@fmsim/board 2.0.0-beta.60 → 2.0.0-beta.61

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1 +1 @@
1
- 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* PlaybackEngine — YouTube 스트리밍 방식의 청크 기반 플레이백\n *\n * - 10분 단위로 데이터를 fetch하여 버퍼에 적재\n * - 남은 데이터 1분 이하 시 다음 10분 prefetch\n * - seek 시 기존 버퍼 전체 폐기 후 fresh fetch\n * - setInterval 기반 프레임 진행 (배속 반영)\n */\n\nimport type { PlaybackFrame, PlaybackScenario } from '@fmsim/api'\n\nexport type PlaybackState = 'idle' | 'loading' | 'playing' | 'paused' | 'stopped'\n\nexport interface PlaybackEventMap {\n 'state-change': PlaybackState\n 'frame': { time: string; index: number; total: number }\n 'error': string\n 'load-complete': { totalFrames: number; scenarios: string[] }\n 'buffer-update': { bufferedRanges: { from: number; to: number }[] }\n}\n\ntype PlaybackListener<K extends keyof PlaybackEventMap> = (detail: PlaybackEventMap[K]) => void\n\n/** 시간순 정렬된 통합 프레임 */\ninterface MergedFrame {\n time: string\n timeMs: number\n /** scenario → records */\n data: Map<string, any[]>\n}\n\nconst CHUNK_DURATION = 10 * 60 * 1000 // 10분\nconst PREFETCH_THRESHOLD = 1 * 60 * 1000 // 1분\n\nexport class PlaybackEngine {\n private _state: PlaybackState = 'idle'\n private _frames: MergedFrame[] = []\n private _currentIndex = 0\n private _timer?: number\n private _speed = 1\n private _scene: any = null\n private _scenarioNames: string[] = []\n private _listeners = new Map<string, Set<Function>>()\n\n // 청크 버퍼링\n private _fetchFn?: (startTime: string, endTime: string) => Promise<any>\n private _totalRange?: { from: number; to: number }\n private _prefetching = false\n private _bufferedEnd = 0\n\n // ── 공개 API ──\n\n get state(): PlaybackState { return this._state }\n get currentIndex(): number { return this._currentIndex }\n get totalFrames(): number { return this._frames.length }\n get currentTime(): string | null { return this._frames[this._currentIndex]?.time ?? null }\n get scenarioNames(): string[] { return this._scenarioNames }\n\n /**\n * fetch 함수 주입 (페이지에서 제공)\n */\n setFetchFunction(fn: (startTime: string, endTime: string) => Promise<any>): void {\n this._fetchFn = fn\n }\n\n /**\n * 청크 기반 시작: fromTime에서 10분 분량을 가져와 재생 시작\n */\n async startChunked(fromTime: Date, endTime: Date, speed: number = 1): Promise<void> {\n this._stopTimer()\n this._frames = []\n this._currentIndex = 0\n this._speed = speed\n this._totalRange = { from: fromTime.getTime(), to: endTime.getTime() }\n this._bufferedEnd = 0\n this._prefetching = false\n\n this._setState('loading')\n\n const chunkEnd = Math.min(fromTime.getTime() + CHUNK_DURATION, endTime.getTime())\n await this._fetchAndAppend(fromTime.getTime(), chunkEnd)\n\n if (this._frames.length === 0) {\n this._setState('stopped')\n return\n }\n\n // 첫 프레임 즉시 적용\n this._applyCurrentFrame()\n this._setState('playing')\n this._startTimer()\n }\n\n /**\n * 이전 방식 호환: 전체 데이터를 한번에 로드\n */\n loadData(scenarios: PlaybackScenario[]): void {\n this._setState('loading')\n this._mergeScenarios(scenarios)\n this._currentIndex = 0\n this._setState('stopped')\n this._emit('load-complete', {\n totalFrames: this._frames.length,\n scenarios: this._scenarioNames\n })\n }\n\n attachScene(scene: any): void {\n this._scene = scene\n }\n\n detachScene(): void {\n this._scene = null\n }\n\n play(speed?: number): void {\n if (this._frames.length === 0) return\n if (speed != null) this._speed = speed\n this._applyCurrentFrame()\n this._setState('playing')\n this._startTimer()\n }\n\n pause(): void {\n this._stopTimer()\n this._setState('paused')\n }\n\n resume(): void {\n if (this._state !