mirror of
https://github.com/cpvalente/ontime.git
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853 lines
28 KiB
TypeScript
853 lines
28 KiB
TypeScript
import {
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CurrentGroupState,
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EntryMetaData,
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isOntimeEvent,
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MaybeNumber,
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MaybeString,
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OffsetMode,
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OntimeGroup,
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OntimeEvent,
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PlayableEvent,
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Playback,
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Rundown,
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Runtime,
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runtimeStorePlaceholder,
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TimerPhase,
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TimerState,
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} from 'ontime-types';
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import {
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calculateDuration,
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checkIsNow,
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dayInMs,
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getExpectedStart,
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getLastEventNormal,
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isPlaybackActive,
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} from 'ontime-utils';
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import { timeNow } from '../utils/time.js';
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import type { RestorePoint } from '../services/RestoreService.js';
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import { getCurrent, getExpectedFinish, getRuntimeOffset, getTimerPhase } from '../services/timerUtils.js';
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import { loadRoll, normaliseRollStart } from '../services/rollUtils.js';
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import { timerConfig } from '../setup/config.js';
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import { RundownMetadata } from '../api-data/rundown/rundown.types.js';
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import { getPlayableIndexFromTimedIndex } from '../api-data/rundown/rundown.utils.js';
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type ExpectedMetadata = { event: OntimeEvent; accumulatedGap: number; isLinkedToLoaded: boolean } | null;
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export type RuntimeState = {
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clock: number; // realtime clock
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groupNow: CurrentGroupState | null;
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groupNext: MaybeString;
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nextFlag: EntryMetaData | null;
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eventNow: PlayableEvent | null;
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eventNext: PlayableEvent | 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; // whether we should declare an event as finished, will contain the finish time
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pausedAt: MaybeNumber;
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secondaryTarget: MaybeNumber;
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hasFinished: boolean;
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};
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_rundown: {
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totalDelay: number; // this value comes from rundown service
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};
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_group: ExpectedMetadata;
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_flag: ExpectedMetadata;
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_end: ExpectedMetadata;
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};
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const runtimeState: RuntimeState = {
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clock: timeNow(),
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groupNow: null,
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groupNext: null,
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nextFlag: null,
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eventNow: null,
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eventNext: null,
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runtime: { ...runtimeStorePlaceholder.runtime },
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timer: { ...runtimeStorePlaceholder.timer },
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_timer: {
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forceFinish: null,
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pausedAt: null,
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secondaryTarget: null,
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hasFinished: false,
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},
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_rundown: {
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totalDelay: 0,
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},
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_group: null,
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_flag: null,
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_end: null,
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};
