/*! @license
* Shaka Player
* Copyright 2016 Google LLC
* SPDX-License-Identifier: Apache-2.0
*/
goog.provide('shaka.util.StateHistory');
goog.require('goog.asserts');
goog.require('shaka.log');
/**
* This class is used to track the time spent in arbitrary states. When told of
* a state, it will assume that state was active until a new state is provided.
* When provided with identical states back-to-back, the existing entry will be
* updated.
*
* @final
*/
shaka.util.StateHistory = class {
/** */
constructor() {
/**
* The state that we think is still the current change. It is "open" for
* updating.
*
* @private {?shaka.extern.StateChange}
*/
this.open_ = null;
/**
* The stats that are "closed" for updating. The "open" state becomes closed
* once we move to a new state.
*
* @private {!Array.<shaka.extern.StateChange>}
*/
this.closed_ = [];
}
/**
* @param {string} state
*/
update(state) {
// |open_| will only be |null| when we first call |update|.
if (this.open_ == null) {
this.start_(state);
} else {
this.update_(state);
}
}
/**
* Go through all entries in the history and count how much time was spend in
* the given state.
*
* @param {string} state
* @return {number}
*/
getTimeSpentIn(state) {
let sum = 0;
if (this.open_ && this.open_.state == state) {
sum += this.open_.duration;
}
for (const entry of this.closed_) {
sum += entry.state == state ? entry.duration : 0;
}
return sum;
}
/**
* Get a copy of each state change entry in the history. A copy of each entry
* is created to break the reference to the internal data.
*
* @return {!Array.<shaka.extern.StateChange>}
*/
getCopy() {
const clone = (entry) => {
return {
timestamp: entry.timestamp,
state: entry.state,
duration: entry.duration,
};
};
const copy = [];
for (const entry of this.closed_) {
copy.push(clone(entry));
}
if (this.open_) {
copy.push(clone(this.open_));
}
return copy;
}
/**
* @param {string} state
* @private
*/
start_(state) {
goog.asserts.assert(
this.open_ == null,
'There must be no open entry in order when we start');
shaka.log.v1('Changing Player state to', state);
this.open_ = {
timestamp: this.getNowInSeconds_(),
state: state,
duration: 0,
};
}
/**
* @param {string} state
* @private
*/
update_(state) {
goog.asserts.assert(
this.open_,
'There must be an open entry in order to update it');
const currentTimeSeconds = this.getNowInSeconds_();
// Always update the duration so that it can always be as accurate as
// possible.
this.open_.duration = currentTimeSeconds - this.open_.timestamp;
// If the state has not changed, there is no need to add a new entry.
if (this.open_.state == state) {
return;
}
// We have changed states, so "close" the open state.
shaka.log.v1('Changing Player state to', state);
this.closed_.push(this.open_);
this.open_ = {
timestamp: currentTimeSeconds,
state: state,
duration: 0,
};
}
/**
* Get the system time in seconds.
*
* @return {number}
* @private
*/
getNowInSeconds_() {
return Date.now() / 1000;
}
};