Files
ontime/apps/server/src/services/timerUtils.ts
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2024-06-08 13:47:26 +02:00

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TypeScript

import { MaybeNumber, MaybeString, OntimeEvent, Playback, TimerPhase, TimerType } from 'ontime-types';
import { dayInMs } from 'ontime-utils';
import { RuntimeState } from '../stores/runtimeState.js';
import { timerConfig } from '../config/config.js';
/**
* handle events that span over midnight
*/
export const normaliseEndTime = (start: number, end: number) => (end < start ? end + dayInMs : end);
/**
* Calculates expected finish time of a running timer
* @param {RuntimeState} state runtime state
* @returns {number | null} new current time or null if nothing is running
*/
export function getExpectedFinish(state: RuntimeState): MaybeNumber {
const { startedAt, finishedAt, duration, addedTime } = state.timer;
if (state.eventNow === null) {
return null;
}
const { timerType, timeEnd } = state.eventNow;
const { pausedAt } = state._timer;
const { clock } = state;
if (startedAt === null) {
return null;
}
if (finishedAt !== null) {
return finishedAt;
}
const pausedTime = pausedAt != null ? clock - pausedAt : 0;
if (timerType === TimerType.TimeToEnd) {
return timeEnd + addedTime + pausedTime;
}
// handle events that finish the day after
// eslint-disable-next-line @typescript-eslint/no-non-null-assertion -- duration exists if ther eis a timer
const expectedFinish = startedAt + duration! + addedTime + pausedTime;
if (expectedFinish > dayInMs) {
return expectedFinish - dayInMs;
}
// an event cannot finish before it started (user added too much negative time)
return Math.max(expectedFinish, startedAt);
}
/**
* Calculates running countdown
* @param {RuntimeState} state runtime state
* @returns {number} current time for timer
*/
export function getCurrent(state: RuntimeState): number {
const { startedAt, duration, addedTime } = state.timer;
const { timerType, timeStart, timeEnd } = state.eventNow;
const { pausedAt } = state._timer;
const { clock } = state;
if (timerType === TimerType.TimeToEnd) {
const isEventOverMidnight = timeStart > timeEnd;
const correctDay = isEventOverMidnight ? dayInMs : 0;
return correctDay - clock + timeEnd + addedTime;
}
if (startedAt === null) {
return duration;
}
if (pausedAt != null) {
return startedAt + duration + addedTime - pausedAt;
}
const hasPassedMidnight = startedAt > clock;
const correctDay = hasPassedMidnight ? dayInMs : 0;
return startedAt + duration + addedTime - clock - correctDay;
}
/**
* Checks whether we have skipped out of the event
* @param {RuntimeState} state runtime state
* @param {number} previousTime previous clock
* @param {number} skipLimit how much time can we skip
* @returns {boolean}
*/
export function skippedOutOfEvent(state: RuntimeState, previousTime: number, skipLimit: number): boolean {
const { startedAt, expectedFinish } = state.timer;
const { clock } = state;
const hasPassedMidnight = previousTime > dayInMs - skipLimit && clock < skipLimit;
const adjustedClock = hasPassedMidnight ? clock + dayInMs : clock;
const timeDifference = previousTime - adjustedClock;
const hasSkipped = Math.abs(timeDifference) > skipLimit;
const adjustedExpectedFinish = expectedFinish >= startedAt ? expectedFinish : expectedFinish + dayInMs;
return hasSkipped && (adjustedClock > adjustedExpectedFinish || adjustedClock < startedAt);
}
type RollTimers = {
nowIndex: MaybeNumber;
nowId: MaybeString;
publicIndex: MaybeNumber;
nextIndex: MaybeNumber;
publicNextIndex: MaybeNumber;
timeToNext: MaybeNumber;
nextEvent: OntimeEvent | null;
nextPublicEvent: OntimeEvent | null;
currentEvent: OntimeEvent | null;
currentPublicEvent: OntimeEvent | null;
};
/**
* Finds loading information given a current rundown and time
* @param {OntimeEvent[]} rundown - List of playable events
* @param {number} timeNow - time now in ms
*/
export const getRollTimers = (rundown: OntimeEvent[], timeNow: number, currentIndex?: number | null): RollTimers => {