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export function getState(): Readonly<RuntimeState> {
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// create a shallow copy of the state
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return {
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...runtimeState,
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eventNow: runtimeState.eventNow ? { ...runtimeState.eventNow } : null,
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eventNext: runtimeState.eventNext ? { ...runtimeState.eventNext } : null,
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runtime: { ...runtimeState.runtime },
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timer: { ...runtimeState.timer },
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_timer: { ...runtimeState._timer },
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_rundown: { ...runtimeState._rundown },
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};
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}
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/* clear data related to the current event, but leave in place data about the global run state
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* used when loading a new event but the playback is not interrupted
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*/
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export function clearEventData() {
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runtimeState.eventNow = null;
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runtimeState.eventNext = null;
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runtimeState.runtime.offsetAbs = 0;
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runtimeState.runtime.offsetRel = 0;
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runtimeState.runtime.expectedEnd = null;
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runtimeState.runtime.selectedEventIndex = null;
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//TODO: is there any ExpectedMetadata stuff we need to clear here
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if (runtimeState.groupNow) runtimeState.groupNow.expectedEnd = null;
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runtimeState.timer.playback = Playback.Stop;
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runtimeState.clock = timeNow();
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runtimeState.timer = { ...runtimeStorePlaceholder.timer };
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// when clearing, we maintain the total delay from the rundown
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runtimeState._timer.forceFinish = null;
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runtimeState._timer.pausedAt = null;
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runtimeState._timer.secondaryTarget = null;
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runtimeState._timer.hasFinished = false;
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}
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// clear all necessary data when doing a full stop and the event is unloaded
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export function clearState() {
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runtimeState.eventNow = null;
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runtimeState.eventNext = null;
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runtimeState.groupNow = null;
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runtimeState.groupNext = null;
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runtimeState._group = null;
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runtimeState.nextFlag = null;
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runtimeState._flag = null;
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runtimeState.runtime.offsetAbs = 0;
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runtimeState.runtime.offsetRel = 0;
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runtimeState.runtime.actualStart = null;
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runtimeState.runtime.expectedEnd = null;
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runtimeState._end = null;
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runtimeState.runtime.selectedEventIndex = null;
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runtimeState.timer.playback = Playback.Stop;
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runtimeState.clock = timeNow();
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runtimeState.timer = { ...runtimeStorePlaceholder.timer };
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// when clearing, we maintain the total delay from the rundown
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runtimeState._timer.forceFinish = null;
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runtimeState._timer.pausedAt = null;
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runtimeState._timer.secondaryTarget = null;
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runtimeState._timer.hasFinished = false;
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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 & RestorePoint>) {
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for (const key in newState) {
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if (key in runtimeState.timer) {
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// @ts-expect-error -- not sure how to type this in a sane way
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runtimeState.timer[key] = newState[key];
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} else if (key in runtimeState._timer) {
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// in case of a RestorePoint we will receive a pausedAt value
