mirror of
https://github.com/cpvalente/ontime.git
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287 lines
9.4 KiB
TypeScript
287 lines
9.4 KiB
TypeScript
import { MaybeNumber, MaybeString, OntimeEvent, TimerType } from 'ontime-types';
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import { dayInMs } from 'ontime-utils';
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import { RuntimeState } from '../stores/runtimeState.js';
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import { sortArrayByProperty } from '../utils/arrayUtils.js';
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/**
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* handle events that span over midnight
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*/
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export const normaliseEndTime = (start: number, end: number) => (end < start ? end + dayInMs : end);
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/**
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* Calculates expected finish time of a running timer
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* @param {RuntimeState} state runtime state
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* @returns {number | null} new current time or null if nothing is running
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*/
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export function getExpectedFinish(state: RuntimeState): MaybeNumber {
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const { startedAt, finishedAt, duration, addedTime } = state.timer;
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const { timerType, timeEnd } = state.eventNow;
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const { pausedAt } = state._timer;
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const { clock } = state;
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if (startedAt === null) {
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return null;
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}
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if (finishedAt !== null) {
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return finishedAt;
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}
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const pausedTime = pausedAt != null ? clock - pausedAt : 0;
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if (timerType === TimerType.TimeToEnd) {
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return timeEnd + addedTime + pausedTime;
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}
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// handle events that finish the day after
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const expectedFinish = startedAt + duration + addedTime + pausedTime;
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if (expectedFinish > dayInMs) {
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return expectedFinish - dayInMs;
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}
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// an event cannot finish before it started (user added too much negative time)
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return Math.max(expectedFinish, startedAt);
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}
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/**
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* Calculates running countdown
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* @param {RuntimeState} state runtime state
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* @returns {number} current time for timer
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*/
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export function getCurrent(state: RuntimeState): number {
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const { startedAt, duration, addedTime } = state.timer;
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const { timerType, timeEnd } = state.eventNow;
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const { pausedAt } = state._timer;
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const { clock } = state;
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if (timerType === TimerType.TimeToEnd) {
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const isNextDay = startedAt > timeEnd;
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const correctDay = isNextDay ? dayInMs : 0;
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return timeEnd + addedTime + correctDay - clock;
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}
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if (startedAt === null) {
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return duration;
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}
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const hasPassedMidnight = startedAt > clock;
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const correctDay = hasPassedMidnight ? dayInMs : 0;
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if (pausedAt != null) {
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return startedAt + duration + addedTime - pausedAt;
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}
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return startedAt + duration + addedTime - clock - correctDay;
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}
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/**
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* Checks whether we have skipped out of the event
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* @param {RuntimeState} state runtime state
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* @param {number} previousTime previous clock
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* @param {number} skipLimit how much time can we skip
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* @returns {boolean}
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*/
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export function skippedOutOfEvent(state: RuntimeState, previousTime: number, skipLimit: number): boolean {
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const { startedAt, expectedFinish } = state.timer;
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const { clock } = state;
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const hasPassedMidnight = previousTime > dayInMs - skipLimit && clock < skipLimit;
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const adjustedClock = hasPassedMidnight ? clock + dayInMs : clock;
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const timeDifference = previousTime - adjustedClock;
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const hasSkipped = Math.abs(timeDifference) > skipLimit;
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const adjustedExpectedFinish = expectedFinish >= startedAt ? expectedFinish : expectedFinish + dayInMs;
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return hasSkipped && (adjustedClock > adjustedExpectedFinish || adjustedClock < startedAt);
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}
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type RollTimers = {
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nowIndex: MaybeNumber;
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nowId: MaybeString;
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publicIndex: MaybeNumber;
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nextIndex: MaybeNumber;
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publicNextIndex: MaybeNumber;
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timeToNext: MaybeNumber;
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nextEvent: OntimeEvent | null;
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nextPublicEvent: OntimeEvent | null;
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currentEvent: OntimeEvent | null;
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currentPublicEvent: OntimeEvent | null;
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};
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/**
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* Finds loading information given a current rundown and time
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* @param {OntimeEvent[]} rundown - List of playable events
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* @param {number} timeNow - time now in ms
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* @returns {{}}
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*/
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export const getRollTimers = (rundown: OntimeEvent[], timeNow: number): RollTimers => {
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let nowIndex: number | null = null; // index of event now
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let nowId: string | null = null; // id of event now
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let publicIndex: number | null = null; // index of public event now
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let nextIndex: number | null = null; // index of next event
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let publicNextIndex: number | null = null; // index of next public event
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let timeToNext: number | null = null; // counter: time for next event
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let publicTimeToNext: number | null = null; // counter: time for next public event
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const orderedEvents = sortArrayByProperty(rundown, 'timeStart');
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const lastEvent = orderedEvents[orderedEvents.length - 1];
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const lastNormalEnd = normaliseEndTime(lastEvent.timeStart, lastEvent.timeEnd);
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let nextEvent: OntimeEvent | null = null;
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let nextPublicEvent: OntimeEvent | null = null;
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let currentEvent: OntimeEvent | null = null;
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let currentPublicEvent: OntimeEvent | null = null;
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if (timeNow > lastNormalEnd) {
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// we are past last end
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// preload first and find next
