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https://github.com/bilawalsidhu/gods-eye-view.git
synced 2026-11-05 19:04:02 +00:00
refactor(director): separate timing clocks and scene pack presentation
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@@ -0,0 +1,301 @@
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const clamp01 = (value) => Math.max(0, Math.min(1, value));
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/** Own playback timers and scene-clock subscriptions independently of renderer and editor state. */
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export function createPlaybackClock(options) {
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return new PlaybackClock(options);
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}
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class PlaybackClock {
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constructor({
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isRunning,
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timingForShot,
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onProgress,
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now = () => Date.now(),
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schedule = (callback, ms) => setInterval(callback, ms),
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cancel = (timer) => clearInterval(timer),
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}) {
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this.isRunning = isRunning;
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this.timingForShot = timingForShot;
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this.onProgress = onProgress;
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this.now = now;
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this.schedule = schedule;
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this.cancel = cancel;
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this._progressTimer = null;
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this._shotProgressTimer = null;
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this._sceneClockTimer = null;
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this._sceneClockListeners = new Set();
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this._sceneClockSnapshot = null;
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this._destroyed = false;
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this._waitGeneration = 0;
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this._shotGeneration = 0;
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this._sceneGeneration = 0;
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this._waiters = new Set();
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}
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get snapshot() {
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return this._sceneClockSnapshot ? { ...this._sceneClockSnapshot } : null;
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}
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get activeTimers() {
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return (
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[
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this._progressTimer,
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this._shotProgressTimer,
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this._sceneClockTimer,
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].filter((timer) => timer !== null).length + this._waiters.size
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);
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}
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stopShot() {
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this._shotGeneration++;
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this.cancel(this._shotProgressTimer);
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this._shotProgressTimer = null;
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}
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stopSceneTimer() {
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this._sceneGeneration++;
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this.cancel(this._sceneClockTimer);
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this._sceneClockTimer = null;
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}
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finish() {
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this.cancel(this._progressTimer);
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this._progressTimer = null;
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this.stopSceneTimer();
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}
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stop() {
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this.cancelWaits();
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this.stopShot();
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this.finish();
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if (
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!this._sceneClockSnapshot ||
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this._sceneClockSnapshot.stopped ||
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this._destroyed
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)
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return;
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this._sceneClockSnapshot = {
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...this._sceneClockSnapshot,
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running: false,
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stopped: true,
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};
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for (const listener of this._sceneClockListeners) {
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try {
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listener(this.snapshot);
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} catch {
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/* Observers cannot block cancellation. */
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}
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}
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}
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destroy() {
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this.cancelWaits();
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this._destroyed = true;
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this.stopShot();
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this.finish();
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this._sceneClockListeners.clear();
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this._sceneClockSnapshot = null;
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}
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cancelWaits() {
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this._waitGeneration++;
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for (const finish of [...this._waiters]) finish();
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}
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/** Own cancellable hold delays; Stop and destroy settle pending waiters immediately. */
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async wait(ms, token) {
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const generation = this._waitGeneration;
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const endAt = this.now() + ms;
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const current = () =>
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!this._destroyed &&
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generation === this._waitGeneration &&
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!token.cancelled &&
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!token.signal?.aborted;
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while (current() && this.now() < endAt) {
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await new Promise((resolve) => {
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const finish = () => {
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clearTimeout(timer);
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token.signal?.removeEventListener('abort', finish);
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this._waiters.delete(finish);
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resolve();
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};
