Files
ontime/server/src/classes/timer/Timer.js
T
Carlos Valente c2ed9d7634 Refactor/socket controller (#212)
* refactor(socket): dictionary cleanup
* refactor(socket): detangle socket from EventTimer
* refactor(socket): poll object
* refactor(socket): wip, extract data responsibilities to provider
* fix: issue with onAir
* refactor: create data provider and validation utils
* refactor: remove deprecated endpoint
* refactor: detangle and validate ontime controller
* refactor: detangle and validate events controller
* refactor: validate routers
* refactor: handle post failure in modals
2022-10-09 19:10:48 +02:00

232 lines
5.5 KiB
JavaScript

import { stringFromMillis } from '../../utils/time.js';
/**
* @description Implements simple countdown timer functions
* @class
*/
export class Timer {
constructor() {
this.clock = null;
this._resetTimers(true);
this.state = 'stop';
}
/**
* @description updates the running timer
*/
update() {
// get current time
const now = Timer.getCurrentTime();
this.clock = now;
let checkFinish = false;
// check playstate
switch (this.state) {
case 'start':
// ensure we have a start time
if (this._startedAt == null) this._startedAt = now;
// update current timer
this.current = this._startedAt + this.duration + this._pausedTotal - now;
// enable flag
checkFinish = true;
break;
case 'pause':
// update paused time
this._pausedInterval = now - this._pausedAt;
if (this._startedAt != null) {
// update current timer
this.current =
this._startedAt + this.duration + this._pausedTotal + this._pausedInterval - now;
}
// enable flag
checkFinish = true;
break;
case 'stop':
// nothing here yet
break;
}
if (checkFinish) {
// is event finished?
const isTimeOver = this.current <= 0;
const isUpdating = this.state !== 'pause';
if (isTimeOver && isUpdating && this._finishedAt == null) {
if (this._finishedAt === null) this._finishedAt = now;
this._finishedFlag = true;
}
}
this.timeTag = stringFromMillis(this.current);
}
// helpers
/**
* @description converts a value in millis to seconds
* @param millis
* @return {number}
*/
static toSeconds(millis) {
if (millis == null) return 0;
return millis < 0 ? Math.ceil(millis * 0.001) : Math.floor(millis * 0.001);
}
/**
* @description get current time in epoc
* @return {number}
* @private
*/
static getCurrentTime() {
const now = new Date();
// extract milliseconds since midnight
let elapsed = now.getHours() * 3600000;
elapsed += now.getMinutes() * 60000;
elapsed += now.getSeconds() * 1000;
elapsed += now.getMilliseconds();
return elapsed;
}
/**
* @description when is timer finishing
* @return {null|*|null|number}
* @private
*/
_getExpectedFinish() {
if (this._startedAt == null) return null;
if (this._finishedAt) return this._finishedAt;
return Math.max(
this._startedAt + this.duration + this._pausedInterval + this._pausedTotal,
this._startedAt
);
}
/**
* @description resets timer parameters
* @param total
* @private
*/
_resetTimers(total = false) {
if (total) this.duration = null;
this.current = this.duration;
this.timeTag = null;
this.running = null;
this.secondaryTimer = null;
this._secondaryTarget = null;
this._finishAt = null;
this._finishedAt = null;
this._finishedFlag = false;
this._startedAt = null;
this._pausedAt = null;
this._pausedInterval = null;
this._pausedTotal = null;
}
/**
* @description get elapsed time
* @return {number}
*/
getElapsed() {
return this.duration - this.current;
}
/**
* @description Builds time object
* @returns {{running: number, secondary: number, expectedFinish: number, durationSeconds: number, startedAt: null, clock: null}}
*/
getTimeObject() {
return {
clock: this.clock,
isNegative: this.current < 0,
running: Timer.toSeconds(this.current),
secondary: Timer.toSeconds(this.secondaryTimer),
durationSeconds: Timer.toSeconds(this.duration),
expectedFinish: this._getExpectedFinish(),
startedAt: this._startedAt,
};
}
// playback
/**
* @description start current time
*/
start() {
// do we need to change
if (this.state === 'start') return;
else if (this._startedAt == null) {
// it hasn't started yet
const now = Timer.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';
}
/**
* @description pause current timer
*/
pause() {
// do we need to change
if (this.state === 'pause') return;
if (this._pausedInterval) {
this._pausedTotal += this._pausedInterval;
this._pausedInterval = null;
}
// set pause time
this._pausedAt = Timer.getCurrentTime();
// change state
this.state = 'pause';
}
/**
* @description stop current timer
*/
stop() {
// do we need to change
if (this.state === 'stop') return;
// clear all timers
this._resetTimers();
// change state
this.state = 'stop';
}
/**
* @description increments a given amout to the timer
* @param amount
*/
increment(amount) {
this.duration += amount;
if (amount < 0 && Math.abs(amount) > this.current) {
// if we will make the clock negative
if (this._finishedAt == null) this._finishedAt = Timer.getCurrentTime();
} else if (this.current < 0 && this.current + amount > 0) {
// clock will go from negative to positive
this._finishedAt = null;
}
}
}