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// which is needed to resume a paused timer
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// @ts-expect-error -- not sure how to type this in a sane way
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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; // length of rundown filtered for timed events
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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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// we keep this in private state since there is no UI use case for it
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runtimeState._rundown.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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getExpectedTimes();
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}
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/**
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* Loads a given event into state
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*/
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export function load(
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event: PlayableEvent,
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rundown: Rundown,
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metadata: RundownMetadata,
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initialData?: Partial<TimerState & RestorePoint>,
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): boolean {
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clearEventData();
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const { timedEventOrder } = metadata;
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if (timedEventOrder.length === 0) {
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return false;
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}
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// filter rundown
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const eventIndex = timedEventOrder.findIndex((entryId) => entryId === event.id);
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if (eventIndex === -1) {
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return false;
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}
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// load events in memory along with their data
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loadNow(rundown, metadata, eventIndex);
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loadNext(rundown, metadata, eventIndex);
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loadGroupFlagAndEnd(rundown, metadata, eventIndex);
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// update state
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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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runtimeState.runtime.numEvents = metadata.timedEventOrder.length;
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// patch with potential provided data
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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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const { offsetAbs, offsetRel } = getRuntimeOffset(runtimeState);
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runtimeState.runtime.offsetAbs = offsetAbs;
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runtimeState.runtime.offsetRel = offsetRel;
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getExpectedTimes();
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}
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if (typeof initialData.groupStartAt === 'number' && runtimeState.groupNow) {
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runtimeState.groupNow.startedAt = initialData.groupStartAt;
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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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/**
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* Loads current event and its public counterpart
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*/
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export function loadNow(
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rundown: Rundown,
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metadata: RundownMetadata,
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eventIndex: MaybeNumber = runtimeState.runtime.selectedEventIndex,
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) {
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if (eventIndex === null) {
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// reset the state to indicate there is no selection
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runtimeState.runtime.selectedEventIndex = null;
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runtimeState.eventNow = null;
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return;
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}
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const event = rundown.entries[metadata.timedEventOrder[eventIndex]] as PlayableEvent;
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runtimeState.runtime.selectedEventIndex = eventIndex;
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runtimeState.eventNow = event;
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}
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/**
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* Loads the next event and its public counterpart
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*/
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export function loadNext(
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rundown: Rundown,