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const timer = setTimeout(finish, 70);
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this._waiters.add(finish);
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token.signal?.addEventListener('abort', finish, { once: true });
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});
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}
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}
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subscribe(listener) {
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if (this._destroyed || typeof listener !== 'function') return () => {};
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this._sceneClockListeners.add(listener);
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if (this._sceneClockSnapshot) listener({ ...this._sceneClockSnapshot });
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return () => this._sceneClockListeners.delete(listener);
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}
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publish(
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scene,
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shot,
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sceneElapsedSec,
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{ running = this.isRunning(), seeking = false } = {},
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) {
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if (this._destroyed || !scene || !shot) return;
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const timing = this.timingForShot(scene, shot);
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const elapsedSec = Math.max(
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0,
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Math.min(timing.totalSec, Number(sceneElapsedSec) || 0),
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);
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this._sceneClockSnapshot = {
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sceneId: scene.id,
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shotId: shot.id,
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shotIndex: timing.shotIndex,
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shotCount: scene.shots.length,
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sceneElapsedSec: elapsedSec,
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sceneDurationSec: timing.totalSec,
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sceneProgress: timing.totalSec > 0 ? elapsedSec / timing.totalSec : 0,
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running: Boolean(running),
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seeking: Boolean(seeking),
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};
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for (const listener of this._sceneClockListeners) {
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try {
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listener({ ...this._sceneClockSnapshot });
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} catch (error) {
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console.warn('[Scenes] Scene clock listener failed:', error);
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}
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}
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}
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startRunProgress(totalSec) {
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this.cancel(this._progressTimer);
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if (this._destroyed) return;
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const startMs = this.now();
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const totalMs = Math.max(1000, totalSec * 1000);
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const timer = this.schedule(() => {
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if (this._destroyed || this._progressTimer !== timer || !this.isRunning())
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return;
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const elapsedMs = this.now() - startMs;
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this.onProgress(elapsedMs / totalMs);
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}, 100);
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this._progressTimer = timer;
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}
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startShotProgress(token, seconds, from, to, sceneClock = null) {
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this.stopShot();
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const generation = this._shotGeneration;
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if (
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generation !== this._shotGeneration ||
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this._destroyed ||
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token.cancelled ||
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token.signal?.aborted ||
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this.isRunning()
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)
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return;
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this.onProgress(from);
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if (generation !== this._shotGeneration || this._destroyed) return;
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if (sceneClock) {
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this.publish(
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sceneClock.scene,
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sceneClock.shot,
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sceneClock.sceneElapsedFrom,
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{ running: false },
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);
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}
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if (
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generation !== this._shotGeneration ||
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this._destroyed ||
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token.cancelled ||
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token.signal?.aborted ||
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this.isRunning()
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)
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return;
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if (seconds <= 0) {
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this.onProgress(to);
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if (generation !== this._shotGeneration || this._destroyed) return;
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if (sceneClock) {
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this.publish(
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sceneClock.scene,
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sceneClock.shot,
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sceneClock.sceneElapsedTo,
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{ running: false },
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);
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}
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return;
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}
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const startedAt = this.now();
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const timer = this.schedule(() => {
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if (this._shotProgressTimer !== timer) return;
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if (
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generation !== this._shotGeneration ||
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this._destroyed ||
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token.cancelled ||
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token.signal?.aborted ||
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this.isRunning()
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) {
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this.cancel(timer);
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if (this._shotProgressTimer === timer) this._shotProgressTimer = null;
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return;
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}
