if (didStop) {
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const newState = runtimeState.getState();
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logger.info(LogOrigin.Playback, `Play Mode ${newState.timer.playback.toUpperCase()}`);
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process.nextTick(() => {
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triggerReportEntry(TimerLifeCycle.onStop, previousState);
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triggerAutomations(TimerLifeCycle.onStop, newState);
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});
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return true;
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}
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return false;
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}
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/**
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* Reloads current event
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*/
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@broadcastResult
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public reload() {
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const state = runtimeState.getState();
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if (state.eventNow) {
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return this.loadEvent(state.eventNow);
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}
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return false;
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}
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/**
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* Handles special case to call roll on a loaded event which we do not want to discard
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*/
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private rollLoaded(offset: Offset) {
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const rundown = getCurrentRundown();
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const metadata = getRundownMetadata();
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try {
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runtimeState.roll(rundown, metadata, offset);
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} catch (error) {
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logger.error(LogOrigin.Server, `Roll: ${error}`);
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}
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}
|
|
|
|
/**
|
|
* Sets playback to roll
|
|
*/
|
|
@broadcastResult
|
|
public roll(skipCheck: boolean = false) {
|
|
const previousState = runtimeState.getState();
|
|
if (!skipCheck) {
|
|
const canRoll = validatePlayback(previousState.timer.playback, previousState.timer.phase).roll;
|
|
if (!canRoll) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
try {
|
|
const rundown = getCurrentRundown();
|
|
const metadata = getRundownMetadata();
|
|
const result = runtimeState.roll(rundown, metadata);
|
|
|
|
const newState = runtimeState.getState();
|
|
if (result.eventId !== previousState.eventNow?.id) {
|
|
logger.info(LogOrigin.Playback, `Loaded event with ID ${result.eventId}`);
|
|
process.nextTick(() => {
|
|
triggerReportEntry(TimerLifeCycle.onStop, previousState);
|
|
triggerAutomations(TimerLifeCycle.onLoad, newState);
|
|
});
|
|
}
|
|
|
|
if (result.didStart) {
|
|
process.nextTick(() => {
|
|
triggerReportEntry(TimerLifeCycle.onStart, newState);
|
|
triggerAutomations(TimerLifeCycle.onStart, newState);
|
|
});
|
|
}
|
|
} catch (error) {
|
|
logger.error(LogOrigin.Server, `Roll: ${error}`);
|
|
return;
|
|
}
|
|
|
|
const newState = runtimeState.getState();
|
|
|
|
if (previousState.timer.playback !== newState.timer.playback) {
|
|
logger.info(LogOrigin.Playback, `Play Mode ${newState.timer.playback.toUpperCase()}`);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @description resume playback state given a restore point
|
|
* @param restorePoint
|
|
*/
|
|
@broadcastResult
|
|
public resume(restorePoint: RestorePoint) {
|
|
const { selectedEventId, playback } = restorePoint;
|
|
if (playback === Playback.Roll) {
|
|
this.roll();
|
|
return;
|
|
}
|
|
|
|
if (!selectedEventId) {
|
|
return;
|
|
}
|
|
|
|
// the db would have to change for the event not to exist
|
|
// we do not know the reason for the crash, so we check anyway
|
|
const event = getEntryWithId(selectedEventId);
|
|
if (!isOntimeEvent(event) || !isPlayableEvent(event)) {
|
|
return;
|
|
}
|
|
|
|
const rundown = getCurrentRundown();
|
|
const metadata = getRundownMetadata();
|
|
runtimeState.resume(restorePoint, event, rundown, metadata);
|
|
|
|
logger.info(LogOrigin.Playback, 'Resuming playback');
|
|
}
|
|
|
|
/**
|
|
* Adds time to current event
|
|
* @param {number} time - time to add in milliseconds
|
|
*/
|
|
@broadcastResult
|
|
public addTime(time: number) {
|
|
if (this.eventTimer.addTime(time)) {
