@fmsim/board 2.0.0-beta.7 → 2.0.0-beta.75

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.
Files changed (82) hide show
  1. package/custom-elements.json +4024 -2059
  2. package/demo/index-modeller.html +1 -1
  3. package/demo/index-player.html +2 -2
  4. package/demo/index-viewer.html +2 -2
  5. package/demo/index.html +2 -2
  6. package/dist/src/component/etc.js +35 -0
  7. package/dist/src/component/etc.js.map +1 -1
  8. package/dist/src/component/index.d.ts +1 -0
  9. package/dist/src/component/index.js +1 -0
  10. package/dist/src/component/index.js.map +1 -1
  11. package/dist/src/component/restful-input-attachment-selector.d.ts +1 -1
  12. package/dist/src/component/restful-property-editor-backdrop-faces.d.ts +50 -0
  13. package/dist/src/component/restful-property-editor-backdrop-faces.js +524 -0
  14. package/dist/src/component/restful-property-editor-backdrop-faces.js.map +1 -0
  15. package/dist/src/data-storage/board-model-cache.d.ts +13 -0
  16. package/dist/src/data-storage/board-model-cache.js +66 -0
  17. package/dist/src/data-storage/board-model-cache.js.map +1 -0
  18. package/dist/src/index.d.ts +3 -0
  19. package/dist/src/index.js +2 -0
  20. package/dist/src/index.js.map +1 -1
  21. package/dist/src/layers/movement-layer.d.ts +1 -1
  22. package/dist/src/layers/movement-layer.js +3 -7
  23. package/dist/src/layers/movement-layer.js.map +1 -1
  24. package/dist/src/modeller/component-toolbar/component-menu.d.ts +1 -1
  25. package/dist/src/modeller/component-toolbar/component-toolbar.d.ts +1 -1
  26. package/dist/src/modeller/edit-toolbar-style.js +43 -3
  27. package/dist/src/modeller/edit-toolbar-style.js.map +1 -1
  28. package/dist/src/modeller/edit-toolbar.d.ts +8 -14
  29. package/dist/src/modeller/edit-toolbar.js +208 -211
  30. package/dist/src/modeller/edit-toolbar.js.map +1 -1
  31. package/dist/src/modeller/property-sidebar/abstract-property.js +10 -2
  32. package/dist/src/modeller/property-sidebar/abstract-property.js.map +1 -1
  33. package/dist/src/modeller/property-sidebar/data-binding/data-binding.d.ts +1 -1
  34. package/dist/src/modeller/property-sidebar/effects/effects.d.ts +1 -1
  35. package/dist/src/modeller/property-sidebar/effects/property-event-hover.d.ts +1 -1
  36. package/dist/src/modeller/property-sidebar/effects/property-event.d.ts +1 -1
  37. package/dist/src/modeller/property-sidebar/inspector/inspector.d.ts +1 -1
  38. package/dist/src/modeller/property-sidebar/property-sidebar.d.ts +1 -1
  39. package/dist/src/modeller/property-sidebar/shapes/shapes.js +31 -0
  40. package/dist/src/modeller/property-sidebar/shapes/shapes.js.map +1 -1
  41. package/dist/src/modeller/property-sidebar/specifics/specifics.d.ts +2 -1
  42. package/dist/src/modeller/property-sidebar/specifics/specifics.js +10 -0
  43. package/dist/src/modeller/property-sidebar/specifics/specifics.js.map +1 -1
  44. package/dist/src/modeller/property-sidebar/styles/styles.d.ts +1 -1
  45. package/dist/src/modeller/scene-viewer/ox-scene-layer.d.ts +4 -3
  46. package/dist/src/modeller/scene-viewer/ox-scene-layer.js +2 -1
  47. package/dist/src/modeller/scene-viewer/ox-scene-layer.js.map +1 -1
  48. package/dist/src/modeller/scene-viewer/ox-scene-viewer.d.ts +2 -1
  49. package/dist/src/modeller/scene-viewer/ox-scene-viewer.js +5 -1
  50. package/dist/src/modeller/scene-viewer/ox-scene-viewer.js.map +1 -1
