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f965db148c
* refactor: setup global timer state --------- Co-authored-by: Carlos Valente <34649812+cpvalente@users.noreply.github.com> Co-authored-by: Carlos Valente <carlosvalente@pm.me>
518 lines
17 KiB
TypeScript
518 lines
17 KiB
TypeScript
import type { DeepReadonly, DeepWritable } from 'ts-essentials';
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import { EndAction, OntimeEvent, Playback, TimerLifeCycle, TimerState, TimerType } from 'ontime-types';
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import { calculateDuration, dayInMs } from 'ontime-utils';
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import { clock } from './services/Clock.js';
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import { RestorePoint, restoreService } from './services/RestoreService.js';
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import { getCurrent, getExpectedFinish, skippedOutOfEvent } from './services/timerUtils.js';
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import { eventStore } from './stores/EventStore.js';
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import { integrationService } from './services/integration-service/IntegrationService.js';
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import { PlaybackService } from './services/PlaybackService.js';
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import { updateRoll } from './services/rollUtils.js';
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// TODO: move to timer config
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const timeSkipLimit = 3 * 32;
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type TState = DeepReadonly<{
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playback: Playback;
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timer: TimerState & {
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pausedTime: number;
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pausedAt: number | null;
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timeEnd: number | null;
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finishedNow: boolean;
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lastUpdate: number | null;
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secondaryTarget: number | null;
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};
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}>;
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export const state: TState = {
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// QUESTION: should merge playback into the timer?
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playback: Playback.Stop,
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timer: {
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clock: clock.timeNow(),
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current: null,
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elapsed: null,
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expectedFinish: null,
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addedTime: 0,
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pausedTime: 0,
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pausedAt: null,
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timeEnd: null,
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startedAt: null,
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finishedAt: null,
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secondaryTimer: null,
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selectedEventId: null,
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duration: null,
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timerType: null,
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endAction: null,
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lastUpdate: null,
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secondaryTarget: null,
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timeWarning: null,
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timeDanger: null,
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get finishedNow() {
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return this.current <= 0 && this.finishedAt === null;
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},
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},
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};
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export const stateMutations = {
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timer: {
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// utility to reset the state of the timer
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clear() {
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mutate((state) => {
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// TODO: check that entire state is reset here
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state.playback = Playback.Stop;
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state.timer.clock = clock.timeNow();
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state.timer.current = null;
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state.timer.elapsed = null;
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state.timer.expectedFinish = null;
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state.timer.addedTime = 0;
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state.timer.startedAt = null;
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state.timer.finishedAt = null;
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state.timer.secondaryTimer = null;
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state.timer.selectedEventId = null;
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state.timer.duration = null;
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state.timer.timerType = null;
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state.timer.endAction = null;
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state.timer.pausedTime = 0;
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state.timer.pausedAt = null;
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state.timer.secondaryTarget = null;
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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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patch(timer: Partial<TimerState>) {
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mutate((state) => {
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for (const key in timer) {
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if (key in state.timer) {
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state.timer[key] = timer[key];
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}
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}
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});
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},
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start() {
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mutate(
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(state) => {
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// TODO: we need an event to start, should we get the event or the whole rundown?
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state.timer.clock = clock.timeNow();
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state.timer.secondaryTimer = null;
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state.timer.secondaryTarget = null;
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// add paused time if it exists
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if (state.timer.pausedTime) {
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state.timer.addedTime += state.timer.pausedTime;
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state.timer.pausedAt = null;
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state.timer.pausedTime = 0;
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} else if (state.timer.startedAt === null) {
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state.timer.startedAt = state.timer.clock;
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}
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state.playback = Playback.Play;
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state.timer.expectedFinish = getExpectedFinish(
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state.timer.startedAt,
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state.timer.finishedAt,
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state.timer.duration,
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state.timer.pausedTime,
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state.timer.addedTime,
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state.timer.timeEnd,
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state.timer.timerType,
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);
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},
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{
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sideEffect() {
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integrationService.dispatch(TimerLifeCycle.onStart);
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},
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},
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);
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},
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stop() {
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mutate(
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(_state) => {
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stateMutations.timer.clear();
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},
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{
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sideEffect() {
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integrationService.dispatch(TimerLifeCycle.onStop);
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},
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},
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);
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},
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pause() {
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mutate(
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(state) => {
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// TODO: is it easier to have a beforeAll() function that sets the timer?