== 'paused') return\n this._setState('playing')\n this._startTimer()\n }\n\n stop(): void {\n this._stopTimer()\n this._currentIndex = 0\n this._frames = []\n this._bufferedEnd = 0\n this._prefetching = false\n this._setState('stopped')\n }\n\n setSpeed(speed: number): void {\n this._speed = speed\n if (this._state === 'playing') {\n this._stopTimer()\n this._startTimer()\n }\n }\n\n /**\n * seek — 기존 버퍼 전체 폐기 + 보드 상태 리셋 + 새 위치에서 fresh fetch\n */\n async seekTo(time: Date): Promise<void> {\n const wasPlaying = this._state === 'playing'\n this._stopTimer()\n\n // 버퍼 전체 폐기\n this._frames = []\n this._currentIndex = 0\n this._bufferedEnd = 0\n this._prefetching = false\n\n // 보드 상태 리셋 — 이전 위치의 carrier 등 동적 컴포넌트 정리\n await this._resetScene()\n\n if (this._fetchFn && this._totalRange) {\n this._setState('loading')\n const chunkEnd = Math.min(time.getTime() + CHUNK_DURATION, this._totalRange.to)\n await this._fetchAndAppend(time.getTime(), chunkEnd)\n\n // 첫 프레임 적용\n if (this._frames.length > 0) {\n this._applyCurrentFrame()\n this._emitFrame()\n }\n } else {\n // 이전 방식: 메모리 내 탐색 (fallback, 사용되지 않음)\n const target = this._formatTime(time)\n for (let i = 0; i < this._frames.length; i++) {\n if (this._frames[i].time <= target) {\n this._currentIndex = i\n } else {\n break\n }\n }\n this._applyCurrentFrame()\n }\n\n if (wasPlaying && this._frames.length > 0) {\n this._setState('playing')\n this._startTimer()\n } else if (this._frames.length > 0) {\n this._setState('paused')\n }\n }\n\n /**\n * Scene 상태 리셋:\n * 1) carrier 등 동적 컴포넌트 정리 (carrierManager.dispose)\n * 2) 모든 컴포넌트의 data를 null로 초기화 (이전 위치 잔상 제거)\n */\n private async _resetScene(): Promise<void> {\n const root = this._scene?.root as any\n if (!root) return\n\n // 모든 컴포넌트의 data 및 위치 캐시 초기화 (차량 lastWaypoint 등)\n if (typeof root.traverse === 'function') {\n root.traverse((c: any) => {\n if (!c || c === root) return\n if ('data' in c) {\n try { c.data = null } catch {}\n }\n // 차량 등 위치 캐시 초기화\n if ('lastWaypoint' in c) c.lastWaypoint = undefined\n })\n }\n\n if (root.carrierManager?.dispose) {\n root.carrierManager.dispose()\n }\n\n // 진행 중인 reparent 트랜지션 정리 (캐리어 이전 위치 잔상 방지)\n if (root.transitionEffect?.dispose) {\n root.transitionEffect.dispose()\n }\n\n // 진행 중인 transition/animation이 완전히 끝나고, 캐리어 오브젝트가 완전히 제거되기를 기다림\n await new Promise(resolve => setTimeout(resolve, 1000))\n }\n\n on<K extends keyof PlaybackEventMap>(event: K, listener: PlaybackListener<K>): void {\n if (!this._listeners.has(event)) this._listeners.set(event, new Set())\n this._listeners.get(event)!.add(listener)\n }\n\n off<K extends keyof PlaybackEventMap>(event: K, listener: PlaybackListener<K>): void {\n this._listeners.get(event)?.delete(listener)\n }\n\n dispose(): void {\n this._stopTimer()\n this._scene = null\n this._frames = []\n this._listeners.clear()\n }\n\n // ── 내부: 청크 관리 ──\n\n private async _fetchAndAppend(fromMs: number, toMs: number): Promise<void> {\n if (!this._fetchFn) return\n\n try {\n const result = await this._fetchFn(this._formatTime(new Date(fromMs)), this._formatTime(new