mirror of
https://github.com/cpvalente/ontime.git
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466 lines
14 KiB
TypeScript
466 lines
14 KiB
TypeScript
import { MaybeNumber, OntimeEvent, Playback, Runtime, TimerPhase, TimerState } from 'ontime-types';
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import { calculateDuration, dayInMs } from 'ontime-utils';
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import { clock } from '../services/Clock.js';
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import { RestorePoint } from '../services/RestoreService.js';
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import {
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getCurrent,
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getExpectedEnd,
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getExpectedFinish,
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getRollTimers,
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getRuntimeOffset,
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getTimerPhase,
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isPlaybackActive,
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} from '../services/timerUtils.js';
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import { timerConfig } from '../config/config.js';
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const initialRuntime: Runtime = {
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selectedEventIndex: null, // changes if rundown changes or we load a new event
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numEvents: 0, // change initiated by user
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offset: 0, // changes at runtime
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plannedStart: 0, // only changes if event changes
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plannedEnd: 0, // only changes if event changes
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actualStart: null, // set once we start the timer
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expectedEnd: null, // changes with runtime, based on offset
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} as const;
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const initialTimer: TimerState = {
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addedTime: 0,
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current: null, // changes on every update
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duration: null, // only changes if event changes
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elapsed: null, // changes on every update
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// TODO: expected finish could account for midnight, we cleanup in the clients
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expectedFinish: null, // change can only be initiated by user
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finishedAt: null, // can change on update or user action
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phase: TimerPhase.None, // can change on update or user action
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playback: Playback.Stop, // change initiated by user
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secondaryTimer: null, // change on every update
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startedAt: null, // change can only be initiated by user
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} as const;
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export type RuntimeState = {
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clock: number; // realtime clock
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eventNow: OntimeEvent | null;
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publicEventNow: OntimeEvent | null;
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eventNext: OntimeEvent | null;
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publicEventNext: OntimeEvent | null;
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runtime: Runtime;
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timer: TimerState;
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// private properties of the timer calculations
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_timer: {
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forceFinish: MaybeNumber; // wether we should declare an event as finished, will contain the finish time
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totalDelay: number; // this value comes from rundown service
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pausedAt: MaybeNumber;
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};
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};
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const runtimeState: RuntimeState = {
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clock: clock.timeNow(),
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eventNow: null,
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publicEventNow: null,
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eventNext: null,
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publicEventNext: null,
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runtime: { ...initialRuntime },
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timer: { ...initialTimer },
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_timer: {
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forceFinish: null,
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totalDelay: 0,
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pausedAt: null,
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},
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};
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export function getState(): Readonly<RuntimeState> {
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return runtimeState;
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}
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export function clear() {
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runtimeState.eventNow = null;
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runtimeState.publicEventNow = null;
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runtimeState.eventNext = null;
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runtimeState.publicEventNext = null;
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runtimeState.runtime.offset = 0;
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runtimeState.runtime.actualStart = null;
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runtimeState.runtime.expectedEnd = null;
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runtimeState.runtime.selectedEventIndex = null;
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runtimeState.timer.playback = Playback.Stop;
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runtimeState.clock = clock.timeNow();
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runtimeState.timer = { ...initialTimer };
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// we maintain the total delay
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runtimeState._timer.pausedAt = null;
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}
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/**
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* Utility to allow modifying the state from the outside
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* @param newState
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*/
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function patchTimer(newState: Partial<TimerState>) {
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for (const key in newState) {
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if (key in runtimeState.timer) {
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runtimeState.timer[key] = newState[key];
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}
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}
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}
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type RundownData = {
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numEvents: number;
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firstStart: MaybeNumber;
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lastEnd: MaybeNumber;
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totalDelay: number;
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totalDuration: number;
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};
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/**
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* Utility, allows updating data derived from the rundown
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* @param playableRundown
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*/
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export function updateRundownData(rundownData: RundownData) {
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runtimeState._timer.totalDelay = rundownData.totalDelay;
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runtimeState.runtime.numEvents = rundownData.numEvents;
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runtimeState.runtime.plannedStart = rundownData.firstStart;
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runtimeState.runtime.plannedEnd =
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rundownData.firstStart === null ? null : rundownData.firstStart + rundownData.totalDuration;
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runtimeState.runtime.expectedEnd = getExpectedEnd(runtimeState);
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}
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/**
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* Loads a given event into state
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* @param event
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* @param rundown
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* @param initialData
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*/
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export function load(
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event: OntimeEvent,
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rundown: OntimeEvent[],
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initialData?: Partial<TimerState & RestorePoint>,
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): boolean {
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clear();
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const eventIndex = rundown.findIndex((eventInMemory) => eventInMemory.id === event.id);
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runtimeState.runtime.selectedEventIndex = eventIndex;
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loadNow(event, rundown);
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loadNext(rundown);
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runtimeState.clock = clock.timeNow();
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runtimeState.timer.playback = Playback.Armed;
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runtimeState.timer.duration = calculateDuration(event.timeStart, event.timeEnd);