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state.playback = Playback.Pause;
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state.timer.clock = clock.timeNow();
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state.timer.pausedAt = state.timer.clock;
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},
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{
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sideEffect() {
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integrationService.dispatch(TimerLifeCycle.onPause);
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},
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},
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);
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},
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resume(event: OntimeEvent, restorePoint: RestorePoint) {
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mutate((state) => {
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state.timer.clock = clock.timeNow();
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// TODO: the duplication of timer data would not be necessary
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// once event loader is merged here
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state.timer.selectedEventId = event.id;
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state.timer.startedAt = restorePoint.startedAt;
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state.timer.timeEnd = event.timeEnd;
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state.timer.duration = calculateDuration(event.timeStart, event.timeEnd);
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state.timer.current = state.timer.duration;
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state.timer.timerType = event.timerType;
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state.timer.endAction = event.endAction;
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state.playback = restorePoint.playback;
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state.timer.pausedAt = restorePoint.pausedAt;
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state.timer.addedTime = restorePoint.addedTime;
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// check if event finished meanwhile
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if (state.timer.timerType === TimerType.TimeToEnd) {
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state.timer.current = getCurrent(
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state.timer.startedAt,
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state.timer.duration,
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0,
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0,
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state.timer.clock,
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event.timeEnd,
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state.timer.timerType,
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);
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}
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});
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},
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load(event: OntimeEvent, patch?: Partial<TimerState>) {
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mutate(
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(state) => {
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// TODO: resume and load logic are very similar
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state.timer.clock = clock.timeNow();
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state.timer.selectedEventId = event.id;
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state.timer.timeEnd = event.timeEnd;
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state.playback = Playback.Armed;
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state.timer.duration = calculateDuration(event.timeStart, event.timeEnd);
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state.timer.timerType = event.timerType;
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state.timer.endAction = event.endAction;
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state.timer.timeWarning = event.timeWarning;
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state.timer.timeDanger = event.timeDanger;
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state.timer.pausedTime = 0;
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state.timer.pausedAt = 0; // TODO: should this not be null?
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state.timer.current = state.timer.duration;
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if (state.timer.timerType === TimerType.TimeToEnd) {
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state.timer.current = getCurrent(
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state.timer.clock,
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state.timer.duration,
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0,
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0,
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state.timer.clock,
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event.timeEnd,
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state.timer.timerType,
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);
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}
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if (patch) {
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state.timer = { ...state.timer, ...patch };
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}
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},
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{
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sideEffect() {
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integrationService.dispatch(TimerLifeCycle.onLoad);
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},
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},
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);
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},
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reload(timer: OntimeEvent) {
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mutate((state) => {
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state.timer.duration = calculateDuration(timer.timeStart, timer.timeEnd);
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state.timer.timerType = timer.timerType;
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state.timer.endAction = timer.endAction;
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state.timer.timeEnd = timer.timeEnd;
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state.timer.finishedAt = null;
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state.timer.expectedFinish = getExpectedFinish(
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state.timer.startedAt,
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state.timer.finishedAt,
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state.timer.duration,
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state.timer.pausedTime,
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state.timer.addedTime,
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state.timer.timeEnd,
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state.timer.timerType,
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);
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if (state.timer.startedAt === null) {
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state.timer.current = state.timer.duration;
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}
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});
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},
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addTime(amount: number) {
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mutate((state) => {
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// TODO: what kinds of validation go here or in the consumer?