Date(toMs)))\n if (result?.status && result.playback) {\n this._appendScenarios(result.playback.scenarios)\n this._bufferedEnd = Math.max(this._bufferedEnd, toMs)\n this._emitBufferUpdate()\n }\n } catch (e) {\n console.error('[PlaybackEngine] chunk fetch error:', e)\n this._emit('error', String(e))\n }\n }\n\n private _appendScenarios(scenarios: PlaybackScenario[]): void {\n if (!this._scenarioNames.length) {\n this._scenarioNames = scenarios.map(s => s.scenarioName)\n }\n\n const existingTimes = new Set(this._frames.map(f => f.time))\n\n for (const scenario of scenarios) {\n for (const frame of scenario.snapshots) {\n if (existingTimes.has(frame.time)) {\n // 기존 프레임에 시나리오 데이터 추가\n const existing = this._frames.find(f => f.time === frame.time)\n if (existing) {\n existing.data.set(scenario.scenarioName, frame.data)\n }\n } else {\n const data = new Map<string, any[]>()\n data.set(scenario.scenarioName, frame.data)\n this._frames.push({\n time: frame.time,\n timeMs: new Date(frame.time.replace(' ', 'T')).getTime() || new Date(frame.time).getTime(),\n data\n })\n existingTimes.add(frame.time)\n }\n }\n }\n\n // 시간순 재정렬\n this._frames.sort((a, b) => a.time.localeCompare(b.time))\n }\n\n private _mergeScenarios(scenarios: PlaybackScenario[]): void {\n this._scenarioNames = scenarios.map(s => s.scenarioName)\n this._frames = []\n this._appendScenarios(scenarios)\n }\n\n private async _checkPrefetch(): Promise<void> {\n if (this._prefetching || !this._fetchFn || !this._totalRange) return\n\n const currentFrame = this._frames[this._currentIndex]\n if (!currentFrame) return\n\n const remaining = this._bufferedEnd - currentFrame.timeMs\n if (remaining <= PREFETCH_THRESHOLD && this._bufferedEnd < this._totalRange.to) {\n this._prefetching = true\n try {\n const chunkEnd = Math.min(this._bufferedEnd + CHUNK_DURATION, this._totalRange.to)\n await this._fetchAndAppend(this._bufferedEnd, chunkEnd)\n } finally {\n this._prefetching = false\n }\n }\n }\n\n // ── 내부: 타이머 ──\n\n private _startTimer(): void {\n this._stopTimer()\n const intervalMs = 1000 / this._speed\n\n this._timer = window.setInterval(() => {\n this._currentIndex++\n\n if (this._currentIndex >= this._frames.length) {\n // 버퍼 끝 도달\n if (this._totalRange && this._bufferedEnd < this._totalRange.to) {\n // 아직 더 가져올 데이터 있음 — 대기\n this._currentIndex = this._frames.length - 1\n this._checkPrefetch()\n return\n }\n\n // 전체 재생 완료\n this._currentIndex = this._frames.length - 1\n this._stopTimer()\n this._setState('stopped')\n return\n }\n\n this._applyCurrentFrame()\n this._emitFrame()\n\n // prefetch 체크 (비동기)\n this._checkPrefetch()\n }, intervalMs)\n }\n\n private _stopTimer(): void {\n if (this._timer != null) {\n clearInterval(this._timer)\n this._timer = undefined\n }\n }\n\n // ── 내부: 프레임 적용 ──\n\n private _applyCurrentFrame(): void {\n this._applyFrame(this._currentIndex)\n this._emitFrame()\n }\n\n private _applyFrame(index: number): void {\n const frame = this._frames[index]\n if (!frame || !this._scene) return\n\n for (const [_scenarioName, records] of frame.data) {\n for (const record of records) {\n if (!record.NAME) continue\n const components = this._scene.findAllById?.