Files
ontime/apps/server/src/state.ts
T
Alex Rohleder f965db148c refactor: setup global timer state (#629)
* refactor: setup global timer state

---------

Co-authored-by: Carlos Valente <34649812+cpvalente@users.noreply.github.com>
Co-authored-by: Carlos Valente <carlosvalente@pm.me>
2024-01-12 13:03:58 +01:00

518 lines
17 KiB
TypeScript

import type { DeepReadonly, DeepWritable } from 'ts-essentials';
import { EndAction, OntimeEvent, Playback, TimerLifeCycle, TimerState, TimerType } from 'ontime-types';
import { calculateDuration, dayInMs } from 'ontime-utils';
import { clock } from './services/Clock.js';
import { RestorePoint, restoreService } from './services/RestoreService.js';
import { getCurrent, getExpectedFinish, skippedOutOfEvent } from './services/timerUtils.js';
import { eventStore } from './stores/EventStore.js';
import { integrationService } from './services/integration-service/IntegrationService.js';
import { PlaybackService } from './services/PlaybackService.js';
import { updateRoll } from './services/rollUtils.js';
// TODO: move to timer config
const timeSkipLimit = 3 * 32;
type TState = DeepReadonly<{
playback: Playback;
timer: TimerState & {
pausedTime: number;
pausedAt: number | null;
timeEnd: number | null;
finishedNow: boolean;
lastUpdate: number | null;
secondaryTarget: number | null;
};
}>;
export const state: TState = {
// QUESTION: should merge playback into the timer?
playback: Playback.Stop,
timer: {
clock: clock.timeNow(),
current: null,
elapsed: null,
expectedFinish: null,
addedTime: 0,
pausedTime: 0,
pausedAt: null,
timeEnd: null,
startedAt: null,
finishedAt: null,
secondaryTimer: null,
selectedEventId: null,
duration: null,
timerType: null,
endAction: null,
lastUpdate: null,
secondaryTarget: null,
timeWarning: null,
timeDanger: null,
get finishedNow() {
return this.current <= 0 && this.finishedAt === null;
},
},
};
export const stateMutations = {
timer: {
// utility to reset the state of the timer
clear() {
mutate((state) => {
// TODO: check that entire state is reset here
state.playback = Playback.Stop;
state.timer.clock = clock.timeNow();
state.timer.current = null;
state.timer.elapsed = null;
state.timer.expectedFinish = null;
state.timer.addedTime = 0;
state.timer.startedAt = null;
state.timer.finishedAt = null;
state.timer.secondaryTimer = null;
state.timer.selectedEventId = null;
state.timer.duration = null;
state.timer.timerType = null;
state.timer.endAction = null;
state.timer.pausedTime = 0;
state.timer.pausedAt = null;
state.timer.secondaryTarget = null;
});
},
// utility to allow modifying the state from the outside
patch(timer: Partial<TimerState>) {
mutate((state) => {
for (const key in timer) {
if (key in state.timer) {
state.timer[key] = timer[key];
}
}
});
},
start() {
mutate(
(state) => {
// TODO: we need an event to start, should we get the event or the whole rundown?
state.timer.clock = clock.timeNow();
state.timer.secondaryTimer = null;
state.timer.secondaryTarget = null;
// add paused time if it exists
if (state.timer.pausedTime) {
state.timer.addedTime += state.timer.pausedTime;
state.timer.pausedAt = null;
state.timer.pausedTime = 0;
} else if (state.timer.startedAt === null) {
state.timer.startedAt = state.timer.clock;
}
state.playback = Playback.Play;
state.timer.expectedFinish = getExpectedFinish(
state.timer.startedAt,
state.timer.finishedAt,
state.timer.duration,
state.timer.pausedTime,
state.timer.addedTime,
state.timer.timeEnd,
state.timer.timerType,
);
},
{
sideEffect() {
integrationService.dispatch(TimerLifeCycle.onStart);
},
},
);
},
stop() {
mutate(
(_state) => {
stateMutations.timer.clear();
},
{
sideEffect() {
integrationService.dispatch(TimerLifeCycle.onStop);
},
},
);
},
pause() {
mutate(
(state) => {
// TODO: is it easier to have a beforeAll() function that sets the timer?