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metadata: RundownMetadata,
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eventIndex: MaybeNumber = runtimeState.runtime.selectedEventIndex,
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) {
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if (eventIndex === null) {
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// reset the state to indicate there is no future event
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runtimeState.eventNext = null;
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return;
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}
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const nowPlayableIndex = getPlayableIndexFromTimedIndex(metadata, eventIndex);
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if (nowPlayableIndex === null || nowPlayableIndex > metadata.playableEventOrder.length - 2) {
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// we cound not find the event now or the event now is the last playable event
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runtimeState.eventNext = null;
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return;
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}
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const nextId = metadata.playableEventOrder[nowPlayableIndex + 1];
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runtimeState.eventNext = rundown.entries[nextId] as PlayableEvent;
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}
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/**
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* Resume from restore point
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*/
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export function resume(restorePoint: RestorePoint, event: PlayableEvent, rundown: Rundown, metadata: RundownMetadata) {
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load(event, rundown, metadata, 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 {PlayableEvent} event only passed if we are changing the data if a playing timer
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*/
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export function updateLoaded(event?: PlayableEvent): string | undefined {
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// if there is no event loaded, nothing to do
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if (runtimeState.eventNow === null) {
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return;
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}
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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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// handle edge cases with roll
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if (runtimeState.timer.playback === Playback.Roll) {
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const offsetClock = runtimeState.clock + runtimeState.runtime.offsetAbs;
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// if waiting to roll, we update the targets and potentially start the timer
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if (runtimeState._timer.secondaryTarget !== null) {
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if (runtimeState.eventNow.timeStart < offsetClock && offsetClock < runtimeState.eventNow.timeEnd) {
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// if the event is now, we queue a start
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runtimeState._timer.secondaryTarget = runtimeState.eventNow.timeStart;
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runtimeState.timer.secondaryTimer = runtimeState._timer.secondaryTarget - offsetClock;
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} else {
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runtimeState._timer.secondaryTarget = normaliseRollStart(runtimeState.eventNow.timeStart, offsetClock);
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}
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}
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}
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return runtimeState.eventNow.id;
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}
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// reset changes to timer progress
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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.startedAt = null;
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runtimeState._timer.hasFinished = false;
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runtimeState.timer.addedTime = 0;
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runtimeState._timer.pausedAt = null;
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// this could be looked after by the timer
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runtimeState.timer.elapsed = null;
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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 hot-reload all events without interrupting timer
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*/
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export function updateAll(rundown: Rundown, metadata: RundownMetadata) {
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// event now might have moved so we find the event now id and recalculate the the index again
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const eventNowIndex = metadata.timedEventOrder.findIndex((id) => id === runtimeState.eventNow?.id);
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loadNow(rundown, metadata, eventNowIndex >= 0 ? eventNowIndex : undefined);
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loadNext(rundown, metadata, eventNowIndex >= 0 ? eventNowIndex : undefined);