(record.NAME) || []\n for (const component of components) {\n component.data = record\n }\n }\n }\n }\n\n private _emitFrame(): void {\n const frame = this._frames[this._currentIndex]\n if (frame) {\n this._emit('frame', {\n time: frame.time,\n index: this._currentIndex,\n total: this._frames.length\n })\n }\n }\n\n private _emitBufferUpdate(): void {\n if (!this._totalRange) return\n\n const ranges: { from: number; to: number }[] = []\n if (this._frames.length > 0) {\n ranges.push({\n from: this._frames[0].timeMs,\n to: this._bufferedEnd\n })\n }\n\n this._emit('buffer-update', { bufferedRanges: ranges })\n }\n\n // ── 유틸 ──\n\n private _setState(state: PlaybackState): void {\n this._state = state\n this._emit('state-change', state)\n }\n\n private _emit<K extends keyof PlaybackEventMap>(event: K, detail: PlaybackEventMap[K]): void {\n const listeners = this._listeners.get(event)\n if (listeners) {\n for (const fn of listeners) {\n (fn as PlaybackListener<K>)(detail)\n }\n }\n }\n\n private _formatTime(date: Date): string {\n const pad = (n: number) => String(n).padStart(2, '0')\n return `${date.getFullYear()}-${pad(date.getMonth() + 1)}-${pad(date.getDate())} ${pad(date.getHours())}:${pad(date.getMinutes())}:${pad(date.getSeconds())}`\n }\n}\n"]}
1
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* PlaybackEngine — YouTube 스트리밍 방식의 청크 기반 플레이백\n *\n * - 10분 단위로 데이터를 fetch하여 버퍼에 적재\n * - 남은 데이터 1분 이하 시 다음 10분 prefetch\n * - seek 시 기존 버퍼 폐기 후 fresh fetch (보드 리셋 없음 — snapshot 이 모든 data 덮어씀)\n * - seekPreview: count=1 snapshot 만 요청해 scene 에 적용 (드래그 스크러빙)\n * - pauseForSeek / seekTo 가 scene.suppressAnimations 를 ON/OFF 토글\n * - setInterval 기반 프레임 진행 (배속 반영)\n */\n\nimport type { PlaybackScenario } from '@fmsim/api'\n\nexport type PlaybackState = 'idle' | 'loading' | 'playing' | 'paused' | 'stopped'\n\nexport interface PlaybackEventMap {\n 'state-change': PlaybackState\n 'frame': { time: string; index: number; total: number }\n 'error': string\n 'load-complete': { totalFrames: number; scenarios: string[] }\n 'buffer-update': { bufferedRanges: { from: number; to: number }[] }\n}\n\ntype PlaybackListener<K extends keyof PlaybackEventMap> = (detail: PlaybackEventMap[K]) => void\n\n/** 시간순 정렬된 통합 프레임 */\ninterface MergedFrame {\n time: string\n timeMs: number\n /** scenario → records */\n data: Map<string, any[]>\n}\n\nconst CHUNK_DURATION = 10 * 60 * 1000 // 10분\nconst PREFETCH_THRESHOLD = 1 * 60 * 1000 // 1분\n\nexport class PlaybackEngine {\n private _state: PlaybackState = 'idle'\n private _frames: MergedFrame[] = []\n private _currentIndex = 0\n private _timer?: number\n private _speed = 1\n private _scene: any = null\n private _scenarioNames: string[] = []\n private _listeners = new Map<string, Set<Function>>()\n\n // 청크 버퍼링\n // includeSnapshot / count 는 preview 용 (count=1 로 스냅샷 한 프레임만 요청)\n private _fetchFn?: (\n startTime: string,\n endTime?: string,\n includeSnapshot?: boolean,\n count?: number\n ) => Promise<any>\n private _totalRange?: { from: number; to: number }\n private _prefetching = false\n private _bufferedEnd = 0\n\n // ── 공개 API ──\n\n get state(): PlaybackState { return this._state }\n get currentIndex(): number { return this._currentIndex }\n get totalFrames(): number { return this._frames.length }\n get currentTime(): string | null { return this._frames[this._currentIndex]?.time ?? null }\n get scenarioNames(): string[] { return this._scenarioNames }\n\n /**\n * fetch 함수 주입 (페이지에서 제공)\n * - 2-arg 