  51. package/dist/src/ox-board-component-info.d.ts +1 -0
  52. package/dist/src/ox-board-component-info.js +5 -1
  53. package/dist/src/ox-board-component-info.js.map +1 -1
  54. package/dist/src/ox-board-list.js +2 -2
  55. package/dist/src/ox-board-list.js.map +1 -1
  56. package/dist/src/ox-board-modeller.d.ts +6 -3
  57. package/dist/src/ox-board-modeller.js +14 -4
  58. package/dist/src/ox-board-modeller.js.map +1 -1
  59. package/dist/src/ox-board-viewer.d.ts +60 -13
  60. package/dist/src/ox-board-viewer.js +572 -86
  61. package/dist/src/ox-board-viewer.js.map +1 -1
  62. package/dist/src/ox-editor-board-selector.d.ts +3 -0
  63. package/dist/src/ox-editor-board-selector.js +38 -9
  64. package/dist/src/ox-editor-board-selector.js.map +1 -1
  65. package/dist/src/ox-playback-controls.d.ts +154 -0
  66. package/dist/src/ox-playback-controls.js +947 -0
  67. package/dist/src/ox-playback-controls.js.map +1 -0
  68. package/dist/src/playback/playback-engine.d.ts +106 -0
  69. package/dist/src/playback/playback-engine.js +395 -0
  70. package/dist/src/playback/playback-engine.js.map +1 -0
  71. package/dist/src/selector/board-creation-popup.js +2 -2
  72. package/dist/src/selector/board-creation-popup.js.map +1 -1
  73. package/dist/src/selector/board-thumbnail-card.js +6 -6
  74. package/dist/src/selector/board-thumbnail-card.js.map +1 -1
  75. package/dist/src/selector/ox-board-creation-card.js +2 -2
  76. package/dist/src/selector/ox-board-creation-card.js.map +1 -1
  77. package/dist/src/selector/ox-board-selector.js +21 -10
  78. package/dist/src/selector/ox-board-selector.js.map +1 -1
  79. package/dist/tsconfig.tsbuildinfo +1 -1
  80. package/icons/components/text.png +0 -0
  81. package/icons/icon-htoolbar.png +0 -0
  82. package/package.json +8 -4
@@ -0,0 +1 @@
1
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'@material/web/icon/icon.js'\nimport '@material/web/iconbutton/icon-button.js'\n\nimport { css, html, LitElement } from 'lit'\nimport { customElement, property, state } from 'lit/decorators.js'\n\ntype PlaybackState = 'idle' | 'playing' | 'paused' | 'stopped'\n\n/**\n * Window-length presets shown in the range dropdown. Values are durations\n * in milliseconds; `'Range'` is the sentinel for \"user picks both bounds\n * directly\". The fixed presets cap at 2H — same as the explicit Range\n * mode max gap — so any preset switch produces a window already inside\n * the allowed envelope.\n */\nconst RANGE_DURATIONS: Record<string, number> = {\n '10m': 10 * 60 * 1000,\n '30m': 30 * 60 * 1000,\n '1H': 60 * 60 * 1000,\n '2H': 2 * 60 * 60 * 1000\n}\nconst ONE_HOUR = RANGE_DURATIONS['1H']\nconst MAX_GAP_MS = RANGE_DURATIONS['2H'] // 2H upper bound on (to − from)\nconst MIN_GAP_MS = RANGE_DURATIONS['10m'] // 10m lower bound (prevents reversal / zero-window)\n\ntype RangeKey = '10m' | '30m' | '1H' | '2H' | 'Range'\n\n/**\n * 플레이백 컨트롤 오버레이 바 (2행 구조)\n *\n * 1행 (config): Range 선택 (10m / 30m / 1H / 2H / Range) + ←/→ shift\n * + FROM/TO datetime 입력 (date 캘린더 + time 키인) + Apply 버튼\n * + 배속 (×1 ×2 ×4)\n *\n * - Fixed presets: TO 가 anchor (←/→ 로 shift), FROM = TO − range.\n * 입력 disabled. 초기 TO = 현재시간.\n * - Range mode: 양쪽 직접 입력. 2H cap, 10m min, future clamp,\n * 마지막 편집한 쪽이 anchor.\n * - 상단 변경은 PENDING tier 만 갱신 — Apply 누르기 전에는 하단\n * 슬라이더/엔진에 영향 없음.\n *\n * 2행 (control): play / pause / 시크바 (적용된 range 만큼 span) /\n * 현재 재생 시각 / 닫기.