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updateLoaded(runtimeState.eventNow ?? undefined);
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loadGroupFlagAndEnd(rundown, metadata, eventNowIndex);
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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 = 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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// update group start time
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if (state.groupNow && state.groupNow.startedAt === null) {
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state.groupNow.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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const { offsetAbs, offsetRel } = getRuntimeOffset(runtimeState);
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runtimeState.runtime.offsetAbs = offsetAbs;
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runtimeState.runtime.offsetRel = offsetRel;
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// as long as there is a timer, we need an planned end
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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.runtime.plannedEnd === null) {
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throw new Error('runtimeState.start: invalid state received');
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}
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}
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getExpectedTimes();
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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 = 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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clearState();
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return true;
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}
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/**
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* Exposes functionality to add user time to the timer externally
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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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// as long as there is a timer, we need an expected finish
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// eslint-disable-next-line no-unused-labels -- dev code path
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DEV: {
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if (runtimeState.timer.expectedFinish === null) {
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throw new Error('runtimeState.addTime: invalid state received');
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}
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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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if (willGoNegative && !runtimeState._timer.hasFinished) {
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// set finished time so side effects are triggered
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runtimeState._timer.forceFinish = 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.hasFinished = false;
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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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const { offsetAbs, offsetRel } = getRuntimeOffset(runtimeState);
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runtimeState.runtime.offsetAbs = offsetAbs;
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runtimeState.runtime.offsetRel = offsetRel;
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getExpectedTimes();
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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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hasSecondaryTimerFinished: 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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const previousClock = runtimeState.clock;
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runtimeState.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.timer.playback)) {
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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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const hasCrossedMidnight = previousClock > runtimeState.clock;
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return updateIfWaitingToRoll(hasCrossedMidnight);
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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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// eslint-disable-next-line no-unused-labels -- dev code path
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DEV: {
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if (runtimeState.timer.duration === null) {
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throw new Error('runtimeState.update: invalid state received');
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}
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}
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// update timer state
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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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const { offsetAbs, offsetRel } = getRuntimeOffset(runtimeState);
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runtimeState.runtime.offsetAbs = offsetAbs;
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runtimeState.runtime.offsetRel = offsetRel;
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// runtimeState.runtime.expectedEnd = getExpectedEnd(runtimeState);
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const finishedNow =
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Boolean(runtimeState._timer.forceFinish) ||
|
|