호출: 청크 프리페치 (includeSnapshot 기본 true)\n * - 4-arg 호출: 프리뷰용 snapshot-only (count=1)\n */\n setFetchFunction(\n fn: (\n startTime: string,\n endTime?: string,\n includeSnapshot?: boolean,\n count?: number\n ) => Promise<any>\n ): void {\n this._fetchFn = fn\n }\n\n /**\n * 청크 기반 시작: fromTime에서 10분 분량을 가져와 재생 시작\n */\n async startChunked(fromTime: Date, endTime: Date, speed: number = 1): Promise<void> {\n this._stopTimer()\n this._frames = []\n this._currentIndex = 0\n this._speed = speed\n this._totalRange = { from: fromTime.getTime(), to: endTime.getTime() }\n this._bufferedEnd = 0\n this._prefetching = false\n\n this._setState('loading')\n\n const chunkEnd = Math.min(fromTime.getTime() + CHUNK_DURATION, endTime.getTime())\n await this._fetchAndAppend(fromTime.getTime(), chunkEnd)\n\n if (this._frames.length === 0) {\n this._setState('stopped')\n return\n }\n\n // 첫 프레임 즉시 적용\n this._applyCurrentFrame()\n this._setState('playing')\n this._startTimer()\n }\n\n /**\n * 이전 방식 호환: 전체 데이터를 한번에 로드\n */\n loadData(scenarios: PlaybackScenario[]): void {\n this._setState('loading')\n this._mergeScenarios(scenarios)\n this._currentIndex = 0\n this._setState('stopped')\n this._emit('load-complete', {\n totalFrames: this._frames.length,\n scenarios: this._scenarioNames\n })\n }\n\n attachScene(scene: any): void {\n this._scene = scene\n }\n\n detachScene(): void {\n this._scene = null\n }\n\n play(speed?: number): void {\n if (this._frames.length === 0) return\n if (speed != null) this._speed = speed\n this._applyCurrentFrame()\n this._setState('playing')\n this._startTimer()\n }\n\n pause(): void {\n this._stopTimer()\n this._setState('paused')\n }\n\n resume(): void {\n if (this._state !== 'paused') return\n this._setState('playing')\n this._startTimer()\n }\n\n stop(): void {\n this._stopTimer()\n this._currentIndex = 0\n this._frames = []\n this._bufferedEnd = 0\n this._prefetching = false\n this._speed = 1 // 다음 세션이 기본 1x 로 시작하도록 리셋\n this._setState('stopped')\n }\n\n setSpeed(speed: number): void {\n this._speed = speed\n if (this._state === 'playing') {\n this._stopTimer()\n this._startTimer()\n }\n }\n\n /**\n * seek — 기존 버퍼 폐기 + 새 위치에서 snapshot+delta fresh fetch.\n * 보드 상태 리셋 없음 — snapshot 이 모든 컴포넌트 data 를 덮어쓰므로 불필요.\n * (드래그로 들어온 경우 pauseForSeek 에서 이미 suppressAnimations = true)\n */\n async seekTo(time: Date): Promise<void> {\n const wasPlaying = this._state === 'playing'\n this._stopTimer()\n\n // 버퍼 전체 폐기\n this._frames = []\n this._currentIndex = 0\n this._bufferedEnd = 0\n this._prefetching = false\n\n if (this._fetchFn && this._totalRange) {\n this._setState('loading')\n const chunkEnd = Math.min(time.getTime() + CHUNK_DURATION, this._totalRange.to)\n await this._fetchAndAppend(time.getTime(), chunkEnd)\n\n // 첫 프레임 적용\n if (this._frames.length > 0) {\n this._applyCurrentFrame()\n this._emitFrame()\n }\n } else {\n // 이전 방식: 메모리 내 탐색 (fallback, 사용되지 않음)\n const target = this._formatTime(time)\n for (let i = 0; i < this._frames.length; i++) {\n if (this._frames[i].time <= target) {\n this._currentIndex = i\n } else {\n break\n }\n }\n this._applyCurrentFrame()\n }\n\n if (wasPlaying && this._frames.length > 0) {\n this._setState('playing')\n this._startTimer()\n } else if (this._frames.length > 0) {\n this._setState('paused')\n }\n\n // 드래그 종료 — 애니메이션 억제 OFF\n if (this._scene) this._scene.suppressAnimations = false\n }\n\n /**\n * 드래그 시작: 재생 타이머 정지 + 애니메이션 억제 ON.