\n *\n * @fires playback-start - 플레이백 시작 요청 { fromTime, toTime, speed }\n * toTime 은 window END — 엔진이 chunked fetch 의 상한으로 사용.\n * @fires playback-pause - 일시정지 요청\n * @fires playback-resume - 재개 요청\n * @fires playback-stop - 중지 요청\n * @fires playback-seek - 드래그 릴리즈 시 시크 요청 { toTime }\n * @fires playback-seek-start - 드래그 첫 input 시 즉시 발행 (엔진 타이머·애니메이션 정지 신호, detail 없음)\n * @fires playback-seek-preview - 드래그 중 throttle (leading+trailing, 200ms) 된 스크러빙 요청 { toTime }\n * @fires playback-speed - 배속 변경 요청 { speed }\n */\n@customElement('ox-playback-controls')\nexport class PlaybackControls extends LitElement {\n static styles = css`\n :host {\n display: flex;\n justify-content: center;\n position: absolute;\n bottom: 0;\n left: 0;\n right: 0;\n z-index: 1001;\n pointer-events: none;\n }\n\n .control-bar {\n display: flex;\n flex-direction: column;\n gap: 6px;\n padding: 10px 16px;\n margin: 12px;\n max-width: 560px;\n width: 100%;\n background: rgba(0, 0, 0, 0.75);\n backdrop-filter: blur(8px);\n border-radius: 12px;\n color: #fff;\n pointer-events: auto;\n font-size: 13px;\n box-sizing: border-box;\n }\n\n /* 1행: 시점 설정 + 배속 */\n .row-time {\n display: flex;\n align-items: center;\n gap: 6px;\n }\n\n md-icon-button {\n --md-icon-button-icon-color: #fff;\n --md-icon-button-hover-icon-color: #fff;\n --md-icon-button-pressed-icon-color: #fff;\n --md-icon-button-focus-icon-color: #fff;\n --md-icon-button-state-layer-color: rgba(255, 255, 255, 0.2);\n }\n\n md-icon-button:hover {\n background: rgba(255, 255, 255, 0.15);\n border-radius: 50%;\n }\n\n /*\n * shift 버튼 (←/→) — Material Web 의 md-icon-button 은 shadow DOM\n * 내 ripple/focus-ring/touch-target 영역이 visible 32px 컨테이너\n * 너머로 hit area 를 확장해서 인접 버튼끼리 호버 영역이 겹친다.\n * (사용자 보고: > 의 hover 가 < 의 오른쪽 영역까지 침범) plain\n * <button> 으로 교체해 hit area 를 정확히 32×32px 로 한정.\n */\n .shift-btn {\n width: 22px;\n height: 28px;\n padding: 0;\n border: none;\n background: transparent;\n cursor: pointer;\n display: inline-flex;\n align-items: center;\n justify-content: center;\n color: #fff;\n flex-shrink: 0;\n }\n\n /*\n * shift 버튼 묶음 — 두 chevron 이 시각적으로 한 쌍으로 보이도록\n * 사이 여백을 완전히 제거 (row-time 의 6px gap 전체를 negative\n * margin 으로 상쇄). 양쪽 인접 요소와의 간격은 row gap 으로 유지.\n */\n .shift-btn + .shift-btn {\n margin-left: -6px;\n }\n\n .shift-btn md-icon {\n font-size: 16px;\n width: 16px;\n height: 16px;\n }\n\n .shift-btn:hover:not(:disabled) {\n color: #ffb766;\n }\n\n .shift-btn:disabled {\n opacity: 0.4;\n cursor: not-allowed;\n }\n\n .date-input {\n background: rgba(255, 255, 255, 0.15);\n border: 1px solid rgba(255, 255, 255, 0.3);\n border-radius: 6px;\n color: #fff;\n font-size: 13px;\n padding: 4px 8px;\n outline: none;\n color-scheme: dark;\n width: 130px;\n }\n\n .date-input:focus {\n border-color: rgba(255, 255, 255, 0.6);\n }\n\n .hour-select,\n .range-select {\n background: rgba(255, 255, 255, 0.15);\n border: 1px solid rgba(255, 255, 255, 0.3);\n border-radius: 6px;\n color: #fff;\n font-size: 13px;\n padding: 4px 6px;\n outline: none;\n color-scheme: dark;\n cursor: pointer;\n }\n\n .hour-select:focus,\n .range-select:focus {\n border-color: rgba(255, 255, 255, 0.6);\n }\n\n .range-select {\n min-width: 64px;\n }\n\n .datetime-input {\n background: rgba(255, 255, 255, 0.15);\n border: 1px solid rgba(255, 255, 255, 0.3);\n border-radius: 6px;\n color: #fff;\n font-size: 12px;\n padding: 4px 6px;\n outline: none;\n color-scheme: dark;\n font-family: inherit;\n /*\n * 브라우저 기본 너비가 컨텐츠 (YYYY-MM-DD HH:MM:SS + 캘린더\n * 아이콘) 보다 넓게 잡혀서 우측에 빈 공간이 생긴다. content\n * 폭에 거의 fit 시키는 명시 너비. 12px 폰트 기준 19자 + 캘린더\n * 아이콘 공간 ≈ 170px (실측 기준).