(runtimeState.timer.current <= timerConfig.triggerAhead && !runtimeState._timer.hasFinished);
|
|
|
|
if (finishedNow) {
|
|
runtimeState._timer.hasFinished = true;
|
|
} else {
|
|
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
|
|
}
|
|
|
|
getExpectedTimes();
|
|
|
|
return { hasTimerFinished: finishedNow, hasSecondaryTimerFinished: false };
|
|
|
|
function updateIfIdle() {
|
|
// if nothing is running, nothing to do
|
|
return { hasTimerFinished: false, hasSecondaryTimerFinished: false };
|
|
}
|
|
|
|
function updateIfWaitingToRoll(hasCrossedMidnight: boolean) {
|
|
// eslint-disable-next-line no-unused-labels -- dev code path
|
|
DEV: {
|
|
if (runtimeState.eventNow === null || runtimeState._timer.secondaryTarget === null) {
|
|
throw new Error('runtimeState.updateIfWaitingToRoll: invalid state received');
|
|
}
|
|
}
|
|
|
|
// account for offset
|
|
const offsetClock = runtimeState.clock + runtimeState.runtime.offsetAbs;
|
|
runtimeState.timer.phase = TimerPhase.Pending;
|
|
|
|
if (hasCrossedMidnight) {
|
|
// if we crossed midnight, we need to update the target
|
|
// this is the same logic from the roll function
|
|
runtimeState._timer.secondaryTarget = normaliseRollStart(runtimeState.eventNow.timeStart, offsetClock);
|
|
}
|
|
|
|
runtimeState.timer.secondaryTimer = runtimeState._timer.secondaryTarget - offsetClock;
|
|
return { hasTimerFinished: false, hasSecondaryTimerFinished: runtimeState.timer.secondaryTimer <= 0 };
|
|
}
|
|
}
|
|
|
|
export function roll(
|
|
rundown: Rundown,
|
|
metadata: RundownMetadata,
|
|
offset = 0,
|
|
): { eventId: MaybeString; didStart: boolean } {
|
|
// 1. if an event is running, we simply take over the playback
|
|
if (runtimeState.timer.playback === Playback.Play && runtimeState.runtime.selectedEventIndex !== null) {
|
|
runtimeState.timer.playback = Playback.Roll;
|
|
return { eventId: runtimeState.eventNow?.id ?? null, didStart: false };
|
|
}
|
|
|
|
// 2. if there is an event armed, we use it
|
|
if (runtimeState.timer.playback === Playback.Armed || runtimeState.timer.phase === TimerPhase.Pending) {
|
|
// eslint-disable-next-line no-unused-labels -- dev code path
|
|
DEV: {
|
|
if (runtimeState.eventNow === null) {
|
|
throw new Error('runtimeState.roll: invalid state received');
|
|
}
|
|
}
|
|
|
|
runtimeState.runtime.offsetAbs = offset;
|
|
runtimeState.timer.playback = Playback.Roll;
|
|
|
|
// account for event that finishes the day after
|
|
const normalisedEndTime =
|
|
runtimeState.eventNow.timeEnd < runtimeState.eventNow.timeStart
|
|
? runtimeState.eventNow.timeEnd + dayInMs
|
|
: runtimeState.eventNow.timeEnd;
|
|
runtimeState.timer.expectedFinish = normalisedEndTime;
|
|
|
|
//account for offset
|
|
const offsetClock = runtimeState.clock + runtimeState.runtime.offsetAbs;
|
|
|
|
// state catch up
|
|
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, normalisedEndTime);
|
|
runtimeState.timer.current = runtimeState.timer.duration;
|
|
runtimeState.timer.elapsed = 0;
|
|
|
|
// check if the event is ready to start or if needs to be pending
|
|
const isNow = checkIsNow(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd, offsetClock);
|
|
if (isNow) {
|
|
runtimeState.timer.startedAt = runtimeState.clock;
|
|
|
|
// update runtime
|
|
if (runtimeState.groupNow && runtimeState.groupNow.startedAt === null) {
|
|
runtimeState.groupNow.startedAt = runtimeState.clock;
|
|
}
|
|
if (!runtimeState.runtime.actualStart) {
|
|
runtimeState.runtime.actualStart = runtimeState.clock;
|
|
}
|
|
runtimeState.timer.secondaryTimer = null;
|
|
} else {
|
|
runtimeState._timer.secondaryTarget = normaliseRollStart(runtimeState.eventNow.timeStart, offsetClock);
|
|
runtimeState.timer.secondaryTimer = runtimeState._timer.secondaryTarget - offsetClock;
|
|
runtimeState.timer.phase = TimerPhase.Pending;
|
|
}
|
|
|
|
return { eventId: runtimeState.eventNow.id, didStart: isNow };
|
|
}
|
|
|
|
// 3. if there is no event running, we need to find the next event
|
|
if (metadata.playableEventOrder.length === 0) {
|
|
throw new Error('No playable events found');
|
|
}
|
|
|
|
// we need to persist the current group state across loads
|
|
clearEventData();
|
|
|
|
//account for offset but we only keep it if passed to us
|
|
runtimeState.runtime.offsetAbs = offset;
|
|
const offsetClock = runtimeState.clock + runtimeState.runtime.offsetAbs;
|
|
|
|
const { index, isPending } = loadRoll(rundown, metadata, offsetClock);
|
|
|
|
// load events in memory along with their data
|
|
loadNow(rundown, metadata, index);
|
|
loadNext(rundown, metadata, index);
|
|
loadGroupFlagAndEnd(rundown, metadata, index);
|
|
|
|
// update roll state
|
|
runtimeState.timer.playback = Playback.Roll;
|
|
runtimeState.runtime.numEvents = metadata.timedEventOrder.length;
|
|
|
|
// in roll mode spec, there should always be something to load
|
|
// as long as playableEvents is not empty
|
|
// eslint-disable-next-line no-unused-labels -- dev code path
|
|
DEV: {
|
|
if (runtimeState.eventNow === null) {
|
|
throw new Error('runtimeState.roll: invalid state received');
|
|
}
|
|
}
|
|
|
|
if (isPending) {
|
|
// there is nothing now, but something coming up
|
|
runtimeState.timer.phase = TimerPhase.Pending;
|
|
// we need to normalise start time in case it is the day after
|
|
runtimeState._timer.secondaryTarget = normaliseRollStart(runtimeState.eventNow.timeStart, offsetClock);
|
|
runtimeState.timer.secondaryTimer = runtimeState._timer.secondaryTarget - offsetClock;
|
|
|
|
// preload timer properties
|
|
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd);
|
|
runtimeState.timer.current = runtimeState.timer.duration;
|
|
return { eventId: runtimeState.eventNow.id, didStart: false };
|
|
}
|
|
|
|
// there is something to run, load event
|
|
|
|
// update runtime
|
|
if (runtimeState.groupNow && runtimeState.groupNow.startedAt === null) {
|
|
runtimeState.groupNow.startedAt = runtimeState.clock;
|
|
}