\n * 논리 상태(_state)는 유지 — seekTo 가 상태 기반으로 타이머 복원.\n */\n pauseForSeek(): void {\n this._stopTimer()\n if (this._scene) this._scene.suppressAnimations = true\n }\n\n /**\n * seekPreview — 드래그 중 호출. 해당 시간의 snapshot 1프레임만 요청해서\n * 현재 보드에 적용. 버퍼/상태 변경 없음.\n * (pauseForSeek 에서 이미 suppressAnimations = true 가 걸려 있음)\n */\n async seekPreview(time: Date): Promise<void> {\n if (!this._fetchFn || !this._scene) return\n\n try {\n // count=1 로 해당 시점의 snapshot 한 프레임만 요청\n const result = await this._fetchFn(\n this._formatTime(time),\n undefined,\n true, // includeSnapshot\n 1 // count\n )\n // await 동안 scene 이 detach 된 경우 무시 (stop/dispose)\n if (!this._scene) return\n if (!result?.status || !result.playback) return\n\n const scenarios = result.playback.scenarios as PlaybackScenario[]\n if (!scenarios?.length) return\n\n for (const scenario of scenarios) {\n const frame = scenario.snapshots?.[0]\n if (!frame?.data) continue\n for (const record of frame.data as any[]) {\n if (!record?.NAME) continue\n const components = this._scene?.findAllById?.(record.NAME) || []\n for (const component of components) {\n component.data = record\n }\n }\n }\n } catch (e) {\n console.error('[PlaybackEngine] seekPreview error:', e)\n }\n }\n\n on<K extends keyof PlaybackEventMap>(event: K, listener: PlaybackListener<K>): void {\n if (!this._listeners.has(event)) this._listeners.set(event, new Set())\n this._listeners.get(event)!.add(listener)\n }\n\n off<K extends keyof PlaybackEventMap>(event: K, listener: PlaybackListener<K>): void {\n this._listeners.get(event)?.delete(listener)\n }\n\n dispose(): void {\n this._stopTimer()\n if (this._scene) this._scene.suppressAnimations = false\n this._scene = null\n this._frames = []\n this._listeners.clear()\n }\n\n // ── 내부: 청크 관리 ──\n\n private async _fetchAndAppend(fromMs: number, toMs: number): Promise<void> {\n if (!this._fetchFn) return\n\n try {\n const result = await this._fetchFn(this._formatTime(new Date(fromMs)), this._formatTime(new Date(toMs)))\n // stop 후 응답이 돌아온 경우 무시 (잔여 diff 프레임 방지)\n if (this._state === 'stopped') return\n if (result?.status && result.playback) {\n this._appendScenarios(result.playback.scenarios)\n this._bufferedEnd = Math.max(this._bufferedEnd, toMs)\n this._emitBufferUpdate()\n }\n } catch (e) {\n console.error('[PlaybackEngine] chunk fetch error:', e)\n this._emit('error', String(e))\n }\n }\n\n private _appendScenarios(scenarios: PlaybackScenario[]): void {\n if (!this._scenarioNames.length) {\n this._scenarioNames = scenarios.map(s => s.scenarioName)\n }\n\n const existingTimes = new Set(this._frames.map(f => f.time))\n\n for (const scenario of scenarios) {\n for (const frame of scenario.snapshots) {\n if (existingTimes.has(frame.time)) {\n // 기존 프레임에 시나리오 데이터 추가\n const existing = this._frames.find(f => f.time === frame.time)\n if (existing) {\n existing.data.set(scenario.scenarioName, frame.data)\n }\n } else {\n const data = new Map<string, any[]>()\n data.set(scenario.scenarioName, frame.data)\n this._frames.push({\n time: frame.time,\n timeMs: new Date(frame.time.replace(' ', 'T')).getTime() || new Date(frame.time).getTime(),\n data\n })\n existingTimes.add(frame.time)\n }\n }\n }\n\n // 시간순 재정렬\n