Files
ontime/apps/server/src/stores/runtimeState.ts
T
2025-08-18 06:16:53 +02:00

853 lines
28 KiB
TypeScript

import {
CurrentGroupState,
EntryMetaData,
isOntimeEvent,
MaybeNumber,
MaybeString,
OffsetMode,
OntimeGroup,
OntimeEvent,
PlayableEvent,
Playback,
Rundown,
Runtime,
runtimeStorePlaceholder,
TimerPhase,
TimerState,
} from 'ontime-types';
import {
calculateDuration,
checkIsNow,
dayInMs,
getExpectedStart,
getLastEventNormal,
isPlaybackActive,
} from 'ontime-utils';
import { timeNow } from '../utils/time.js';
import type { RestorePoint } from '../services/RestoreService.js';
import { getCurrent, getExpectedFinish, getRuntimeOffset, getTimerPhase } from '../services/timerUtils.js';
import { loadRoll, normaliseRollStart } from '../services/rollUtils.js';
import { timerConfig } from '../setup/config.js';
import { RundownMetadata } from '../api-data/rundown/rundown.types.js';
import { getPlayableIndexFromTimedIndex } from '../api-data/rundown/rundown.utils.js';
type ExpectedMetadata = { event: OntimeEvent; accumulatedGap: number; isLinkedToLoaded: boolean } | null;
export type RuntimeState = {
clock: number; // realtime clock
groupNow: CurrentGroupState | null;
groupNext: MaybeString;
nextFlag: EntryMetaData | null;
eventNow: PlayableEvent | null;
eventNext: PlayableEvent | null;
runtime: Runtime;
timer: TimerState;
// private properties of the timer calculations
_timer: {
forceFinish: MaybeNumber; // whether we should declare an event as finished, will contain the finish time
pausedAt: MaybeNumber;
secondaryTarget: MaybeNumber;
hasFinished: boolean;
};
_rundown: {
totalDelay: number; // this value comes from rundown service
};
_group: ExpectedMetadata;
_flag: ExpectedMetadata;
_end: ExpectedMetadata;
};
const runtimeState: RuntimeState = {
clock: timeNow(),
groupNow: null,
groupNext: null,
nextFlag: null,
eventNow: null,
eventNext: null,
runtime: { ...runtimeStorePlaceholder.runtime },
timer: { ...runtimeStorePlaceholder.timer },
_timer: {
forceFinish: null,
pausedAt: null,
secondaryTarget: null,
hasFinished: false,
},
_rundown: {
totalDelay: 0,
},
_group: null,
_flag: null,
_end: null,
};
export function getState(): Readonly<RuntimeState> {
// create a shallow copy of the state
return {
...runtimeState,
eventNow: runtimeState.eventNow ? { ...runtimeState.eventNow } : null,
eventNext: runtimeState.eventNext ? { ...runtimeState.eventNext } : null,
runtime: { ...runtimeState.runtime },
timer: { ...runtimeState.timer },
_timer: { ...runtimeState._timer },
_rundown: { ...runtimeState._rundown },
};
}
/* clear data related to the current event, but leave in place data about the global run state
* used when loading a new event but the playback is not interrupted
*/
export function clearEventData() {
runtimeState.eventNow = null;
runtimeState.eventNext = null;
runtimeState.runtime.offsetAbs = 0;
runtimeState.runtime.offsetRel = 0;
runtimeState.runtime.expectedEnd = null;
runtimeState.runtime.selectedEventIndex = null;
//TODO: is there any ExpectedMetadata stuff we need to clear here
if (runtimeState.groupNow) runtimeState.groupNow.expectedEnd = null;
runtimeState.timer.playback = Playback.Stop;
runtimeState.clock = timeNow();
runtimeState.timer = { ...runtimeStorePlaceholder.timer };
// when clearing, we maintain the total delay from the rundown
runtimeState._timer.forceFinish = null;
runtimeState._timer.pausedAt = null;
runtimeState._timer.secondaryTarget = null;
runtimeState._timer.hasFinished = false;
}
// clear all necessary data when doing a full stop and the event is unloaded
export function clearState() {
runtimeState.eventNow = null;
runtimeState.eventNext = null;
runtimeState.groupNow = null;
runtimeState.groupNext = null;
runtimeState._group = null;
runtimeState.nextFlag = null;
runtimeState._flag = null;
runtimeState.runtime.offsetAbs = 0;
runtimeState.runtime.offsetRel = 0;
runtimeState.runtime.actualStart = null;
runtimeState.runtime.expectedEnd = null;
runtimeState._end = null;