state.playback = Playback.Pause;
state.timer.clock = clock.timeNow();
state.timer.pausedAt = state.timer.clock;
},
{
sideEffect() {
integrationService.dispatch(TimerLifeCycle.onPause);
},
},
);
},
resume(event: OntimeEvent, restorePoint: RestorePoint) {
mutate((state) => {
state.timer.clock = clock.timeNow();
// TODO: the duplication of timer data would not be necessary
// once event loader is merged here
state.timer.selectedEventId = event.id;
state.timer.startedAt = restorePoint.startedAt;
state.timer.timeEnd = event.timeEnd;
state.timer.duration = calculateDuration(event.timeStart, event.timeEnd);
state.timer.current = state.timer.duration;
state.timer.timerType = event.timerType;
state.timer.endAction = event.endAction;
state.playback = restorePoint.playback;
state.timer.pausedAt = restorePoint.pausedAt;
state.timer.addedTime = restorePoint.addedTime;
// check if event finished meanwhile
if (state.timer.timerType === TimerType.TimeToEnd) {
state.timer.current = getCurrent(
state.timer.startedAt,
state.timer.duration,
0,
0,
state.timer.clock,
event.timeEnd,
state.timer.timerType,
);
}
});
},
load(event: OntimeEvent, patch?: Partial<TimerState>) {
mutate(
(state) => {
// TODO: resume and load logic are very similar
state.timer.clock = clock.timeNow();
state.timer.selectedEventId = event.id;
state.timer.timeEnd = event.timeEnd;
state.playback = Playback.Armed;
state.timer.duration = calculateDuration(event.timeStart, event.timeEnd);
state.timer.timerType = event.timerType;
state.timer.endAction = event.endAction;
state.timer.timeWarning = event.timeWarning;
state.timer.timeDanger = event.timeDanger;
state.timer.pausedTime = 0;
state.timer.pausedAt = 0; // TODO: should this not be null?
state.timer.current = state.timer.duration;
if (state.timer.timerType === TimerType.TimeToEnd) {
state.timer.current = getCurrent(
state.timer.clock,
state.timer.duration,
0,
0,
state.timer.clock,
event.timeEnd,
state.timer.timerType,
);
}
if (patch) {
state.timer = { ...state.timer, ...patch };
}
},
{
sideEffect() {
integrationService.dispatch(TimerLifeCycle.onLoad);
},
},
);
},
reload(timer: OntimeEvent) {
mutate((state) => {
state.timer.duration = calculateDuration(timer.timeStart, timer.timeEnd);
state.timer.timerType = timer.timerType;
state.timer.endAction = timer.endAction;
state.timer.timeEnd = timer.timeEnd;
state.timer.finishedAt = null;
state.timer.expectedFinish = getExpectedFinish(
state.timer.startedAt,
state.timer.finishedAt,
state.timer.duration,
state.timer.pausedTime,
state.timer.addedTime,
state.timer.timeEnd,
state.timer.timerType,
);
if (state.timer.startedAt === null) {
state.timer.current = state.timer.duration;
}
});
},
addTime(amount: number) {
mutate((state) => {
// TODO: what kinds of validation go here or in the consumer?
if (!state.timer.selectedEventId) {
return;
}
// TODO: remove pausedTime in favour of addedTime
state.timer.addedTime += amount;
// handle edge cases
const willGoNegative = amount < 0 && Math.abs(amount) > state.timer.current;
if (willGoNegative) {
if (state.timer.finishedAt === null) {
state.timer.finishedAt = clock.timeNow();
}
} else {
const willGoPositive = state.timer.current < 0 && state.timer.current + amount > 0;
if (willGoPositive) {
state.timer.finishedAt = null;
}
}
});
},
// TODO: make options an object
update(force: boolean, updateInterval: number) {
return mutate(
(state) => {
function roll() {
const hasSkippedOutOfEvent = skippedOutOfEvent(
previousTime,
state.timer.clock,
state.timer.startedAt,
state.timer.expectedFinish,
timeSkipLimit,
);
if (hasSkippedOutOfEvent) {
return { doRoll: true };
}
const tempCurrentTimer = {
selectedEventId: state.timer.selectedEventId,
current: state.timer.current,
// safeguard on midnight rollover
_finishAt:
state.timer.expectedFinish >= state.timer.startedAt
? state.timer.expectedFinish
: state.timer.expectedFinish + dayInMs,
clock: state.timer.clock,
secondaryTimer: state.timer.secondaryTimer,
secondaryTarget: state.timer.secondaryTarget,
};
const updated = updateRoll(tempCurrentTimer);
const { updatedTimer, updatedSecondaryTimer, doRollLoad, isFinished } = updated;
state.timer.current = updatedTimer;
state.timer.secondaryTimer = updatedSecondaryTimer;
state.timer.elapsed = state.timer.duration - state.timer.current;
if (isFinished) {
state.timer.selectedEventId = null;
}
return { doRoll: doRollLoad, isFinished };
}
function play() {
if (state.playback === Playback.Pause) {
state.timer.pausedTime = state.timer.clock - state.timer.pausedAt;
}
let isFinished = false;
if (state.playback === Playback.Play && state.timer.finishedNow) {
state.timer.finishedAt = state.timer.clock;
isFinished = true;
} else {
state.timer.expectedFinish = getExpectedFinish(
state.timer.startedAt,
state.timer.finishedAt,
state.timer.duration,
state.timer.pausedTime,
state.timer.addedTime,
state.timer.timeEnd,
state.timer.timerType,
);
}
state.timer.current = getCurrent(