\n */\n width: 170px;\n box-sizing: border-box;\n }\n\n /*\n * inner sub-fields (YYYY/MM/DD/HH/MM/SS) 사이 spacing 도 일부\n * Chromium 빌드에서 과하게 잡혀 있어 0으로 줄여 합본 시각적\n * 폭을 더 줄임. 다른 엔진은 selector 무시.\n */\n .datetime-input::-webkit-datetime-edit-fields-wrapper {\n padding: 0;\n }\n .datetime-input::-webkit-datetime-edit-text {\n padding: 0 1px;\n }\n\n .datetime-input:focus {\n border-color: rgba(255, 255, 255, 0.6);\n }\n\n /*\n * 24시간제 강제 — lang=\"ko-KR\" 만으로 안 먹는 브라우저(Chrome/Edge 일부\n * 버전, OS locale 우선) 대비, AM/PM 필드를 CSS 레벨에서 비표시.\n * Chromium/WebKit 의 -webkit-datetime-edit shadow DOM 만 이름이\n * 노출되어 있어 다른 엔진은 자동으로 무시 (no-op).\n */\n .datetime-input::-webkit-datetime-edit-ampm-field {\n display: none;\n }\n\n .datetime-input:disabled,\n .date-input:disabled {\n opacity: 0.5;\n cursor: not-allowed;\n }\n\n .apply-btn {\n padding: 4px 12px;\n border: 1px solid rgba(255, 255, 255, 0.3);\n border-radius: 4px;\n background: transparent;\n color: #fff;\n font-size: 12px;\n cursor: pointer;\n white-space: nowrap;\n }\n\n .apply-btn.dirty {\n background: rgba(255, 165, 0, 0.4);\n border-color: rgba(255, 165, 0, 0.8);\n }\n\n .apply-btn:hover:not(:disabled) {\n background: rgba(255, 255, 255, 0.2);\n }\n\n .apply-btn:disabled {\n opacity: 0.4;\n cursor: not-allowed;\n }\n\n .time-label {\n font-size: 12px;\n opacity: 0.7;\n white-space: nowrap;\n }\n\n .spacer {\n flex: 1;\n }\n\n .speed-group {\n display: flex;\n gap: 2px;\n }\n\n .speed-btn {\n padding: 4px 8px;\n border: 1px solid rgba(255, 255, 255, 0.3);\n border-radius: 4px;\n background: transparent;\n color: #fff;\n font-size: 12px;\n cursor: pointer;\n white-space: nowrap;\n }\n\n .speed-btn:hover {\n background: rgba(255, 255, 255, 0.15);\n }\n\n .speed-btn.active {\n background: rgba(255, 255, 255, 0.3);\n border-color: #fff;\n }\n\n /* 2행: 재생 제어 + 시크바 */\n .row-seek {\n display: flex;\n align-items: center;\n gap: 8px;\n }\n\n .row-seek md-icon-button {\n --md-icon-button-icon-size: 20px;\n --md-icon-button-container-width: 36px;\n --md-icon-button-container-height: 36px;\n }\n\n .row-seek md-icon-button.primary {\n --md-icon-button-icon-size: 24px;\n --md-icon-button-container-width: 40px;\n --md-icon-button-container-height: 40px;\n }\n\n .row-seek md-icon {\n font-variation-settings: 'FILL' 1;\n }\n\n .timeline {\n flex: 1;\n display: flex;\n flex-direction: column;\n gap: 2px;\n min-width: 0;\n }\n\n .seek-track {\n position: relative;\n width: 100%;\n height: 12px;\n }\n\n .seek-rail {\n position: absolute;\n top: 4px;\n left: 0;\n right: 0;\n height: 4px;\n background: rgba(255, 255, 255, 0.15);\n border-radius: 2px;\n }\n\n .buffer-bar {\n position: absolute;\n top: 4px;\n height: 4px;\n background: rgba(255, 255, 255, 0.4);\n border-radius: 2px;\n pointer-events: none;\n z-index: 1;\n }\n\n .seek-bar {\n position: absolute;\n top: 0;\n left: 0;\n width: 100%;\n height: 12px;\n -webkit-appearance: none;\n appearance: none;\n background: transparent;\n outline: none;\n cursor: pointer;\n z-index: 2;\n margin: 0;\n }\n\n .seek-bar::-webkit-slider-runnable-track {\n height: 12px;\n background: transparent;\n }\n\n .seek-bar::-webkit-slider-thumb {\n -webkit-appearance: none;\n width: 12px;\n height: 12px;\n border-radius: 50%;\n background: #fff;\n cursor: pointer;\n }\n\n .seek-labels {\n display: flex;\n justify-content: space-between;\n font-size: 11px;\n opacity: 0.8;\n }\n\n .current-time {\n font-size: 12px;\n opacity: 0.9;\n white-space: nowrap;\n min-width: 60px;\n text-align: center;\n }\n `\n\n @property({ type: String }) playbackState: PlaybackState = 'idle'\n @property({ type: Number }) speed: number = 1\n @property({ type: String }) currentTime: string = ''\n @property({ type: Array }) bufferedRanges: { from: number; to: number }[] = []\n\n /** 외부에서 전달받은 초기 시간 범위 (from만 사용, to는 from+1h로 자동 계산) */\n @property({ type: Object }) timeRange: { from: Date; to: Date } = {\n from: new Date(Date.now() - ONE_HOUR),\n to: new Date()\n }\n\n /**\n * Two-tier state model:\n *\n * PENDING (`_pendingRange`, `_pendingFrom`, `_pendingTo`)\n * The upper bar's draft. User edits these via the range dropdown,\n * ←/→ shift, or direct date/time inputs (Range mode only). The\n * lower seekbar is NOT driven by these — they only become live\n * when the user clicks \"적용\".\n *\n * APPLIED (`_appliedFrom`, `_appliedTo`)\n * The window the seekbar visualizes and the engine fetches data\n * for. Updated only by `_onApply()`, which mirrors pending values\n * here and dispatches a `playback-start` to refresh the engine\n * with the new window (when playing/paused).\n *\n * Splitting these prevents mid-edit churn: typing into the time input\n * doesn't refetch on every keystroke, and the slider doesn't jiggle\n * while the user picks a date.\n */\n @state() private _pendingRange: RangeKey = '1H'\n @state() private _pendingFrom: Date = new Date(Date.now() - ONE_HOUR)\n @state() private _pendingTo: Date = new Date()\n /**\n * Which side did the user touch most recently in Range mode? Anchors\n * the auto-adjust when the resulting gap violates min/max — the\n * unedited side is what gets pushed to a legal value, so the user's\n * latest intent is preserved.\n */\n @state() private _lastEdited: 'from' | 'to' = 'to'\n\n @state() private _appliedFrom: Date = new Date(Date.now() - ONE_HOUR)\n @state() private _appliedTo: Date = new Date()\n\n @state() declare private _seekValue: number\n @state() declare private _currentPlayTime: Date | null\n @state() private _seeking = false\n @state() private _seekPreviewTime: Date | null = null\n\n private _speeds = [1, 2, 4]\n /** 드래그 중 playback-seek-preview throttle 타이머 (leading+trailing) */\n private _previewThrottle?: number\n /** 드래그 중 가장 최근 seekbar 위치 시각 */\n private _latestPreviewTime: Date | null = null\n /** 가장 최근에 실제 emit 한 preview 시각 (dedupe 용) */\n private _lastEmittedPreviewTime: Date | null = null\n\n connectedCallback() {\n super.connectedCallback()\n // Initialize both pending and applied from the incoming timeRange.\n // Default range = 1H (matches the previous fixed-window behavior),\n // so the seekbar covers a 1H window from the start.\n const initFrom = new Date(this.timeRange.from)\n const initTo = new Date(this.timeRange.to)\n this._appliedFrom = initFrom\n this._appliedTo = initTo\n this._pendingFrom = new Date(initFrom)\n this._pendingTo = new Date(initTo)\n this._pendingRange = this._inferRangeKey(initTo.getTime() - initFrom.getTime())\n this._seekValue = 0\n this._currentPlayTime = null\n }\n\n disconnectedCallback() {\n super.disconnectedCallback()\n this._cancelPreviewThrottle()\n }\n\n updated(changes: Map<string, any>) {\n if (changes.has('timeRange') && this.timeRange) {\n // Resync both tiers from the externally-supplied window.