runtimeState.runtime.selectedEventIndex = null;
runtimeState.timer.playback = Playback.Stop;
runtimeState.clock = timeNow();
runtimeState.timer = { ...runtimeStorePlaceholder.timer };
// when clearing, we maintain the total delay from the rundown
runtimeState._timer.forceFinish = null;
runtimeState._timer.pausedAt = null;
runtimeState._timer.secondaryTarget = null;
runtimeState._timer.hasFinished = false;
}
/**
* Utility to allow modifying the state from the outside
* @param newState
*/
function patchTimer(newState: Partial<TimerState & RestorePoint>) {
for (const key in newState) {
if (key in runtimeState.timer) {
// @ts-expect-error -- not sure how to type this in a sane way
runtimeState.timer[key] = newState[key];
} else if (key in runtimeState._timer) {
// in case of a RestorePoint we will receive a pausedAt value
// which is needed to resume a paused timer
// @ts-expect-error -- not sure how to type this in a sane way
runtimeState._timer[key] = newState[key];
}
}
}
type RundownData = {
numEvents: number; // length of rundown filtered for timed events
firstStart: MaybeNumber;
lastEnd: MaybeNumber;
totalDelay: number;
totalDuration: number;
};
/**
* Utility, allows updating data derived from the rundown
* @param playableRundown
*/
export function updateRundownData(rundownData: RundownData) {
// we keep this in private state since there is no UI use case for it
runtimeState._rundown.totalDelay = rundownData.totalDelay;
runtimeState.runtime.numEvents = rundownData.numEvents;
runtimeState.runtime.plannedStart = rundownData.firstStart;
runtimeState.runtime.plannedEnd =
rundownData.firstStart === null ? null : rundownData.firstStart + rundownData.totalDuration;
getExpectedTimes();
}
/**
* Loads a given event into state
*/
export function load(
event: PlayableEvent,
rundown: Rundown,
metadata: RundownMetadata,
initialData?: Partial<TimerState & RestorePoint>,
): boolean {
clearEventData();
const { timedEventOrder } = metadata;
if (timedEventOrder.length === 0) {
return false;
}
// filter rundown
const eventIndex = timedEventOrder.findIndex((entryId) => entryId === event.id);
if (eventIndex === -1) {
return false;
}
// load events in memory along with their data
loadNow(rundown, metadata, eventIndex);
loadNext(rundown, metadata, eventIndex);
loadGroupFlagAndEnd(rundown, metadata, eventIndex);
// update state
runtimeState.timer.playback = Playback.Armed;
runtimeState.timer.duration = calculateDuration(event.timeStart, event.timeEnd);
runtimeState.timer.current = getCurrent(runtimeState);
runtimeState.runtime.numEvents = metadata.timedEventOrder.length;
// patch with potential provided data
if (initialData) {
patchTimer(initialData);
const firstStart = initialData?.firstStart;
if (firstStart === null || typeof firstStart === 'number') {
runtimeState.runtime.actualStart = firstStart;
const { offsetAbs, offsetRel } = getRuntimeOffset(runtimeState);
runtimeState.runtime.offsetAbs = offsetAbs;
runtimeState.runtime.offsetRel = offsetRel;
getExpectedTimes();
}
if (typeof initialData.groupStartAt === 'number' && runtimeState.groupNow) {
runtimeState.groupNow.startedAt = initialData.groupStartAt;
}
}
return event.id === runtimeState.eventNow?.id;
}
/**
* Loads current event and its public counterpart
*/
export function loadNow(
rundown: Rundown,
metadata: RundownMetadata,
eventIndex: MaybeNumber = runtimeState.runtime.selectedEventIndex,
) {
if (eventIndex === null) {
// reset the state to indicate there is no selection
runtimeState.runtime.selectedEventIndex = null;
runtimeState.eventNow = null;
return;
}
const event = rundown.entries[metadata.timedEventOrder[eventIndex]] as PlayableEvent;
runtimeState.runtime.selectedEventIndex = eventIndex;
runtimeState.eventNow = event;
}
/**
* Loads the next event and its public counterpart
*/
export function loadNext(
rundown: Rundown,
metadata: RundownMetadata,
eventIndex: MaybeNumber = runtimeState.runtime.selectedEventIndex,
) {
if (eventIndex === null) {
// reset the state to indicate there is no future event