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const firstEvent = orderedEvents[0];
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nextIndex = 0;
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nextEvent = firstEvent;
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timeToNext = firstEvent.timeStart + dayInMs - timeNow;
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if (firstEvent.isPublic) {
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nextPublicEvent = firstEvent;
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publicNextIndex = 0;
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} else {
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// look for next public
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// dev note: we feel that this is more efficient than filtering
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// since the next event will likely be close to the one playing
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for (const event of orderedEvents) {
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if (event.isPublic) {
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nextPublicEvent = event;
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// we need the index before this was sorted
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publicNextIndex = rundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
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break;
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}
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}
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}
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} else {
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// flags: select first event if several overlapping
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let nowFound = false;
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// keep track of the end times when looking for public
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let publicTime = -1;
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for (const event of orderedEvents) {
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// When does the event end (handle midnight)
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const normalEnd = normaliseEndTime(event.timeStart, event.timeEnd);
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const hasNotEnded = normalEnd > timeNow;
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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 (normalEnd <= timeNow) {
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// event ran already
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if (event.isPublic && normalEnd > publicTime) {
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// public event might not be the one running
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publicTime = normalEnd;
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currentPublicEvent = event;
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publicIndex = rundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
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}
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} else if (hasNotEnded && hasStarted && !nowFound) {
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// event is running
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currentEvent = event;
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nowIndex = rundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
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nowId = event.id;
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nowFound = true;
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// it could also be public
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if (event.isPublic) {
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publicTime = normalEnd;
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currentPublicEvent = event;
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publicIndex = rundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
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}
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} else if (normalEnd > timeNow) {
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// event will run
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// we already know whats next and next-public
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if (nextIndex !== null && publicNextIndex !== null) {
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continue;
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}
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// look for next events
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// check how far the start is from now
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const timeToEventStart = event.timeStart - timeNow;
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// we don't have a next or this one starts sooner than current next
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if (nextIndex === null || timeToEventStart < timeToNext) {
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timeToNext = timeToEventStart;
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nextEvent = event;
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nextIndex = rundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
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}
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if (event.isPublic) {
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// if we don't have a public next or this one start sooner than assigned next
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if (publicNextIndex === null || timeToEventStart < publicTimeToNext) {
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publicTimeToNext = timeToEventStart;
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nextPublicEvent = event;
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publicNextIndex = rundown.findIndex((rundownEvent) => rundownEvent.id === event.id);
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}
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}
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}
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}
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}
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return {
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nowIndex,
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nowId,
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publicIndex,
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nextIndex,
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publicNextIndex,
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timeToNext,
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nextEvent,
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nextPublicEvent,
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currentEvent,
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currentPublicEvent,
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};
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};
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/**
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* @description Implements update functions for roll mode
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* @param {RuntimeState}
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* @returns object with selection variables
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*/
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export const updateRoll = (state: RuntimeState) => {
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const { current, expectedFinish, startedAt, secondaryTimer } = state.timer;
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const { secondaryTarget } = state._timer;
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const { clock } = state;
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const selectedEventId = state.eventNow?.id ?? null;
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// timers
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let updatedTimer = current;
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let updatedSecondaryTimer = secondaryTimer;
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// whether rollLoad should be called: force reload of events
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let doRollLoad = false;
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// whether finished event should trigger
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let isPrimaryFinished = false;
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if (selectedEventId && current !== null) {
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// if we have something selected and a timer, we are running
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const finishAt = expectedFinish >= startedAt ? expectedFinish : expectedFinish + dayInMs;
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updatedTimer = finishAt - clock;
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if (updatedTimer > dayInMs) {
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updatedTimer -= dayInMs;
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}
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if (updatedTimer < 0) {
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isPrimaryFinished = true;
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// we need a new event
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doRollLoad = true;
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}
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} else if (secondaryTimer >= 0) {
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// if secondaryTimer is running we are in waiting to roll
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updatedSecondaryTimer = secondaryTarget - clock;
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if (updatedSecondaryTimer <= 0) {
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// we need a new event
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doRollLoad = true;
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}
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}
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return { updatedTimer, updatedSecondaryTimer, doRollLoad, isFinished: isPrimaryFinished };
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};
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