openreplay/frontend/app/player/player/Animator.ts
Delirium 35461acaf3
[WIP] Mobile replayer (#1452)
* fix(ui): fix up mobile recordings display

* fix(ui): some messages

* fix(ui): some messages

* fix(player): fix msg generation for ios messages

* feat(player): add generic mmanager interface for ios player impl

* feat(player): mobile player and message manager; touch manager; videoplayer

* feat(player): add iphone shells, add log panel,

* feat(player): detect ios sessions and inject correct player

* feat(player): move screen mapper to utils

* feat(player): events panel for mobile, map shell sizes to device type data,

* feat(player): added network tab to mobile player; unify network message (ios and web)

* feat(player): resize canvas up to phone screen size, fix capitalize util

* feat(player): some general changes to support mobile events and network entries

* feat(player): remove swipes from timeline

* feat(player): more stuff for list walker

* fix(ui): performance tab, mobile project typings and form

* fix(ui):some ui touches for ios replayer shell

* fix(ui): more fixes for ui, new onboarding screen for mobile projects

* feat(ui): mobile overview panel (xray)

* feat(ui): fixes for phone shell and tap events

* fix(tracker): change phone shells and sizes

* fix(tracker): fix border on replay screen

* feat(ui): use crashes from db to show in session

* feat(ui): use event name for xray

* feat(ui): some overall ui fixes

* feat(ui): IOS -> iOS

* feat(ui): change tags to ant d

* fix(ui): fast fix

* fix(ui): fix for capitalizer

* fix(ui): fix for browser display

* fix(ui): fix for note popup

* fix(ui): change exceptions display

* fix(ui): add click rage to ios xray

* fix(ui): some icons and resizing

* fix(ui): fix ios context menu overlay, fix console logs creation for ios

* feat(ui): added icons

* feat(ui): performance warnings

* feat(ui): performance warnings

* feat(ui): different styles

* feat(ui): rm debug true

* feat(ui): fix warnings display

* feat(ui): some styles for animation

* feat(ui): add some animations to warnings

* feat(ui): move perf warnings to performance graph

* feat(ui): hide/show warns dynamically

* feat(ui): new mobile touch animation

* fix(tracker): update msg for ios

* fix(ui): taprage fixes

* fix(ui): regenerate icons and messages

* fix(ui): fix msgs

* fix(backend): fix events gen

* fix(backend): fix userid msg
2023-10-27 12:12:09 +02:00

228 lines
5.3 KiB
TypeScript

import {Message} from "Player/web/messages";
import type { Store, Interval } from 'Player';
const fps = 60
const performance: { now: () => number } = window.performance || { now: Date.now.bind(Date) }
const requestAnimationFrame: typeof window.requestAnimationFrame =
window.requestAnimationFrame ||
// @ts-ignore
window.webkitRequestAnimationFrame ||
// @ts-ignore
window.mozRequestAnimationFrame ||
// @ts-ignore
window.oRequestAnimationFrame ||
// @ts-ignore
window.msRequestAnimationFrame ||
(callback => window.setTimeout(() => { callback(performance.now()) }, 1000 / fps))
const cancelAnimationFrame =
window.cancelAnimationFrame ||
// @ts-ignore
window.mozCancelAnimationFrame ||
window.clearTimeout
export interface IMessageManager {
onFileReadSuccess(): void;
onFileReadFailed(e: any): void;
onFileReadFinally(): void;
startLoading(): void;
resetMessageManagers(): void;
move(t: number): any;
distributeMessage(msg: Message): void;
setMessagesLoading(messagesLoading: boolean): void;
clean(): void;
_sortMessagesHack: (msgs: Message[]) => void;
}
export interface SetState {
time: number
playing: boolean
completed: boolean
live: boolean
livePlay: boolean
freeze: boolean
endTime: number
}
export interface GetState extends SetState {
skip: boolean
speed: number
skipIntervals: Interval[]
ready: boolean
lastMessageTime: number
}
export default class Animator {
static INITIAL_STATE: SetState = {
time: 0,
playing: false,
completed: false,
live: false,
livePlay: false,
freeze: false,
endTime: 0,
} as const
private animationFrameRequestId: number = 0
constructor(private store: Store<GetState>, private mm: IMessageManager) {
// @ts-ignore
window.playerJump = this.jump.bind(this)
}
private setTime(time: number) {
this.store.update({
time,
completed: false,
})
this.mm.move(time)
}
private startAnimation() {
let prevTime = this.store.get().time
let animationPrevTime = performance.now()
const frameHandler = (animationCurrentTime: number) => {
const {
speed,
skip,
skipIntervals,
endTime,
live,
livePlay,
ready, // = messagesLoading || cssLoading || disconnected
lastMessageTime,
} = this.store.get()
const diffTime = !ready
? 0
: Math.max(animationCurrentTime - animationPrevTime, 0) * (live ? 1 : speed)
let time = prevTime + diffTime
const skipInterval = skip && skipIntervals.find(si => si.contains(time))
if (skipInterval) time = skipInterval.end
if (time < 0) { time = 0 } // ?
//const fmt = getFirstMessageTime();
//if (time < fmt) time = fmt; // ?
// if (livePlay && time < endTime) { time = endTime }
// === live only
if (livePlay && time < lastMessageTime) { time = lastMessageTime }
if (endTime < lastMessageTime) {
this.store.update({
endTime: lastMessageTime,
})
}
// ===
prevTime = time
animationPrevTime = animationCurrentTime
const completed = !live && time >= endTime
if (completed) {
this.setTime(endTime)
return this.store.update({
playing: false,
completed: true,
})
}
// === live only
if (live && time > endTime) {
this.store.update({
endTime: time,
})
}
// ===
this.setTime(time)
this.animationFrameRequestId = requestAnimationFrame(frameHandler)
}
this.animationFrameRequestId = requestAnimationFrame(frameHandler)
}
play() {
if (this.store.get().freeze) return this.pause()
if (this.store.get().ready) {
cancelAnimationFrame(this.animationFrameRequestId)
this.store.update({ playing: true })
this.startAnimation()
} else {
setTimeout(() => {
this.play()
}, 250)
}
}
pause() {
cancelAnimationFrame(this.animationFrameRequestId)
this.store.update({ playing: false })
}
freeze() {
return new Promise<void>(res => {
if (this.store.get().ready) {
// making sure that replay is displayed completely
setTimeout(() => {
this.store.update({ freeze: true })
this.pause()
res()
}, 250)
} else {
setTimeout(() => res(this.freeze()), 500)
}
})
}
togglePlay = () => {
const { playing, completed } = this.store.get()
if (playing) {
this.pause()
} else if (completed) {
this.setTime(0)
this.play()
} else {
this.play()
}
}
// jump by index?
jump = (time: number) => {
if (this.store.get().playing) {
cancelAnimationFrame(this.animationFrameRequestId)
this.setTime(time)
this.startAnimation()
this.store.update({ livePlay: time === this.store.get().endTime })
} else {
this.setTime(time)
this.store.update({ livePlay: time === this.store.get().endTime })
}
}
jumpInterval(interval: number) {
const { endTime, time } = this.store.get()
if (interval > 0) {
return this.jump(
Math.min(
endTime,
time + interval
)
);
} else {
return this.jump(
Math.max(
0,
time + interval
)
);
}
}
}