runtimeState.eventNext = null;
return;
}
const nowPlayableIndex = getPlayableIndexFromTimedIndex(metadata, eventIndex);
if (nowPlayableIndex === null || nowPlayableIndex > metadata.playableEventOrder.length - 2) {
// we cound not find the event now or the event now is the last playable event
runtimeState.eventNext = null;
return;
}
const nextId = metadata.playableEventOrder[nowPlayableIndex + 1];
runtimeState.eventNext = rundown.entries[nextId] as PlayableEvent;
}
/**
* Resume from restore point
*/
export function resume(restorePoint: RestorePoint, event: PlayableEvent, rundown: Rundown, metadata: RundownMetadata) {
load(event, rundown, metadata, restorePoint);
}
/**
* We only pass an event if we are hot reloading
* @param {PlayableEvent} event only passed if we are changing the data if a playing timer
*/
export function updateLoaded(event?: PlayableEvent): string | undefined {
// if there is no event loaded, nothing to do
if (runtimeState.eventNow === null) {
return;
}
// we only pass an event for hot reloading, ie: the event has changed
if (event) {
runtimeState.eventNow = event;
// update data which is duplicate between eventNow and timer objects
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd);
runtimeState.timer.current = getCurrent(runtimeState);
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
// handle edge cases with roll
if (runtimeState.timer.playback === Playback.Roll) {
const offsetClock = runtimeState.clock + runtimeState.runtime.offsetAbs;
// if waiting to roll, we update the targets and potentially start the timer
if (runtimeState._timer.secondaryTarget !== null) {
if (runtimeState.eventNow.timeStart < offsetClock && offsetClock < runtimeState.eventNow.timeEnd) {
// if the event is now, we queue a start
runtimeState._timer.secondaryTarget = runtimeState.eventNow.timeStart;
runtimeState.timer.secondaryTimer = runtimeState._timer.secondaryTarget - offsetClock;
} else {
runtimeState._timer.secondaryTarget = normaliseRollStart(runtimeState.eventNow.timeStart, offsetClock);
}
}
}
return runtimeState.eventNow.id;
}
// reset changes to timer progress
runtimeState.timer.playback = Playback.Armed;
runtimeState.timer.duration = calculateDuration(runtimeState.eventNow.timeStart, runtimeState.eventNow.timeEnd);
runtimeState.timer.current = runtimeState.timer.duration;
runtimeState.timer.startedAt = null;
runtimeState._timer.hasFinished = false;
runtimeState.timer.addedTime = 0;
runtimeState._timer.pausedAt = null;
// this could be looked after by the timer
runtimeState.timer.elapsed = null;
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
return runtimeState.eventNow.id;
}
/**
* Used in situations when we want to hot-reload all events without interrupting timer
*/
export function updateAll(rundown: Rundown, metadata: RundownMetadata) {
// event now might have moved so we find the event now id and recalculate the the index again
const eventNowIndex = metadata.timedEventOrder.findIndex((id) => id === runtimeState.eventNow?.id);
loadNow(rundown, metadata, eventNowIndex >= 0 ? eventNowIndex : undefined);
loadNext(rundown, metadata, eventNowIndex >= 0 ? eventNowIndex : undefined);
updateLoaded(runtimeState.eventNow ?? undefined);
loadGroupFlagAndEnd(rundown, metadata, eventNowIndex);
}
export function start(state: RuntimeState = runtimeState): boolean {
if (state.eventNow === null) {
return false;
}
if (state.timer.playback === Playback.Play) {
return false;
}
state.clock = timeNow();
state.timer.secondaryTimer = null;
// add paused time if it exists
if (state._timer.pausedAt) {
const timeToAdd = state.clock - state._timer.pausedAt;
state.timer.addedTime += timeToAdd;
state._timer.pausedAt = null;
}
if (state.timer.startedAt === null) {
state.timer.startedAt = state.clock;
}
// update group start time
if (state.groupNow && state.groupNow.startedAt === null) {
state.groupNow.startedAt = state.clock;
}
state.timer.playback = Playback.Play;
state.timer.expectedFinish = getExpectedFinish(state);