state.timer.startedAt,
state.timer.duration,
state.timer.addedTime,
state.timer.pausedTime,
state.timer.clock,
state.timer.timeEnd,
state.timer.timerType,
);
state.timer.elapsed = state.timer.duration - state.timer.current;
return { isFinished };
}
// force indicates whether the state change should be broadcast to socket
let _force = force;
let _didUpdate = false;
let _doRoll = false;
let _isFinished = false;
let _shouldNotify = false;
const previousTime = state.timer.clock;
state.timer.clock = clock.timeNow();
if (previousTime > state.timer.clock) {
_force = true;
}
// we call integrations if we update timers
if (state.playback === Playback.Roll) {
const result = roll();
_shouldNotify = true;
_doRoll = result.doRoll;
_isFinished = result.isFinished;
} else if (state.timer.startedAt !== null) {
// we only update timer if a timer has been started
const result = play();
_shouldNotify = true;
_isFinished = result.isFinished;
}
// we only update the store at the updateInterval
// side effects such as onFinish will still be triggered in the update functions
const isTimeToUpdate = state.timer.clock > state.timer.lastUpdate + updateInterval;
if (_force || isTimeToUpdate) {
state.timer.lastUpdate = state.timer.clock;
// TODO: can we simplify the didUpdate and shouldNotify
_didUpdate = true;
}
return {
didUpdate: _didUpdate,
doRoll: _doRoll,
isFinished: _isFinished,
shouldNotify: _shouldNotify,
};
},
{
sideEffect({ didUpdate, doRoll, isFinished, shouldNotify }, newState) {
// TODO: we cant cyclic calls to PlaybackService
if (didUpdate && shouldNotify) {
// TODO: can we distinguish between a clock update and a timer update?
integrationService.dispatch(TimerLifeCycle.onUpdate);
}
if (doRoll) {
PlaybackService.roll();
}
if (isFinished) {
integrationService.dispatch(TimerLifeCycle.onFinish);
// handle end action if there was a timer playing
if (newState.playback === Playback.Play) {
if (newState.timer.endAction === EndAction.Stop) {
PlaybackService.stop();
} else if (newState.timer.endAction === EndAction.LoadNext) {
// we need to delay here to put this action in the queue stack. otherwise it won't be executed properly
setTimeout(PlaybackService.loadNext, 0);
} else if (newState.timer.endAction === EndAction.PlayNext) {
PlaybackService.startNext();
}
}
}
},
},
);
},
roll(currentEvent: OntimeEvent | null, nextEvent: OntimeEvent | null) {
mutate((state) => {
stateMutations.timer.clear();
// TODO: should we have a pre-action that updates time in all mutations?
state.timer.clock = clock.timeNow();
if (currentEvent) {
// there is something running, load
state.timer.secondaryTimer = null;
state.timer.secondaryTarget = null;
// account for event that finishes the day after
const endTime =
currentEvent.timeEnd < currentEvent.timeStart ? currentEvent.timeEnd + dayInMs : currentEvent.timeEnd;
// when we load a timer in roll, we do the same things as before
// but also pre-populate some data as to the running state
this.load(currentEvent, {
startedAt: currentEvent.timeStart,
expectedFinish: currentEvent.timeEnd,
current: endTime - state.timer.clock,
});
} else if (nextEvent) {
// account for day after
const nextStart =
nextEvent.timeStart < state.timer.clock ? nextEvent.timeStart + dayInMs : nextEvent.timeStart;
// nothing now, but something coming up
state.timer.secondaryTimer = nextStart - state.timer.clock;
state.timer.secondaryTarget = nextStart;
}
state.playback = Playback.Roll;
});
},
},
};
/**
* This function is the only way to write to the state.
* Mock this in the unit tests to assert state transitions and side effects.
*/
function mutate<R>(
/**
* A pure function that receives the current state and modifies it in place.
* The function can return a value that will be passed to the side effects, and
* will be returned to the caller of the mutation.
*/
fn: (state: DeepWritable<TState>) => R,
opts?: {
/**
* Side effects are functions that execute code related to the change in state.
*
* @param result The result of the mutation function `fn`
* @param newState The new state after the mutation
* @param prevState The state before the mutation
*/
sideEffect?: (result: R, newState: TState, prevState: TState) => void;
},
) {
const prevState = state;
const result = fn(state as DeepWritable<TState>);
const newState = state;
// run action specific side effect before global side effects
opts?.sideEffect?.(result, newState, prevState);
// TODO: how would we handle granular updates
// once more state is migrated here
// set eventStore any time a mutation happens
// this means we are pushing this data to the client every 32ms
eventStore.batchSet({
playback: newState.playback,
timer: newState.timer,
});
// we write to restore service if the underlying data changes
restoreService.save({
playback: state.playback,
selectedEventId: state.timer.selectedEventId,
startedAt: state.timer.startedAt,
addedTime: state.timer.addedTime,
pausedAt: state.timer.pausedAt,
});
return result;
}