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runtimeState.timer.current = getCurrent(runtimeState);
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if (initialData) {
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patchTimer(initialData);
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const firstStart = initialData?.firstStart;
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if (firstStart === null || typeof firstStart === 'number') {
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runtimeState.runtime.actualStart = firstStart;
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runtimeState.runtime.offset = getRuntimeOffset(runtimeState);
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runtimeState.runtime.expectedEnd = getExpectedEnd(runtimeState);
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}
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}
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return event.id === runtimeState.eventNow?.id;
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}
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export function loadNow(event: OntimeEvent, playableEvents: OntimeEvent[]) {
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runtimeState.eventNow = event;
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// check if current is also public
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if (event.isPublic) {
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runtimeState.publicEventNow = event;
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} else {
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// assume there is no public event
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runtimeState.publicEventNow = null;
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// if there is nothing before, return
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if (!runtimeState.runtime.selectedEventIndex) {
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return;
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}
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// iterate backwards to find it
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for (let i = runtimeState.runtime.selectedEventIndex; i >= 0; i--) {
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if (playableEvents[i].isPublic) {
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runtimeState.publicEventNow = playableEvents[i];
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break;
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}
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}
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}
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}
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export function loadNext(playableEvents: OntimeEvent[]) {
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// assume there are no next events
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runtimeState.eventNext = null;
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runtimeState.publicEventNext = null;
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if (runtimeState.runtime.selectedEventIndex === null) {
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return;
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}
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const numEvents = playableEvents.length;
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if (runtimeState.runtime.selectedEventIndex < numEvents - 1) {
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let nextPublic = false;
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let nextProduction = false;
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for (let i = runtimeState.runtime.selectedEventIndex + 1; i < numEvents; i++) {
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// if we have not set private
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if (!nextProduction) {
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runtimeState.eventNext = playableEvents[i];
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nextProduction = true;
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}
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// if event is public
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if (playableEvents[i].isPublic) {
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runtimeState.publicEventNext = playableEvents[i];
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nextPublic = true;
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}
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// Stop if both are set
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if (nextPublic && nextProduction) break;
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}
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}
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}
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export function resume(restorePoint: RestorePoint, event: OntimeEvent, rundown: OntimeEvent[]) {
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load(event, rundown, restorePoint);
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}
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/**
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* We only pass an event if we are hot reloading
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* @param {OntimeEvent} event only passed if we are changing the data if a playing timer
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*/
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export function reload(event?: OntimeEvent) {
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// we only pass an event for hot reloading, ie: the event has changed
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if (event) {
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runtimeState.eventNow = event;
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// update data which is duplicate between eventNow and timer objects
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runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd);
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runtimeState.timer.current = getCurrent(runtimeState);
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runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
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return runtimeState.eventNow.id;
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}
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runtimeState.timer.playback = Playback.Armed;
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runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd);
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runtimeState.timer.current = runtimeState.timer.duration;
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runtimeState.timer.elapsed = null;
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runtimeState.timer.startedAt = null;
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runtimeState.timer.finishedAt = null;
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runtimeState._timer.pausedAt = null;
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runtimeState.timer.addedTime = 0;
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runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
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return runtimeState.eventNow.id;
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}
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/**
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* Used in situations when we want to reload all events
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* without interrupting timer
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* @param eventNow
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* @param playableEvents
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*/
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export function reloadAll(eventNow: OntimeEvent, playableEvents: OntimeEvent[]) {
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loadNow(eventNow, playableEvents);
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loadNext(playableEvents);
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reload(eventNow);
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}
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export function start(state: RuntimeState = runtimeState): boolean {
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if (state.eventNow === null) {
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return false;
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}
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if (state.timer.playback === Playback.Play) {
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return false;
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}
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state.clock = clock.timeNow();
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state.timer.secondaryTimer = null;
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// add paused time if it exists
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if (state._timer.pausedAt) {
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const timeToAdd = state.clock - state._timer.pausedAt;
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state.timer.addedTime += timeToAdd;
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state._timer.pausedAt = null;
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}
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if (state.timer.startedAt === null) {
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state.timer.startedAt = state.clock;
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}
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state.timer.playback = Playback.Play;
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state.timer.expectedFinish = getExpectedFinish(state);
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state.timer.elapsed = 0;
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// update runtime delays: over - under
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if (state.runtime.actualStart === null) {
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state.runtime.actualStart = state.clock;
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}
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// update timer phase
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runtimeState.timer.phase = getTimerPhase(runtimeState);
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// update offset
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state.runtime.offset = getRuntimeOffset(state);
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state.runtime.expectedEnd = state.runtime.plannedEnd - state.runtime.offset;
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return true;
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}
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export function pause(state: RuntimeState = runtimeState): boolean {