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const fraction = clamp01((this.now() - startedAt) / (seconds * 1000));
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this.onProgress(from + (to - from) * fraction);
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if (generation !== this._shotGeneration || this._destroyed) return;
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if (sceneClock) {
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this.publish(
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sceneClock.scene,
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sceneClock.shot,
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sceneClock.sceneElapsedFrom +
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(sceneClock.sceneElapsedTo - sceneClock.sceneElapsedFrom) *
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fraction,
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{ running: false },
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);
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}
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if (fraction >= 1) {
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this.cancel(timer);
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if (this._shotProgressTimer === timer) this._shotProgressTimer = null;
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}
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}, 100);
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timer.unref?.();
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this._shotProgressTimer = timer;
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}
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startScene(scene, shot, token) {
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this.stopSceneTimer();
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const generation = this._sceneGeneration;
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const timing = this.timingForShot(scene, shot);
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if (
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generation !== this._sceneGeneration ||
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this._destroyed ||
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token.cancelled ||
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token.signal?.aborted
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)
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return timing;
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const startedAt = this.now();
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this.publish(scene, shot, timing.startElapsedSec, {
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running: true,
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});
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if (
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generation !== this._sceneGeneration ||
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this._destroyed ||
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token.cancelled ||
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token.signal?.aborted
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)
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return timing;
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const timer = this.schedule(() => {
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if (this._sceneClockTimer !== timer) return;
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if (
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this._destroyed ||
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token.cancelled ||
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token.signal?.aborted ||
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!this.isRunning()
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) {
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this.cancel(timer);
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if (this._sceneClockTimer === timer) this._sceneClockTimer = null;
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return;
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}
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const shotElapsedSec = Math.min(
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timing.durationSec,
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(this.now() - startedAt) / 1000,
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);
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this.publish(scene, shot, timing.startElapsedSec + shotElapsedSec, {
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running: true,
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});
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}, 50);
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timer.unref?.();
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this._sceneClockTimer = timer;
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return timing;
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}
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}
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@@ -0,0 +1,173 @@
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import test from 'node:test';
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import assert from 'node:assert/strict';
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import { createPlaybackClock } from './clock.js';
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const scene = { id: 'scene', shots: [{ id: 'shot' }] };
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const shot = scene.shots[0];
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const timing = {
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shotIndex: 0,
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totalSec: 4,
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durationSec: 4,
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startElapsedSec: 0,
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};
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function fixture() {
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const timers = new Map();
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let id = 0,
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now = 0,
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running = true;
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const progress = [];
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const clock = createPlaybackClock({
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isRunning: () => running,
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timingForShot: () => timing,
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onProgress: (value) => progress.push(value),
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now: () => now,
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schedule: (callback) => {
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timers.set(++id, callback);
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return id;
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},
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cancel: (handle) => timers.delete(handle),
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});
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return {
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clock,
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timers,
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progress,
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time: (value) => {
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now = value;
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},
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running: (value) => {
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running = value;
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},
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};
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}
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test('Stop releases every clock timer and queued callbacks cannot publish later', () => {
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const f = fixture();
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const observed = [];
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f.clock.subscribe((snapshot) => observed.push(snapshot));
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f.clock.startRunProgress(4);
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f.clock.startScene(scene, shot, { cancelled: false });
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f.time(2000);