state.timer.elapsed = 0;
// update runtime delays: over - under
if (state.runtime.actualStart === null) {
state.runtime.actualStart = state.clock;
}
// update timer phase
runtimeState.timer.phase = getTimerPhase(runtimeState);
// update offset
const { offsetAbs, offsetRel } = getRuntimeOffset(runtimeState);
runtimeState.runtime.offsetAbs = offsetAbs;
runtimeState.runtime.offsetRel = offsetRel;
// as long as there is a timer, we need an planned end
// eslint-disable-next-line no-unused-labels -- dev code path
DEV: {
if (state.runtime.plannedEnd === null) {
throw new Error('runtimeState.start: invalid state received');
}
}
getExpectedTimes();
return true;
}
export function pause(state: RuntimeState = runtimeState): boolean {
if (state.timer.playback !== Playback.Play) {
return false;
}
state.timer.playback = Playback.Pause;
state.clock = timeNow();
state._timer.pausedAt = state.clock;
return true;
}
export function stop(state: RuntimeState = runtimeState): boolean {
if (state.timer.playback === Playback.Stop) {
return false;
}
clearState();
return true;
}
/**
* Exposes functionality to add user time to the timer externally
*/
export function addTime(amount: number) {
if (runtimeState.timer.current === null) {
return false;
}
// as long as there is a timer, we need an expected finish
// eslint-disable-next-line no-unused-labels -- dev code path
DEV: {
if (runtimeState.timer.expectedFinish === null) {
throw new Error('runtimeState.addTime: invalid state received');
}
}
// handle edge cases
// !!! we need to handle side effects before updating the state
const willGoNegative = amount < 0 && Math.abs(amount) > runtimeState.timer.current;
if (willGoNegative && !runtimeState._timer.hasFinished) {
// set finished time so side effects are triggered
runtimeState._timer.forceFinish = timeNow();
} else {
const willGoPositive = runtimeState.timer.current < 0 && runtimeState.timer.current + amount > 0;
if (willGoPositive) {
runtimeState._timer.hasFinished = false;
}
}
// we can update the state after handling the side effects
runtimeState.timer.addedTime += amount;
runtimeState.timer.expectedFinish += amount;
runtimeState.timer.current += amount;
// update runtime delays: over - under
const { offsetAbs, offsetRel } = getRuntimeOffset(runtimeState);
runtimeState.runtime.offsetAbs = offsetAbs;
runtimeState.runtime.offsetRel = offsetRel;
getExpectedTimes();
return true;
}
export type UpdateResult = {
hasTimerFinished: boolean;
hasSecondaryTimerFinished: boolean;
};
export function update(): UpdateResult {
// 0. there are some things we always do
const previousClock = runtimeState.clock;
runtimeState.clock = timeNow(); // we update the clock on every update call
// 1. is playback idle?
if (!isPlaybackActive(runtimeState.timer.playback)) {
return updateIfIdle();
}
// 2. are we waiting to roll?
if (runtimeState.timer.playback === Playback.Roll && runtimeState.timer.secondaryTimer !== null) {
const hasCrossedMidnight = previousClock > runtimeState.clock;
return updateIfWaitingToRoll(hasCrossedMidnight);
}
// 3. at this point we know that we are playing an event
// reset data
runtimeState.timer.secondaryTimer = null;
// eslint-disable-next-line no-unused-labels -- dev code path
DEV: {
if (runtimeState.timer.duration === null) {
throw new Error('runtimeState.update: invalid state received');
}
}
// update timer state
runtimeState.timer.current = getCurrent(runtimeState);
runtimeState.timer.expectedFinish = getExpectedFinish(runtimeState);
runtimeState.timer.phase = getTimerPhase(runtimeState);
runtimeState.timer.elapsed = runtimeState.timer.duration - runtimeState.timer.current;
// update runtime, needs up-to-date timer state
const { offsetAbs, offsetRel } = getRuntimeOffset(runtimeState);
runtimeState.runtime.offsetAbs = offsetAbs;
runtimeState.runtime.offsetRel = offsetRel;
// runtimeState.runtime.expectedEnd = getExpectedEnd(runtimeState);
const finishedNow =
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;
}