Files
ontime/server/classes/Timer.js
T
cv 7f94907056 bugfix + cleanup
+ fixed bugs on counting finishing time and event loading
+ small cleanups on stack
2021-05-02 11:03:56 +02:00

198 lines
4.3 KiB
JavaScript

/*
* Timer implements simple countdown timer functions
* User needs to use setup function to be able to use
*
*/
class Timer {
clock = null;
duration = null;
current = null;
_finishAt = null;
_startedAt = null;
_pausedAt = null;
_pausedInterval = null;
_pausedTotal = null;
_delays = null;
state = 'stop';
constructor() {}
// call setup separately
setupWithSeconds(seconds, autoStart = false) {
// aux
const now = this._getCurrentTime();
this.clock = now;
// populate targets
this.duration = seconds * 1000;
this._finishAt = now + seconds * 1000;
// start counting
this._startedAt = now;
if (autoStart) {
this.state = 'start';
} else {
this._pausedAt = now;
this._pausedInterval = 0;
}
this._pausedTotal = 0;
this._delays = 0;
this.update();
}
// update()
update() {
// get current time
const now = this._getCurrentTime();
this.clock = now;
// check playstate
switch (this.state) {
case 'start':
// update current timer
this.current = Math.max(this._finishAt + this._pausedTotal - now, 0);
break;
case 'pause':
// update paused time
if (this.current > 0) {
this._pausedInterval = now - this._pausedAt;
}
break;
case 'stop':
// nothing here yet
break;
default:
console.error('Timer: no playstate on update call', this.state);
break;
}
}
// helpers
static toSeconds(millis) {
if (millis == null) return null;
return Math.floor(Math.max(millis * 0.001), 0);
}
// get current time in epoc
_getCurrentTime() {
// date today at midnight
const now = new Date();
const midnight = new Date(now).setHours(0, 0, 0);
// return diffence
return now - midnight;
}
_getExpectedFinish() {
if (this._finishAt == null) return null;
return this._finishAt + (this._pausedInterval + this._pausedTotal);
}
_resetTimers(resetDelay = true) {
this.current = this.duration;
this._finishAt = null;
this._startedAt = null;
this._pausedAt = null;
this._pausedInterval = null;
this._pausedTotal = null;
if (resetDelay) this._delays = null;
}
// get elapsed time
getElapsed() {
return this.duration - this.current;
}
// getObject
getObject() {
this.update();
return {
clock: this.clock,
currentSeconds: Timer.toSeconds(this.current),
durationSeconds: Timer.toSeconds(this.duration),
expectedFinish: this._getExpectedFinish(),
startedAt: this._startedAt,
};
}
// current time in seconds
getCurrentInSeconds() {
// update timeStamp
this.update();
return Timer.toSeconds(this.current);
}
// playback
start() {
// do we need to change
if (this.state === 'start') return;
else if (this.duration <= 0) return;
else if (this._startedAt == null) {
// it hasnt started yet
const now = this._getCurrentTime();
// set start time as now
this._startedAt = now;
// calculate expected finish time
this._finishAt = now + this.duration;
// reset pauses
this._pausedTotal = null;
this._pausedInterval = null;
} else {
// check if there is paused time
if (this._pausedInterval) {
this._pausedTotal += this._pausedInterval;
this._pausedInterval = null;
}
}
// change state
this.state = 'start';
}
pause() {
// do we need to change
if (this.state === 'pause') return;
// if there is already paused time (shouldnt)
if (this._pausedInterval) {
console.log('TIMER: it was not paused and had pausedInterval');
this._pausedTotal += this._pausedInterval;
this._pausedInterval = null;
}
// set pause time
this._pausedAt = this._getCurrentTime();
// change state
this.state = 'pause';
}
stop() {
// do we need to change
if (this.state === 'stop') return;
// clear all timers
this._resetTimers();
this.state = 'stop';
}
increment(amount) {
if (amount < 0) {
if (Math.abs(amount) > this.current) {
this._delays -= this.current;
this.current = 0;
this._finishAt = this._getCurrentTime();
return;
}
}
this._delays += amount;
this._finishAt += amount;
}
}
module.exports = Timer;