this._frames.sort((a, b) => a.time.localeCompare(b.time))\n }\n\n private _mergeScenarios(scenarios: PlaybackScenario[]): void {\n this._scenarioNames = scenarios.map(s => s.scenarioName)\n this._frames = []\n this._appendScenarios(scenarios)\n }\n\n private async _checkPrefetch(): Promise<void> {\n if (this._prefetching || !this._fetchFn || !this._totalRange) return\n\n const currentFrame = this._frames[this._currentIndex]\n if (!currentFrame) return\n\n const remaining = this._bufferedEnd - currentFrame.timeMs\n if (remaining <= PREFETCH_THRESHOLD && this._bufferedEnd < this._totalRange.to) {\n this._prefetching = true\n try {\n const chunkEnd = Math.min(this._bufferedEnd + CHUNK_DURATION, this._totalRange.to)\n await this._fetchAndAppend(this._bufferedEnd, chunkEnd)\n } finally {\n this._prefetching = false\n }\n }\n }\n\n // ── 내부: 타이머 ──\n\n private _startTimer(): void {\n this._stopTimer()\n const intervalMs = 1000 / this._speed\n\n this._timer = window.setInterval(() => {\n this._currentIndex++\n\n if (this._currentIndex >= this._frames.length) {\n // 버퍼 끝 도달\n if (this._totalRange && this._bufferedEnd < this._totalRange.to) {\n // 아직 더 가져올 데이터 있음 — 대기\n this._currentIndex = this._frames.length - 1\n this._checkPrefetch()\n return\n }\n\n // 전체 재생 완료\n this._currentIndex = this._frames.length - 1\n this._stopTimer()\n this._setState('stopped')\n return\n }\n\n this._applyCurrentFrame()\n this._emitFrame()\n\n // prefetch 체크 (비동기)\n this._checkPrefetch()\n }, intervalMs)\n }\n\n private _stopTimer(): void {\n if (this._timer != null) {\n clearInterval(this._timer)\n this._timer = undefined\n }\n }\n\n // ── 내부: 프레임 적용 ──\n\n private _applyCurrentFrame(): void {\n this._applyFrame(this._currentIndex)\n this._emitFrame()\n }\n\n private _applyFrame(index: number): void {\n // detach 후(=stop 경로) scene 이 null 이면 no-op\n const frame = this._frames[index]\n if (!frame || !this._scene) return\n\n for (const [_scenarioName, records] of frame.data) {\n for (const record of records) {\n if (!record.NAME) continue\n const components = this._scene.findAllById?.(record.NAME) || []\n for (const component of components) {\n component.data = record\n }\n }\n }\n }\n\n private _emitFrame(): void {\n const frame = this._frames[this._currentIndex]\n if (frame) {\n this._emit('frame', {\n time: frame.time,\n index: this._currentIndex,\n total: this._frames.length\n })\n }\n }\n\n private _emitBufferUpdate(): void {\n if (!this._totalRange) return\n\n const ranges: { from: number; to: number }[] = []\n if (this._frames.length > 0) {\n ranges.push({\n from: this._frames[0].timeMs,\n to: this._bufferedEnd\n })\n }\n\n this._emit('buffer-update', { bufferedRanges: ranges })\n }\n\n // ── 유틸 ──\n\n private _setState(state: PlaybackState): void {\n this._state = state\n this._emit('state-change', state)\n }\n\n private _emit<K extends keyof PlaybackEventMap>(event: K, detail: PlaybackEventMap[K]): void {\n const listeners = this._listeners.get(event)\n if (listeners) {\n for (const fn of listeners) {\n (fn as PlaybackListener<K>)(detail)\n }\n }\n }\n\n private _formatTime(date: Date): string {\n const pad = (n: number) => String(n).padStart(2, '0')\n return `${date.getFullYear()}-${pad(date.getMonth() + 1)}-${pad(date.getDate())} ${pad(date.getHours())}:${pad(date.getMinutes())}:${pad(date.getSeconds())}`\n }\n}\n"]}