let nowIndex: MaybeNumber = null; // index of event now
let nowId: MaybeString = null; // id of event now
let publicIndex: MaybeNumber = null; // index of public event now
let nextIndex: MaybeNumber = null; // index of next event
let publicNextIndex: MaybeNumber = null; // index of next public event
let timeToNext: MaybeNumber = null; // counter: time for next event
let publicTimeToNext: MaybeNumber = null; // counter: time for next public event
const hasLoaded = currentIndex !== null;
const canFilter = hasLoaded && currentIndex === rundown.length - 1;
const filteredRundown = canFilter ? rundown.slice(currentIndex) : rundown;
const lastEvent = filteredRundown.at(-1);
const lastNormalEnd = normaliseEndTime(lastEvent.timeStart, lastEvent.timeEnd);
let nextEvent: OntimeEvent | null = null;
let nextPublicEvent: OntimeEvent | null = null;
let currentEvent: OntimeEvent | null = null;
let currentPublicEvent: OntimeEvent | null = null;
if (timeNow > lastNormalEnd) {
// we are past last end
// preload first and find next
const firstEvent = filteredRundown.at(0);
nextIndex = 0;
nextEvent = firstEvent;
timeToNext = firstEvent.timeStart + dayInMs - timeNow;
if (firstEvent.isPublic) {
nextPublicEvent = firstEvent;
publicNextIndex = 0;
} else {
// look for next public
// dev note: we feel that this is more efficient than filtering
// since the next event will likely be close to the one playing
for (const event of filteredRundown) {
if (event.isPublic) {
nextPublicEvent = event;
// we need the index before this was sorted
publicNextIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
break;
}
}
}
} else {
// flags: select first event if several overlapping
let nowFound = false;
// keep track of the end times when looking for public
let publicTime = -1;
for (const event of filteredRundown) {
// When does the event end (handle midnight)
const normalEnd = normaliseEndTime(event.timeStart, event.timeEnd);
const hasNotEnded = normalEnd > timeNow;
const isFromDayBefore = normalEnd > dayInMs && timeNow < event.timeEnd;
const hasStarted = isFromDayBefore || timeNow >= event.timeStart;
if (normalEnd <= timeNow) {
// event ran already
if (event.isPublic && normalEnd > publicTime) {
// public event might not be the one running
publicTime = normalEnd;
currentPublicEvent = event;
publicIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
}
} else if (hasNotEnded && hasStarted && !nowFound) {
// event is running
currentEvent = event;
nowIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
nowId = event.id;
nowFound = true;
// it could also be public
if (event.isPublic) {
publicTime = normalEnd;
currentPublicEvent = event;
publicIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
}
} else if (normalEnd > timeNow) {
// event will run
// we already know whats next and next-public
if (nextIndex !== null && publicNextIndex !== null) {
continue;
}
// look for next events
// check how far the start is from now
const timeToEventStart = event.timeStart - timeNow;
// we don't have a next or this one starts sooner than current next
if (nextIndex === null || timeToEventStart < timeToNext) {
timeToNext = timeToEventStart;
nextEvent = event;
nextIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
}
if (event.isPublic) {
// if we don't have a public next or this one start sooner than assigned next
if (publicNextIndex === null || timeToEventStart < publicTimeToNext) {
publicTimeToNext = timeToEventStart;
nextPublicEvent = event;
publicNextIndex = filteredRundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
}
}
}
}
}
return {
nowIndex,
nowId,
publicIndex,
nextIndex,
publicNextIndex,
timeToNext,
nextEvent,
nextPublicEvent,
currentEvent,
currentPublicEvent,
};
};
/**
* @description Implements update functions for roll mode
* @param {RuntimeState}
* @returns object with selection variables
*/
export const updateRoll = (state: RuntimeState) => {
const { current, expectedFinish, startedAt, secondaryTimer } = state.timer;