|
|
|
|
// event will finish on time
|
|
// account for event that finishes the day after
|
|
const endTime =
|
|
runtimeState.eventNow.timeEnd < runtimeState.eventNow.timeStart
|
|
? runtimeState.eventNow.timeEnd + dayInMs
|
|
: runtimeState.eventNow.timeEnd;
|
|
runtimeState.timer.startedAt = runtimeState.clock;
|
|
runtimeState.timer.expectedFinish = endTime;
|
|
|
|
// we add time to allow timer to catch up
|
|
runtimeState.timer.addedTime = -(runtimeState.clock - runtimeState.eventNow.timeStart);
|
|
|
|
// state catch up
|
|
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, endTime);
|
|
runtimeState.timer.current = getCurrent(runtimeState);
|
|
runtimeState.timer.elapsed = 0;
|
|
|
|
// update runtime
|
|
runtimeState.runtime.actualStart = runtimeState.clock;
|
|
return { eventId: runtimeState.eventNow.id, didStart: true };
|
|
}
|
|
|
|
/**
|
|
* calculates and sets values directly in state
|
|
* - runtime.expectedEnd
|
|
* - groupNow.expectedEnd
|
|
* - nextFlag.expectedStart
|
|
*/
|
|
function getExpectedTimes(state = runtimeState) {
|
|
const { offsetMode, offsetAbs, offsetRel, plannedStart, actualStart } = state.runtime;
|
|
const { eventNow } = state;
|
|
|
|
if (!eventNow) return;
|
|
|
|
state.runtime.expectedEnd = null;
|
|
if (state.groupNow) {
|
|
state.groupNow.expectedEnd = null;
|
|
const { _group } = state;
|
|
if (state.groupNow.startedAt !== null && _group !== null) {
|
|
const { event, accumulatedGap, isLinkedToLoaded } = _group;
|
|
const expectedStart = getExpectedStart(event, {
|
|
currentDay: eventNow.dayOffset,
|
|
totalGap: accumulatedGap,
|
|
isLinkedToLoaded,
|
|
offsetMode,
|
|
offset: offsetMode === OffsetMode.Absolute ? offsetAbs : offsetRel,
|
|
plannedStart,
|
|
actualStart,
|
|
});
|
|
state.groupNow.expectedEnd = expectedStart + event.duration;
|
|
}
|
|
}
|
|
|
|
if (state.nextFlag) {
|
|
state.nextFlag.expectedStart = null;
|
|
const { _flag } = state;
|
|
if (_flag) {
|
|
const { event, accumulatedGap, isLinkedToLoaded } = _flag;
|
|
const expectedStart = getExpectedStart(event, {
|
|
currentDay: eventNow.dayOffset,
|
|
totalGap: accumulatedGap,
|
|
isLinkedToLoaded,
|
|
offsetMode,
|
|
offset: offsetMode === OffsetMode.Absolute ? offsetAbs : offsetRel,
|
|
plannedStart,
|
|
actualStart,
|
|
});
|
|
state.nextFlag.expectedStart = expectedStart;
|
|
}
|
|
}
|
|
|
|
if (state._end) {
|
|
const { event, accumulatedGap, isLinkedToLoaded } = state._end;
|
|
const expectedStart = getExpectedStart(event, {
|
|
currentDay: eventNow.dayOffset,
|
|
totalGap: accumulatedGap,
|
|
isLinkedToLoaded,
|
|
offsetMode,
|
|
offset: offsetMode === OffsetMode.Absolute ? offsetAbs : offsetRel,
|
|
plannedStart,
|
|
actualStart,
|
|
});
|
|
state.runtime.expectedEnd = expectedStart + event.duration;
|
|
} else {
|
|
state.runtime.expectedEnd = null;
|
|
}
|
|
}
|
|
|
|
export function loadGroupFlagAndEnd(
|
|
rundown: Rundown,
|
|
metadata: RundownMetadata,
|
|
currentIndex: MaybeNumber,
|
|
state = runtimeState,
|
|
) {
|
|
if (currentIndex === null) return resetMetaData();
|
|
if (state.eventNow === null) return resetMetaData();
|
|
|
|
const currentGroupId = state.eventNow.parent;
|
|
const flagsPresent = metadata.flags.length !== 0;
|
|
|
|
const { playableEventOrder } = metadata;
|
|
const { entries } = rundown;
|
|
|
|
const orderInGroup = currentGroupId ? (entries[currentGroupId] as OntimeGroup).entries : null;
|
|
const lastEventInGroup = orderInGroup ? getLastEventNormal(rundown.entries, orderInGroup).lastEvent : null;
|
|
|
|
// if we don't have a any flags in the rundown then no need to look for it
|
|
let foundFlag = !flagsPresent;
|
|
let foundNextGroup = false;
|
|
// if we don't have a last event for the group there is no need to find its end time
|
|
let foundGroupEnd = lastEventInGroup === null;
|
|
|
|
let accumulatedGap = 0;
|
|
let isLinkedToLoaded = true;
|
|
|
|
for (let idx = currentIndex; idx < playableEventOrder.length; idx++) {
|
|
const entry = entries[playableEventOrder[idx]];
|
|
|
|
if (isOntimeEvent(entry)) {
|
|
if (idx !== currentIndex) {
|
|
// we only accumulate data after the loaded event
|
|
accumulatedGap += entry.gap;
|
|
isLinkedToLoaded = isLinkedToLoaded && entry.linkStart;
|
|
|
|
// and the loaded event is not allowed to be the next flag
|
|
if (!foundFlag && metadata.flags.includes(entry.id)) {
|
|
foundFlag = true;
|
|
state.nextFlag = { id: entry.id, actualStart: null, expectedStart: null, expectedEnd: null };
|
|
state._flag = { event: entry, isLinkedToLoaded, accumulatedGap };
|
|
}
|
|
}
|
|
|
|
if (!foundGroupEnd && entry.id === lastEventInGroup?.id) {
|
|
foundGroupEnd = true;
|
|
state._group = { event: lastEventInGroup, isLinkedToLoaded, accumulatedGap };
|
|
}
|
|
|
|
if (!foundNextGroup && entry.parent !== currentGroupId) {
|
|
foundNextGroup = true;
|
|
state.groupNext = entry.parent;
|
|
}
|
|
}
|
|
}
|
|
|
|
const lastID = playableEventOrder.at(-1);
|
|
const lastEvent = lastID ? (entries[lastID] as OntimeEvent) : null;
|
|
if (lastEvent) {
|
|
state._end = { event: lastEvent, isLinkedToLoaded, accumulatedGap };
|
|
}
|
|
|
|
if (!foundFlag) state.nextFlag = null;
|
|
|
|
if (currentGroupId === null) {
|
|
state.groupNow = null;
|
|
} else if ((state.groupNow != null && state.groupNow.id != currentGroupId) || state.groupNow == null) {
|
|
// we went into a new group - and it is different from the one we might have come from
|
|
// the id is set here, the start time is set when starting events
|
|
state.groupNow = { id: currentGroupId, startedAt: null, expectedEnd: null };
|
|
}
|
|
}
|
|
|
|
const resetMetaData = (state = runtimeState) => {
|
|
state.groupNow = null;
|
|
state.groupNext = null;
|
|
state._group = null;
|
|
state.nextFlag = null;
|
|
state._flag = null;
|
|
state._end = null;
|
|
};
|
|
|
|
export function setOffsetMode(mode: OffsetMode) {
|
|
runtimeState.runtime.offsetMode = mode;
|
|
}
|