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https://github.com/cpvalente/ontime.git
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da11ef64c2
* chore: escalate stack trace to console * refactor: event finding in roll * docs: initial roll specification * refactor: call to roll * refactor: normalise index * refactor: roll into next event * refactor: hot reload on waiting to roll * refactor: wait to roll next
234 lines
6.9 KiB
TypeScript
234 lines
6.9 KiB
TypeScript
import { MaybeNumber, Playback, TimerPhase, 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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/**
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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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if (state.eventNow === null) {
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return null;
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}
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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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// eslint-disable-next-line @typescript-eslint/no-non-null-assertion -- duration exists if ther eis a timer
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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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// eslint-disable-next-line no-unused-labels -- dev code path
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DEV: {
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if (state.eventNow === null || state.timer.duration === null) {
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throw new Error('timerUtils.getCurrent: invalid state received');
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}
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}
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const { startedAt, duration, addedTime } = state.timer;
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const { timerType, timeStart, 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 isEventOverMidnight = timeStart > timeEnd;
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const correctDay = isEventOverMidnight ? dayInMs : 0;
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return correctDay - clock + timeEnd + addedTime;
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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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if (pausedAt != null) {
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return startedAt + duration + addedTime - pausedAt;
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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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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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// we cant have skipped if we havent started
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if (state.timer.expectedFinish === null || state.timer.startedAt === null) {
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return false;
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}
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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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/**
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* Calculates difference between the runtime and the schedule of an event
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* Positive offset is time ahead
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* Negative offset is time delayed
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*/
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export function getRuntimeOffset(state: RuntimeState): number {
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// nothing to calculate if there are no loaded events or if we havent started
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if (state.eventNow === null || state.runtime.actualStart === null) {
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return 0;
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}
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// eslint-disable-next-line no-unused-labels -- dev code path
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DEV: {
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// we know current exists as long as eventNow exists
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if (state.timer.current === null) {
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throw new Error('timerUtils.calculate: current must be set');
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}
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}
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const { clock } = state;
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const { timeStart, timerType } = state.eventNow;
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const { addedTime, current, startedAt } = state.timer;
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// if we havent started, but the timer is armed
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// the offset is the difference to the schedule
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if (startedAt === null) {
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return timeStart - clock;
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}
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const overtime = Math.abs(Math.min(current, 0));
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// in time-to-end, offset is overtime
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if (timerType === TimerType.TimeToEnd) {
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return overtime;
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}
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const startOffset = timeStart - startedAt;
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const pausedTime = state._timer.pausedAt === null ? 0 : clock - state._timer.pausedAt;
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// startOffset - difference between scheduled start and actual start
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// addedTime - time added by user (negative offset)
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// pausedTime - time the playback was paused (negative offset)
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// overtime - how long the timer has been over-running (negative offset)
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return startOffset - addedTime - pausedTime - overtime;
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}
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/**
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* Calculates total duration of a time span
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* @param firstStart
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* @param lastEnd
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* @param daySpan
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* @returns
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*/
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export function getTotalDuration(firstStart: number, lastEnd: number, daySpan: number): number {
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if (!lastEnd) {
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return 0;
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}
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let correctDay = 0;
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if (lastEnd < firstStart) {
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correctDay = dayInMs;
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daySpan -= 1;
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}
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// eslint-disable-next-line prettier/prettier -- we like the clarity
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return lastEnd + correctDay + daySpan * dayInMs - firstStart;
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}
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/**
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* Calculates the expected end of the rundown
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*/
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export function getExpectedEnd(state: RuntimeState): MaybeNumber {
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// there is no expected end if we havent started
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if (state.runtime.actualStart === null || state.runtime.plannedEnd === null) {
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return null;
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}
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return state.runtime.plannedEnd - state.runtime.offset + state._timer.totalDelay;
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}
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/**
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* Utility checks whether the playback is considered to be active
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* @param state
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* @returns
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*/
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export function isPlaybackActive(state: RuntimeState): boolean {
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return (
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state.timer.playback === Playback.Play ||
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state.timer.playback === Playback.Pause ||
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state.timer.playback === Playback.Roll
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);
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}
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/**
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* Checks running timer to see which phase it currently is in
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* @param state
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*/
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export function getTimerPhase(state: RuntimeState): TimerPhase {
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if (!isPlaybackActive(state)) {
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return TimerPhase.None;
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}
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const current = state.timer.current;
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if (current === null || state.eventNow === null || state.timer.secondaryTimer != null) {
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return TimerPhase.Pending;
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}
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if (current < 0) {
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return TimerPhase.Overtime;
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}
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const danger = state.eventNow.timeDanger;
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if (current <= danger) {
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return TimerPhase.Danger;
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}
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const warning = state.eventNow.timeWarning;
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if (current <= warning) {
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return TimerPhase.Warning;
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}
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return TimerPhase.Default;
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}
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