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for (const tick of f.timers.values()) tick();
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assert.equal(f.clock.snapshot.sceneElapsedSec, 2);
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const stale = [...f.timers.values()];
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f.clock.stop();
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assert.equal(f.clock.activeTimers, 0);
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assert.equal(f.timers.size, 0);
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assert.equal(f.clock.snapshot.stopped, true);
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const count = observed.length,
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progressCount = f.progress.length;
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f.time(3000);
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for (const tick of stale) tick();
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assert.equal(observed.length, count);
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assert.equal(f.progress.length, progressCount);
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});
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test('replacing a shot clock rejects the old callback without clearing the replacement', () => {
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const f = fixture();
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f.clock.startScene(scene, shot, {});
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const stale = [...f.timers.values()][0];
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f.time(1000);
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f.clock.startScene(scene, shot, {});
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f.time(2000);
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stale();
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assert.equal(f.clock.snapshot.sceneElapsedSec, 0);
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assert.equal(f.clock.activeTimers, 1);
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[...f.timers.values()][0]();
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assert.equal(f.clock.snapshot.sceneElapsedSec, 1);
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f.clock.destroy();
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});
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test('direct-load progress finishes once and snapshots cannot mutate the clock', () => {
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const f = fixture();
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f.running(false);
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f.clock.startShotProgress({}, 2, 0.25, 0.75, {
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scene,
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shot,
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sceneElapsedFrom: 1,
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sceneElapsedTo: 3,
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});
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const tick = [...f.timers.values()][0];
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f.time(1000);
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tick();
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assert.equal(f.progress.at(-1), 0.5);
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assert.equal(f.clock.snapshot.sceneElapsedSec, 2);
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const copy = f.clock.snapshot;
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copy.sceneElapsedSec = 99;
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assert.equal(f.clock.snapshot.sceneElapsedSec, 2);
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f.time(2000);
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tick();
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assert.equal(f.progress.at(-1), 0.75);
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assert.equal(f.clock.activeTimers, 0);
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const count = f.progress.length;
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tick();
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assert.equal(f.progress.length, count);
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});
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test('aborted starts and destruction during initial notification leave no timers or listeners', () => {
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const f = fixture();
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const controller = new AbortController();
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controller.abort();
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f.clock.startScene(scene, shot, { signal: controller.signal });
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assert.equal(f.timers.size, 0);
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let calls = 0;
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f.clock.subscribe(() => {
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calls++;
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f.clock.destroy();
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});
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f.clock.startScene(scene, shot, {});
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assert.equal(calls, 1);
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assert.equal(f.clock.activeTimers, 0);
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f.clock.startRunProgress(4);
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f.clock.publish(scene, shot, 1);
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f.clock.subscribe(() => calls++);
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assert.equal(calls, 1);
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assert.equal(f.timers.size, 0);
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});
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test('Stop, abort and destroy settle long holds immediately and release their deadlines', async () => {
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for (const action of ['stop', 'abort', 'destroy']) {
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const clock = createPlaybackClock({
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isRunning: () => true,
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timingForShot: () => timing,
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onProgress() {},
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});
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const abort = new AbortController();
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const wait = clock.wait(60000, { signal: abort.signal });
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assert.equal(clock.activeTimers, 1);
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if (action === 'abort') abort.abort();
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else clock[action]();
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await wait;
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assert.equal(clock.activeTimers, 0);
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clock.destroy();
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}
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});
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test('a subscriber can Stop or replace the initial clock without the old start acquiring a timer', () => {
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for (const action of ['stop', 'replace']) {
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const f = fixture();
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let first = true;
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f.clock.subscribe(() => {
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if (!first) return;
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first = false;
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if (action === 'stop') f.clock.stop();
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else f.clock.startScene(scene, { id: 'replacement' }, {});
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});
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f.clock.startScene(scene, shot, {});
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assert.equal(f.timers.size, action === 'stop' ? 0 : 1);
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assert.equal(
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f.clock.snapshot.shotId,