const { secondaryTarget } = state._timer;
const { clock } = state;
const selectedEventId = state.eventNow?.id ?? null;
// timers
let updatedTimer = current;
let updatedSecondaryTimer = secondaryTimer;
// whether rollLoad should be called: force reload of events
let doRollLoad = false;
// whether finished event should trigger
let isPrimaryFinished = false;
if (selectedEventId && current !== null) {
// if we have something selected and a timer, we are running
const finishAt = expectedFinish >= startedAt ? expectedFinish : expectedFinish + dayInMs;
updatedTimer = finishAt - clock;
if (updatedTimer > dayInMs) {
updatedTimer -= dayInMs;
}
if (updatedTimer <= timerConfig.triggerAhead) {
isPrimaryFinished = true;
// we need a new event
doRollLoad = true;
}
} else if (secondaryTimer >= 0) {
// if secondaryTimer is running we are in waiting to roll
updatedSecondaryTimer = secondaryTarget - clock;
if (updatedSecondaryTimer <= 0) {
// we need a new event
doRollLoad = true;
}
}
return { updatedTimer, updatedSecondaryTimer, doRollLoad, isFinished: isPrimaryFinished };
};
/**
* Calculates difference between the runtime and the schedule of an event
* Positive offset is time ahead
* Negative offset is time delayed
*/
export function getRuntimeOffset(state: RuntimeState): MaybeNumber {
// nothing to calculate if there are no loaded events or if we havent started
if (state.eventNow === null || state.runtime.actualStart === null) {
return null;
}
const { clock } = state;
const { timeStart, timerType } = state.eventNow;
const { addedTime, current, startedAt } = state.timer;
// if we havent started, but the timer is armed
// the offset is the difference to the schedule
if (startedAt === null) {
return timeStart - clock;
}
const overtime = Math.abs(Math.min(current, 0));
// in time-to-end, offset is overtime
if (timerType === TimerType.TimeToEnd) {
return overtime;
}
const startOffset = timeStart - startedAt;
const pausedTime = state._timer.pausedAt === null ? 0 : clock - state._timer.pausedAt;
// startOffset - difference between scheduled start and actual start
// addedTime - time added by user (negative offset)
// pausedTime - time the playback was paused (negative offset)
// overtime - how long the timer has been over-running (negative offset)
return startOffset - addedTime - pausedTime - overtime;
}
/**
* Calculates total duration of a time span
* @param firstStart
* @param lastEnd
* @param daySpan
* @returns
*/
export function getTotalDuration(firstStart: number, lastEnd: number, daySpan: number): number {
if (!lastEnd) {
return 0;
}
let correctDay = 0;
if (lastEnd < firstStart) {
correctDay = dayInMs;
daySpan -= 1;
}
// eslint-disable-next-line prettier/prettier -- we like the clarity
return lastEnd + correctDay + daySpan * dayInMs - firstStart;
}
/**
* Calculates the expected end of the rundown
*/
export function getExpectedEnd(state: RuntimeState): MaybeNumber {
// there is no expected end if we havent started
if (state.runtime.actualStart === null) {
return null;
}
return state.runtime.plannedEnd - state.runtime.offset + state._timer.totalDelay;
}
/**
* Utility checks whether the playback is considered to be active
* @param state
* @returns
*/
function isPlaybackActive(state: RuntimeState): boolean {
return (
state.timer.playback === Playback.Play ||
state.timer.playback === Playback.Pause ||
state.timer.playback === Playback.Roll
);
}
/**
* Checks running timer to see which phase it currently is in
* @param state
*/
export function getTimerPhase(state: RuntimeState): TimerPhase {
if (!isPlaybackActive(state)) {
return TimerPhase.None;
}
const current = state.timer.current;
if (current === null || state.eventNow === null) {
return TimerPhase.Pending;
}
if (current < 0) {
return TimerPhase.Overtime;
}
const danger = state.eventNow.timeDanger;
if (current <= danger) {
return TimerPhase.Danger;
}
const warning = state.eventNow.timeWarning;
if (current <= warning) {
return TimerPhase.Warning;
}
return TimerPhase.Default;
}