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1849b4d39f
* chore: migrate eslint to oxlint * chore: migrate prettier to oxfmt * chore: migrate typescript * chore: toThrow should have a expected value * chore: cast test value as Day * chore: small title fix * chore: mocks should be hoisted * chore: incorrect async useage * chore: test should be inside description * chore: test sohuld include an expeced * chore: oxfmt --------- Co-authored-by: alex-Arc <omnivox@LAPTOP-RC5SNBVV.localdomain>
101 lines
3.4 KiB
TypeScript
101 lines
3.4 KiB
TypeScript
import { MaybeNumber, PlayableEvent, Rundown } from 'ontime-types';
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import { checkIsNow, dayInMs } from 'ontime-utils';
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import { RundownMetadata } from '../api-data/rundown/rundown.types.js';
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import { getTimedIndexFromPlayableIndex } from '../api-data/rundown/rundown.utils.js';
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import { normaliseEndTime } from './timerUtils.js';
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/**
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* Finds current event in a rolling rundown
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*/
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export function loadRoll(
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rundown: Rundown,
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metadata: RundownMetadata,
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timeNow: number,
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): {
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event: PlayableEvent | null;
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index: MaybeNumber;
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isPending?: boolean;
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} {
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const firstEventId = metadata.playableEventOrder[0];
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if (!firstEventId) {
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return { event: null, index: null };
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}
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// we know we are in the middle of the rundown and we need to find the current event
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// account for number of times we went over midnight
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let daySpan = 0;
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for (let i = 0; i < metadata.playableEventOrder.length; i++) {
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const eventId = metadata.playableEventOrder[i];
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if (!eventId) continue;
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const event = rundown.entries[eventId] as PlayableEvent;
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// rolling into events of 0 duration would make the playback be stuck
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if (event.duration === 0) {
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continue;
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}
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const correctedDays = dayInMs * daySpan;
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const correctedStart = event.timeStart + correctedDays;
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const correctedEnd = event.timeEnd + correctedDays;
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/**
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* there are 3 possible states for an event
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* 1. event is already finished
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* 2. event is running
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* 3. event is running (midnight edge case)
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* 4. event is in the future
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*/
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// 1. event is already finished
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// when does the event end (handle midnight)
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const normalEnd = normaliseEndTime(correctedStart, correctedEnd);
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if (normalEnd <= timeNow) {
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// keep track of day progress
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if (event.timeStart > event.timeEnd) {
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daySpan++;
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}
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continue;
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}
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// 2. event is running and is the first event in our time slot
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const isFromDayBefore = normalEnd > dayInMs && timeNow < event.timeEnd;
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const hasStarted = isFromDayBefore || timeNow >= event.timeStart;
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if (hasStarted) {
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return { event, index: getTimedIndexFromPlayableIndex(metadata, i) };
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}
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// 3. check if an overnight event that comes later is currently playing
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for (let j = i + 1; j < metadata.playableEventOrder.length; j++) {
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const futureEventId = metadata.playableEventOrder[j];
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if (!futureEventId) continue;
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const futureEvent = rundown.entries[futureEventId] as PlayableEvent;
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if (!futureEvent || futureEvent.duration === 0) continue;
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const crossesMidnight = futureEvent.timeStart > futureEvent.timeEnd;
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if (!crossesMidnight) continue;
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// check if timeNow is inside this overnight event
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const isRunning = checkIsNow(futureEvent.timeStart, futureEvent.timeEnd, timeNow);
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if (isRunning) {
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return { event: futureEvent, index: getTimedIndexFromPlayableIndex(metadata, j) };
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}
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}
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// 4. event will run in the future
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return { event, index: getTimedIndexFromPlayableIndex(metadata, i), isPending: true };
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}
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// in case we were unable to find anything, we load the first event
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return { event: rundown.entries[firstEventId] as PlayableEvent, index: 0, isPending: true };
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}
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/**
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* Utility function, checks whether the event start is the day after
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*/
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export function normaliseRollStart(start: number, clock: number) {
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return start < clock ? start + dayInMs : start;
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}
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