\n this._appliedFrom = new Date(this.timeRange.from)\n this._appliedTo = new Date(this.timeRange.to)\n this._pendingFrom = new Date(this._appliedFrom)\n this._pendingTo = new Date(this._appliedTo)\n this._pendingRange = this._inferRangeKey(this._appliedTo.getTime() - this._appliedFrom.getTime())\n }\n // 엔진 프레임(currentTime 프로프 변경)이 유일한 시간 소스.\n // drag 중에는 _seeking 가 true 이므로 엔진 업데이트 무시 (스크러빙 중 UI 튐 방지).\n if (changes.has('currentTime') && this.currentTime && !this._seeking) {\n this._syncFromEngine()\n }\n }\n\n /**\n * Map a millisecond gap to the matching preset key, or `'Range'` if\n * the gap doesn't match any preset (custom window already in effect).\n */\n private _inferRangeKey(gapMs: number): RangeKey {\n for (const k of ['10m', '30m', '1H', '2H'] as const) {\n if (RANGE_DURATIONS[k] === gapMs) return k\n }\n return 'Range'\n }\n\n render() {\n const isPlaying = this.playbackState === 'playing'\n const isPaused = this.playbackState === 'paused'\n const isActive = isPlaying || isPaused\n\n const isRangeMode = this._pendingRange === 'Range'\n const isDirty =\n this._pendingFrom.getTime() !== this._appliedFrom.getTime() ||\n this._pendingTo.getTime() !== this._appliedTo.getTime()\n\n return html`\n <div class=\"control-bar\">\n <!-- 1행 (config): Range 선택 + ←/→ shift + datetime 입력 + Apply -->\n <div class=\"row-time\">\n <select class=\"range-select\" .value=${this._pendingRange} @change=${this._onRangeChange}>\n ${(['10m', '30m', '1H', '2H', 'Range'] as RangeKey[]).map(\n k => html`<option value=${k} ?selected=${this._pendingRange === k}>${k}</option>`\n )}\n </select>\n\n <button\n class=\"shift-btn\"\n @click=${this._shiftPending(-1)}\n ?disabled=${isRangeMode}\n title=\"이전 ${this._pendingRange}\"\n >\n <md-icon>chevron_left</md-icon>\n </button>\n <button\n class=\"shift-btn\"\n @click=${this._shiftPending(1)}\n ?disabled=${isRangeMode}\n title=\"다음 ${this._pendingRange}\"\n >\n <md-icon>chevron_right</md-icon>\n </button>\n\n <!-- FROM datetime — single compact widget (date via calendar\n popup, time via key-in, browser-native). In Fixed mode\n disabled (derived from to − range); in Range mode editable. -->\n <input\n type=\"datetime-local\"\n step=\"1\"\n lang=\"ko-KR\"\n class=\"datetime-input\"\n .value=${this._toDatetimeLocalString(this._pendingFrom)}\n ?disabled=${!isRangeMode}\n @change=${(e: Event) => this._onPendingDatetimeChange('from', e)}\n />\n\n <span class=\"time-label\">~</span>\n\n <!-- TO datetime. In Fixed mode disabled (←/→ moves it).\n In Range mode editable. -->\n <input\n type=\"datetime-local\"\n step=\"1\"\n lang=\"ko-KR\"\n class=\"datetime-input\"\n .value=${this._toDatetimeLocalString(this._pendingTo)}\n ?disabled=${!isRangeMode}\n @change=${(e: Event) => this._onPendingDatetimeChange('to', e)}\n />\n\n <button class=\"apply-btn ${isDirty ? 'dirty' : ''}\" ?disabled=${!isDirty} @click=${this._onApply}>\n 적용\n </button>\n\n <span class=\"spacer\"></span>\n </div>\n\n <!-- 2행: 재생 제어 + 시크바 + 배속 + 닫기 -->\n <div class=\"row-seek\">\n <md-icon-button class=\"primary\" @click=${isActive ? this._onTogglePlayPause : this._onStart}>\n <md-icon>${isPlaying ? 