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if (!state.timer.selectedEventId) {
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return;
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}
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// TODO: remove pausedTime in favour of addedTime
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state.timer.addedTime += amount;
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// handle edge cases
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const willGoNegative = amount < 0 && Math.abs(amount) > state.timer.current;
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if (willGoNegative) {
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if (state.timer.finishedAt === null) {
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state.timer.finishedAt = clock.timeNow();
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}
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} else {
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const willGoPositive = state.timer.current < 0 && state.timer.current + amount > 0;
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if (willGoPositive) {
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state.timer.finishedAt = null;
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}
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}
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});
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},
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// TODO: make options an object
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update(force: boolean, updateInterval: number) {
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return mutate(
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(state) => {
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function roll() {
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const hasSkippedOutOfEvent = skippedOutOfEvent(
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previousTime,
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state.timer.clock,
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state.timer.startedAt,
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state.timer.expectedFinish,
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timeSkipLimit,
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);
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if (hasSkippedOutOfEvent) {
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return { doRoll: true };
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}
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const tempCurrentTimer = {
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selectedEventId: state.timer.selectedEventId,
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current: state.timer.current,
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// safeguard on midnight rollover
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_finishAt:
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state.timer.expectedFinish >= state.timer.startedAt
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? state.timer.expectedFinish
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: state.timer.expectedFinish + dayInMs,
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clock: state.timer.clock,
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secondaryTimer: state.timer.secondaryTimer,
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secondaryTarget: state.timer.secondaryTarget,
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};
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const updated = updateRoll(tempCurrentTimer);
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const { updatedTimer, updatedSecondaryTimer, doRollLoad, isFinished } = updated;
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state.timer.current = updatedTimer;
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state.timer.secondaryTimer = updatedSecondaryTimer;
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state.timer.elapsed = state.timer.duration - state.timer.current;
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if (isFinished) {
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state.timer.selectedEventId = null;
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}
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return { doRoll: doRollLoad, isFinished };
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}
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function play() {
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if (state.playback === Playback.Pause) {
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state.timer.pausedTime = state.timer.clock - state.timer.pausedAt;
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}
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let isFinished = false;
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if (state.playback === Playback.Play && state.timer.finishedNow) {
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state.timer.finishedAt = state.timer.clock;
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isFinished = true;
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} else {
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state.timer.expectedFinish = getExpectedFinish(
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state.timer.startedAt,
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state.timer.finishedAt,
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state.timer.duration,
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state.timer.pausedTime,
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state.timer.addedTime,
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state.timer.timeEnd,
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state.timer.timerType,
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);
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}
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state.timer.current = getCurrent(
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state.timer.startedAt,
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state.timer.duration,
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state.timer.addedTime,
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state.timer.pausedTime,
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state.timer.clock,
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state.timer.timeEnd,
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state.timer.timerType,
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);
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state.timer.elapsed = state.timer.duration - state.timer.current;
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return { isFinished };
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}
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// force indicates whether the state change should be broadcast to socket
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let _force = force;
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let _didUpdate = false;
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let _doRoll = false;
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let _isFinished = false;
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let _shouldNotify = false;
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const previousTime = state.timer.clock;
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state.timer.clock = clock.timeNow();
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if (previousTime > state.timer.clock) {
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_force = true;
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}
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// we call integrations if we update timers
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if (state.playback === Playback.Roll) {
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const result = roll();
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_shouldNotify = true;
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_doRoll = result.doRoll;
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_isFinished = result.isFinished;
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} else if (state.timer.startedAt !== null) {
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// we only update timer if a timer has been started
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const result = play();
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_shouldNotify = true;
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_isFinished = result.isFinished;
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}
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// we only update the store at the updateInterval
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// side effects such as onFinish will still be triggered in the update functions
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const isTimeToUpdate = state.timer.clock > state.timer.lastUpdate + updateInterval;
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if (_force || isTimeToUpdate) {
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state.timer.lastUpdate = state.timer.clock;
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// TODO: can we simplify the didUpdate and shouldNotify
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_didUpdate = true;
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}
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return {
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didUpdate: _didUpdate,
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doRoll: _doRoll,
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isFinished: _isFinished,
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shouldNotify: _shouldNotify,
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};
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},
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{
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sideEffect({ didUpdate, doRoll, isFinished, shouldNotify }, newState) {
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// TODO: we cant cyclic calls to PlaybackService
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if (didUpdate && shouldNotify) {
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// TODO: can we distinguish between a clock update and a timer update?