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if (state.timer.playback !== Playback.Play) {
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return false;
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}
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state.timer.playback = Playback.Pause;
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state.clock = clock.timeNow();
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state._timer.pausedAt = state.clock;
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return true;
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}
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export function stop(state: RuntimeState = runtimeState): boolean {
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if (state.timer.playback === Playback.Stop) {
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return false;
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}
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clear();
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runtimeState.runtime.actualStart = null;
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runtimeState.runtime.expectedEnd = null;
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return true;
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}
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export function addTime(amount: number) {
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if (runtimeState.timer.current === null) {
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return false;
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}
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// handle edge cases
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// !!! we need to handle side effects before updating the state
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const willGoNegative = amount < 0 && Math.abs(amount) > runtimeState.timer.current;
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const hasFinished = runtimeState.timer.finishedAt !== null;
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if (willGoNegative && !hasFinished) {
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// set finished time so side effects are triggered
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runtimeState._timer.forceFinish = clock.timeNow();
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} else {
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const willGoPositive = runtimeState.timer.current < 0 && runtimeState.timer.current + amount > 0;
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if (willGoPositive) {
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runtimeState.timer.finishedAt = null;
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}
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}
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// we can update the state after handling the side effects
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runtimeState.timer.addedTime += amount;
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runtimeState.timer.expectedFinish += amount;
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runtimeState.timer.current += amount;
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// update runtime delays: over - under
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runtimeState.runtime.offset = getRuntimeOffset(runtimeState);
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runtimeState.runtime.expectedEnd = getExpectedEnd(runtimeState);
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return true;
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}
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export type UpdateResult = {
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hasTimerFinished: boolean;
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shouldCallRoll: boolean;
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};
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export function update(): UpdateResult {
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// 0. there are some things we always do
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runtimeState.clock = clock.timeNow(); // we update the clock on every update call
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// 1. is playback idle?
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if (!isPlaybackActive(runtimeState)) {
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return updateIfIdle();
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}
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// 2. are we waiting to roll?
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if (runtimeState.timer.playback === Playback.Roll && runtimeState.timer.secondaryTimer !== null) {
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return updateIfWaitingToRoll(runtimeState.timer.secondaryTimer);
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}
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// 3. at this point we know that we are playing an event
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// reset data
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runtimeState.timer.secondaryTimer = null;
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// update timer state
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if (!runtimeState.timer.duration) {
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throw new Error('Timer duration is not set');
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}
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runtimeState.timer.current = getCurrent(runtimeState);
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runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
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runtimeState.timer.phase = getTimerPhase(runtimeState);
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runtimeState.timer.elapsed = runtimeState.timer.duration - runtimeState.timer.current;
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// update runtime, needs up-to-date timer state
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runtimeState.runtime.offset = getRuntimeOffset(runtimeState);
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runtimeState.runtime.expectedEnd = getExpectedEnd(runtimeState);
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const finishedNow =
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Boolean(runtimeState._timer.forceFinish) ||
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(runtimeState.timer.current <= timerConfig.triggerAhead && runtimeState.timer.finishedAt === null);
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if (finishedNow) {
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// reset state
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runtimeState._timer.forceFinish;
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runtimeState.timer.finishedAt = runtimeState._timer.forceFinish ?? runtimeState.clock;
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} else {
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runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
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}
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return { hasTimerFinished: finishedNow, shouldCallRoll: finishedNow };
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function updateIfIdle() {
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// if nothing is running, nothing to do
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return { hasTimerFinished: false, shouldCallRoll: false };
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}
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function updateIfWaitingToRoll(targetTime: number) {
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runtimeState.timer.secondaryTimer = targetTime - runtimeState.clock;
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runtimeState.timer.phase = TimerPhase.Pending;
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return { hasTimerFinished: false, shouldCallRoll: runtimeState.timer.secondaryTimer < 0 };
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}
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}
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export function roll(rundown: OntimeEvent[]) {
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const selectedEventIndex = runtimeState.runtime.selectedEventIndex;
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clear();
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runtimeState.runtime.numEvents = rundown.length;
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const { nextEvent, currentEvent } = getRollTimers(rundown, runtimeState.clock, selectedEventIndex);
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if (currentEvent) {
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// there is something running, load
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runtimeState.timer.secondaryTimer = null;
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// account for event that finishes the day after
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const endTime =
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currentEvent.timeEnd < currentEvent.timeStart ? currentEvent.timeEnd + dayInMs : currentEvent.timeEnd;
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// when we load a timer in roll, we do the same things as before
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// but also pre-populate some data as to the running state
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load(currentEvent, rundown, {
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startedAt: currentEvent.timeStart,
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expectedFinish: currentEvent.timeEnd,
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current: endTime - runtimeState.clock,
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});
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} else if (nextEvent) {
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if (nextEvent.isPublic) {
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runtimeState.publicEventNext = nextEvent;
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}
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runtimeState.eventNext = nextEvent;
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// account for day after
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const nextStart = nextEvent.timeStart < runtimeState.clock ? nextEvent.timeStart + dayInMs : nextEvent.timeStart;
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// nothing now, but something coming up
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runtimeState.timer.phase = TimerPhase.Pending;
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runtimeState.timer.secondaryTimer = nextStart - runtimeState.clock;
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}
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runtimeState.timer.playback = Playback.Roll;
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}
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