|
|
logger.info(LogOrigin.Playback, `${time > 0 ? 'Added' : 'Removed'} ${millisToString(time)}`);
|
|
}
|
|
}
|
|
}
|
|
|
|
// calculate at 30fps, refresh at 1fps
|
|
const eventTimer = new EventTimer({
|
|
refresh: timerConfig.updateRate,
|
|
updateInterval: timerConfig.notificationRate,
|
|
});
|
|
export const runtimeService = new RuntimeService(eventTimer);
|
|
|
|
type EntryUpdateKeys = keyof Pick<RuntimeState, 'eventNow' | 'eventNext' | 'eventFlag' | 'groupNow'>;
|
|
|
|
/**
|
|
* Decorator manages side effects from updating the runtime
|
|
* This should only be applied to functions that are exposed for consumption
|
|
* ie: whenever an external service makes a request, we update the state with the mutation result
|
|
*/
|
|
function broadcastResult(_target: any, _propertyKey: string, descriptor: PropertyDescriptor) {
|
|
const originalMethod = descriptor.value;
|
|
|
|
descriptor.value = function (...args: any[]) {
|
|
// call the original method and get the state
|
|
const result = originalMethod.apply(this, args);
|
|
const state = runtimeState.getState();
|
|
const batch = eventStore.createBatch();
|
|
|
|
// we do the comparison by explicitly for each property
|
|
// to apply custom logic for different datasets
|
|
|
|
// Update the entry if they have changed
|
|
let entryChanged = false;
|
|
entryChanged ||= updateMaybeEntryIfChanged('eventNow');
|
|
entryChanged ||= updateMaybeEntryIfChanged('eventNext');
|
|
entryChanged ||= updateMaybeEntryIfChanged('eventFlag');
|
|
entryChanged ||= updateMaybeEntryIfChanged('groupNow');
|
|
|
|
// for the very fist run there will be nothing in the previousState so we force an update
|
|
const justStarted = !RuntimeService.previousState?.timer;
|
|
|
|
// offset mode has been changed
|
|
const offsetModeChanged = RuntimeService.previousState?.offset?.mode !== state.offset.mode;
|
|
|
|
// if playback changes most things should update
|
|
const hasChangedPlayback = RuntimeService.previousState.timer?.playback !== state.timer.playback;
|
|
|
|
// combine all big changes
|
|
const hasImmediateChanges = entryChanged || justStarted || hasChangedPlayback || offsetModeChanged;
|
|
|
|
/**
|
|
* if any values have changed.
|
|
* values that have the possibility to tick are updated when the seconds roll over
|
|
*/
|
|
const updateTimer = getShouldTimerUpdate(RuntimeService.previousState?.timer, state.timer);
|
|
if (updateTimer) {
|
|
batch.add('timer', state.timer);
|
|
RuntimeService.previousState.timer = { ...state.timer };
|
|
}
|
|
|
|
/**
|
|
* clock has changed by a second or more.
|
|
* or the timer updated so we ensure that the timer and clock ticks are in sync
|
|
*/
|
|
const updateClock = updateTimer || getShouldClockUpdate(RuntimeService.previousState.clock, state.clock);
|
|
if (updateClock) {
|
|
batch.add('clock', state.clock);
|
|
RuntimeService.previousState.clock = state.clock;
|
|
}
|
|
|
|
/**
|
|
* if any values have changed.
|
|
* values that have the possibility to tick are modulated by `updateClock || hasImmediateChanges`
|
|
*/
|
|
const updateRuntime = getShouldOffsetUpdate(
|
|
RuntimeService.previousState?.offset,
|
|
state.offset,
|
|
updateClock || hasImmediateChanges,
|
|
);
|
|
if (updateRuntime) {
|
|
batch.add('offset', state.offset);
|
|
RuntimeService.previousState.offset = structuredClone(state.offset);
|
|
}
|
|
|
|
/**
|
|
* if any values have changed.
|
|
*/
|
|
const updateRundownData = !deepEqual(RuntimeService.previousState.rundown, state.rundown);
|
|
if (updateRundownData) {
|
|
batch.add('rundown', state.rundown);
|
|
RuntimeService.previousState.rundown = structuredClone(state.rundown);
|
|
}
|
|
|
|
function updateMaybeEntryIfChanged<K extends EntryUpdateKeys>(key: K) {
|
|
const previousEntry = RuntimeService.previousState[key];
|
|
const currentEntry = state[key];
|
|
|
|
if (!previousEntry && !currentEntry) return false; // if both are null -> skip
|
|
|
|
// if they have the same id the check if the contents have changed
|
|
if (previousEntry?.id === currentEntry?.id) {
|
|
if (deepEqual(previousEntry, currentEntry)) return false; // contents are the same -> skip
|
|
}
|
|
// at this point we know that either the id or the contents has changed
|
|
batch.add(key, currentEntry as RuntimeStore[K]); // we know that there is the necessary overlap in the types to cast this
|
|
RuntimeService.previousState[key] = structuredClone(currentEntry);
|
|
return true;
|
|
}
|
|
|
|
// save the restore state
|
|
if (hasImmediateChanges) {
|
|
restoreService
|
|
.save({
|
|
playback: state.timer.playback,
|
|
selectedEventId: state.eventNow?.id ?? null,
|
|
startedAt: state.timer.startedAt,
|
|
addedTime: state.timer.addedTime,
|
|
pausedAt: state._timer.pausedAt,
|
|
firstStart: state.rundown.actualStart,
|
|
startEpoch: state._startEpoch,
|
|
})
|
|
.catch((_e) => {
|
|
//we don't do anything with the error here
|
|
});
|
|
}
|
|
|
|
batch.send();
|
|
return result;
|
|
};
|
|
|
|
return descriptor;
|
|
}
|