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integrationService.dispatch(TimerLifeCycle.onUpdate);
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}
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if (doRoll) {
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PlaybackService.roll();
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}
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if (isFinished) {
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integrationService.dispatch(TimerLifeCycle.onFinish);
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// handle end action if there was a timer playing
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if (newState.playback === Playback.Play) {
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if (newState.timer.endAction === EndAction.Stop) {
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PlaybackService.stop();
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} else if (newState.timer.endAction === EndAction.LoadNext) {
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// we need to delay here to put this action in the queue stack. otherwise it won't be executed properly
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setTimeout(PlaybackService.loadNext, 0);
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} else if (newState.timer.endAction === EndAction.PlayNext) {
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PlaybackService.startNext();
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}
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}
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}
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},
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},
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);
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},
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roll(currentEvent: OntimeEvent | null, nextEvent: OntimeEvent | null) {
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mutate((state) => {
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stateMutations.timer.clear();
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// TODO: should we have a pre-action that updates time in all mutations?
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state.timer.clock = clock.timeNow();
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if (currentEvent) {
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// there is something running, load
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state.timer.secondaryTimer = null;
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state.timer.secondaryTarget = null;
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// account for event that finishes the day after
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const endTime =
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currentEvent.timeEnd < currentEvent.timeStart ? currentEvent.timeEnd + dayInMs : currentEvent.timeEnd;
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// when we load a timer in roll, we do the same things as before
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// but also pre-populate some data as to the running state
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this.load(currentEvent, {
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startedAt: currentEvent.timeStart,
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expectedFinish: currentEvent.timeEnd,
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current: endTime - state.timer.clock,
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});
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} else if (nextEvent) {
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// account for day after
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const nextStart =
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nextEvent.timeStart < state.timer.clock ? nextEvent.timeStart + dayInMs : nextEvent.timeStart;
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// nothing now, but something coming up
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state.timer.secondaryTimer = nextStart - state.timer.clock;
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state.timer.secondaryTarget = nextStart;
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}
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state.playback = Playback.Roll;
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});
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},
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},
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};
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/**
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* This function is the only way to write to the state.
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* Mock this in the unit tests to assert state transitions and side effects.
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*/
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function mutate<R>(
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/**
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* A pure function that receives the current state and modifies it in place.
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* The function can return a value that will be passed to the side effects, and
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* will be returned to the caller of the mutation.
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*/
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fn: (state: DeepWritable<TState>) => R,
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opts?: {
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/**
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* Side effects are functions that execute code related to the change in state.
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*
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* @param result The result of the mutation function `fn`
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* @param newState The new state after the mutation
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* @param prevState The state before the mutation
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*/
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sideEffect?: (result: R, newState: TState, prevState: TState) => void;
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},
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) {
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const prevState = state;
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const result = fn(state as DeepWritable<TState>);
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const newState = state;
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// run action specific side effect before global side effects
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opts?.sideEffect?.(result, newState, prevState);
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// TODO: how would we handle granular updates
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// once more state is migrated here
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// set eventStore any time a mutation happens
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// this means we are pushing this data to the client every 32ms
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eventStore.batchSet({
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playback: newState.playback,
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timer: newState.timer,
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});
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// we write to restore service if the underlying data changes
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restoreService.save({
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playback: state.playback,
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selectedEventId: state.timer.selectedEventId,
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startedAt: state.timer.startedAt,
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addedTime: state.timer.addedTime,
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pausedAt: state.timer.pausedAt,
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});
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return result;
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}
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