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action === 'stop' ? shot.id : 'replacement',
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);
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f.clock.destroy();
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}
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const f = fixture();
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f.running(false);
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f.clock.subscribe(() => f.clock.stop());
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f.clock.startShotProgress({}, 10, 0, 1, {
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scene,
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shot,
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sceneElapsedFrom: 0,
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sceneElapsedTo: 4,
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});
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assert.equal(f.timers.size, 0);
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});
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@@ -96,3 +96,10 @@ const SHOT_PHASES = [
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'hold',
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'completeShot',
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];
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export {
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sceneTimingForShot,
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sceneSeekState,
|
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cameraAtProgress,
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} from './timeline.js';
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export { createPlaybackClock } from './clock.js';
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@@ -0,0 +1,97 @@
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const DEFAULT_SHOT_DURATION_SEC = 4;
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const clamp01 = (value) => Math.max(0, Math.min(1, value));
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/** Calculate one shot's boundaries using the supplied content duration resolver. */
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export function sceneTimingForShot(scene, shot, durationForShot) {
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const durations =
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scene?.shots?.map((item) => durationForShot(scene, item)) || [];
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const shotIndex = scene?.shots?.findIndex(({ id }) => id === shot?.id) ?? -1;
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const totalSec = durations.reduce((sum, duration) => sum + duration, 0);
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const startElapsedSec = durations
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.slice(0, Math.max(0, shotIndex))
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.reduce((sum, duration) => sum + duration, 0);
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const durationSec = shotIndex >= 0 ? durations[shotIndex] : 0;
|
||||
const endElapsedSec = Math.min(totalSec, startElapsedSec + durationSec);
|
||||
return {
|
||||
shotIndex,
|
||||
totalSec,
|
||||
durationSec,
|
||||
startElapsedSec,
|
||||
endElapsedSec,
|
||||
startProgress: totalSec > 0 ? startElapsedSec / totalSec : 0,
|
||||
endProgress: totalSec > 0 ? endElapsedSec / totalSec : 1,
|
||||
durationProgress: totalSec > 0 ? durationSec / totalSec : 0,
|
||||
};
|
||||
}
|
||||
|
||||
/** Interpolate the existing cubic camera pose, including shortest-angle orientation. */
|
||||
export function cameraAtProgress(fromCamera, toCamera, progress) {
|
||||
const target = toCamera || fromCamera;
|
||||
const source = fromCamera || target;
|
||||
if (!source || !target) return target || source || null;
|
||||
const t = clamp01(Number(progress) || 0);
|
||||
const eased = t < 0.5 ? 4 * t ** 3 : 1 - (-2 * t + 2) ** 3 / 2;
|
||||
const lerp = (from, to) => Number(from) + (Number(to) - Number(from)) * eased;
|
||||
const lerpAngle = (from, to) => {
|
||||
const start = Number(from) || 0;
|
||||
const delta = ((Number(to) - start + 540) % 360) - 180;
|
||||
return start + delta * eased;
|
||||
};
|
||||
return {
|
||||
lat: lerp(source.lat, target.lat),
|
||||
lon: lerp(source.lon, target.lon),
|
||||
alt: lerp(source.alt, target.alt),
|
||||
heading: lerpAngle(source.heading, target.heading),
|
||||
pitch: lerp(source.pitch, target.pitch),
|
||||
roll: lerpAngle(source.roll, target.roll),
|
||||
};
|
||||
}
|
||||
|
||||
/** Resolve a normalized scene time to a shot, flight/hold phase and camera pose. */
|
||||
export function sceneSeekState(scene, progress, durationForShot, holdForShot) {
|
||||
if (!scene?.shots?.length) return null;
|
||||
const normalized = clamp01(Number(progress) || 0);
|
||||
const durations = scene.shots.map((shot) => durationForShot(scene, shot));
|
||||
const totalSec = durations.reduce((sum, duration) => sum + duration, 0);
|
||||
const targetSec = normalized * Math.max(0, totalSec);
|
||||
let startElapsedSec = 0;
|
||||
let shotIndex = scene.shots.length - 1;
|
||||
for (let index = 0; index < scene.shots.length; index += 1) {
|
||||
const endElapsedSec = startElapsedSec + durations[index];
|
||||
if (targetSec < endElapsedSec || index === scene.shots.length - 1) {
|
||||
shotIndex = index;
|
||||
break;
|
||||
}
|
||||
startElapsedSec = endElapsedSec;
|
||||
}
|
||||
const shot = scene.shots[shotIndex];
|
||||
const flightDurationSec = shot.durationSec || DEFAULT_SHOT_DURATION_SEC;
|
||||
const holdDurationSec = holdForShot(scene, shot);
|
||||
const shotDurationSec = Math.max(0.001, flightDurationSec + holdDurationSec);
|
||||
const shotElapsedSec = Math.max(
|
||||
0,
|
||||
Math.min(shotDurationSec, targetSec - startElapsedSec),
|
||||
);
|
||||
const cameraProgress = clamp01(
|
||||
shotElapsedSec / Math.max(0.001, flightDurationSec),
|
||||
);
|
||||
const holdElapsedSec = Math.max(0, shotElapsedSec - flightDurationSec);
|
||||
const holdProgress =
|
||||
holdDurationSec > 0 ? clamp01(holdElapsedSec / holdDurationSec) : 1;
|
||||
const previousCamera = scene.shots[shotIndex - 1]?.camera || shot.camera;
|
||||
return {
|
||||
sceneProgress: totalSec > 0 ? targetSec / totalSec : 0,
|
||||
sceneElapsedSec: targetSec,
|
||||
sceneDurationSec: totalSec,
|
||||
shotIndex,
|
||||
shot,
|
||||
shotElapsedSec,
|
||||
shotProgress: clamp01(shotElapsedSec / shotDurationSec),
|
||||
flightDurationSec,
|
||||
holdDurationSec,
|
||||
holdElapsedSec,
|
||||
cameraProgress,
|
||||
holdProgress,
|
||||
camera: cameraAtProgress(previousCamera, shot.camera, cameraProgress),
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
import test from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
import {
|
||||
sceneTimingForShot,
|
||||
sceneSeekState,
|
||||
cameraAtProgress,
|
||||
} from './timeline.js';
|
||||
const camera = (lon, heading) => ({
|
||||
lat: 10,
|
||||
lon,
|
||||
alt: 1000,
|
||||
heading,
|
||||
pitch: -40,
|
||||
roll: 0,
|
||||
});
|
||||
const scene = {
|
||||
shots: [
|
||||
{ id: 'a', durationSec: 2, holdSec: 1, camera: camera(20, 350) },
|
||||
{ id: 'b', durationSec: 4, holdSec: 3, camera: camera(24, 10) },
|
||||
],
|
||||
};
|
||||
const duration = (_, shot) => shot.durationSec + shot.holdSec;
|
||||
const hold = (_, shot) => shot.holdSec;
|
||||
|
||||
test('scene time accounts for flight and hold; exact boundaries select the next shot', () => {
|
||||
const time = sceneTimingForShot(scene, scene.shots[1], duration);
|
||||
assert.equal(time.startElapsedSec, 3);
|
||||
assert.equal(time.endElapsedSec, 10);
|
||||
const seek = (progress) => sceneSeekState(scene, progress, duration, hold);
|
||||
assert.equal(seek(-1).shot.id, 'a');
|
||||
assert.equal(seek(0.3).shot.id, 'b');
|
||||
assert.equal(seek(0.3).cameraProgress, 0);
|
||||
assert.equal(seek(0.5).cameraProgress, 0.5);
|
||||
assert.equal(seek(0.5).camera.lon, 22);
|
||||
assert.equal(seek(0.8).holdElapsedSec, 1);
|
||||
assert.equal(seek(2).holdProgress, 1);
|
||||
assert.equal(seek(0).sceneElapsedSec, 0);
|
||||
assert.equal(sceneSeekState({ shots: [] }, 1, duration, hold), null);
|
||||
});
|
||||
|
||||
test('camera seeking preserves cubic easing and shortest-angle orientation', () => {
|
||||
assert.equal(
|
||||
cameraAtProgress(camera(20, 350), camera(24, 10), 0.5).heading,
|
||||
360,
|
||||
);
|
||||
assert.equal(
|
||||
cameraAtProgress(camera(20, 350), camera(24, 10), 0.25).lon,
|
||||
20.25,
|
||||
);
|
||||
assert.deepEqual(cameraAtProgress(null, camera(20, 350), 0), camera(20, 350));
|
||||
});
|
||||
Reference in new issue
Block a user