Files
ontime/server/classes/Timer.js
T
cv dee0ff1a5c bugfix
bugfix with socket client
- client now subscribes to events
- client gets playstate on start
2021-04-11 13:10:57 +02:00

135 lines
2.7 KiB
JavaScript

/*
* Timer implements simple countdown timer functions
* User needs to use setup function to be able to use
*
*/
class Timer {
_current = null;
_finishAt = null;
_startedAt = null;
_pausedAt = null;
_pausedInterval = null;
_pausedTotal = null;
state = 'pause';
showNegative = false;
constructor() {}
// call setup separately
setupWithSeconds(seconds, autoStart = false) {
// aux
const now = new Date().getTime();
// populate targets
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.update();
}
// update()
update() {
// get current time
const now = new Date().getTime();
// check playstate
switch (this.state) {
case 'start':
// update current timer
if (!this.showNegative) {
this._current = Math.max(this._finishAt + this._pausedTotal - now, 0);
} else {
(this._current = this._finishAt + this._pausedTotal - now), 0;
}
break;
case 'pause':
// update paused time
this._pausedInterval = now - this._pausedAt;
break;
default:
console.error('Timer: no playstate on update call', this.state);
break;
}
}
// helpers
static toSeconds(millis) {
return Math.floor(Math.max(millis * 0.001), 0);
}
_getExpectedFinish() {
return this._finishAt + (this._pausedInterval + this._pausedTotal);
}
// getObject
getObject() {
this.update();
return {
currentSeconds: Timer.toSeconds(this._current),
expectedFinish: this._getExpectedFinish(),
startedAt: this._startedAt,
};
}
// current time in seconds
getCurrentInSeconds() {
// update timeStamp
this.update();
return Timer.toSeconds(this._current);
}
get playState() {
return this.state;
}
// playback
start() {
// do we need to change
if (this.state === 'start') return;
// update start time if needed
if (!this._startedAt) {
this._startedAt = new Date().getTime();
}
// 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;
// update pause time
this._pausedAt = new Date().getTime();
// change state
this.state = 'pause';
}
stop() {
console.log('stop: not yet implemented');
return false;
}
roll() {
console.log('roll: not yet implemented');
return false;
}
}
module.exports = Timer;