'pause' : 'play_arrow'}</md-icon>\n </md-icon-button>\n\n <div class=\"timeline\">\n <div class=\"seek-track\">\n <div class=\"seek-rail\"></div>\n ${this._renderBufferBars()}\n <input\n type=\"range\"\n class=\"seek-bar\"\n min=\"0\"\n max=\"1000\"\n .value=${String(this._seekValue)}\n @input=${this._onSeekInput}\n @change=${this._onSeekChange}\n />\n </div>\n <div class=\"seek-labels\">\n <span>${this._formatTime(this._appliedFrom)}</span>\n <span>${this._formatTime(this._appliedTo)}</span>\n </div>\n </div>\n\n <span class=\"current-time\">\n ${this._seeking && this._seekPreviewTime\n ? this._formatTime(this._seekPreviewTime)\n : this._currentPlayTime ? this._formatTime(this._currentPlayTime) : '--:--:--'}\n </span>\n\n <div class=\"speed-group\">\n ${this._speeds.map(\n s => html`\n <button class=\"speed-btn ${this.speed === s ? 'active' : ''}\" @click=${() => this._onSpeedChange(s)}>\n ×${s}\n </button>\n `\n )}\n </div>\n\n <md-icon-button @click=${this._onStop}>\n <md-icon>close</md-icon>\n </md-icon-button>\n </div>\n </div>\n `\n }\n\n private _formatTime(date: Date): string {\n return date.toLocaleTimeString('ko-KR', { hour: '2-digit', minute: '2-digit', second: '2-digit', hour12: false })\n }\n\n private _toDateString(date: Date): string {\n const pad = (n: number) => String(n).padStart(2, '0')\n return `${date.getFullYear()}-${pad(date.getMonth() + 1)}-${pad(date.getDate())}`\n }\n\n /** \"HH:MM:SS\" — what `<input type=\"time\" step=\"1\">` reads/writes. */\n private _toTimeString(date: Date): string {\n const pad = (n: number) => String(n).padStart(2, '0')\n return `${pad(date.getHours())}:${pad(date.getMinutes())}:${pad(date.getSeconds())}`\n }\n\n /**\n * \"YYYY-MM-DDTHH:MM:SS\" — what `<input type=\"datetime-local\" step=\"1\">`\n * reads/writes. Local time (no Z suffix), matches the input element's\n * own convention.\n */\n private _toDatetimeLocalString(date: Date): string {\n return `${this._toDateString(date)}T${this._toTimeString(date)}`\n }\n\n /**\n * 엔진 프레임(currentTime 프로프) 을 유일한 시간 소스로 사용하여\n * _currentPlayTime 및 _seekValue 동기화.\n */\n private _syncFromEngine() {\n if (!this.currentTime || this._seeking) return\n const currentMs = new Date(this.currentTime).getTime()\n if (!Number.isFinite(currentMs)) return\n\n this._currentPlayTime = new Date(currentMs)\n\n const from = this._appliedFrom.getTime()\n const to = this._appliedTo.getTime()\n const range = to - from\n if (range <= 0) return\n this._seekValue = Math.max(0, Math.min(1000, Math.round(((currentMs - from) / range) * 1000)))\n }\n\n // ── Pending-tier handlers (upper config bar) ──────────────────────\n\n private _onRangeChange(e: Event) {\n const newKey = (e.target as HTMLSelectElement).value as RangeKey\n this._pendingRange = newKey\n if (newKey === 'Range') {\n // Switching to Range: keep current pending bounds, just unlock the\n // inputs. Auto-adjust will kick in when the user edits one side.\n return\n }\n // Fixed preset: end stays where it is (clamped to now), start = end − range.\n const dur = RANGE_DURATIONS[newKey]\n const now = Date.now()\n const newTo = Math.min(this._pendingTo.getTime(), now)\n this._pendingTo = new Date(newTo)\n this._pendingFrom = new Date(newTo - dur)\n this._lastEdited = 'to'\n }\n\n private _shiftPending(direction: -1 | 1) {\n return () => {\n // Only meaningful in Fixed mode — Range mode disables the buttons.\n if (this._pendingRange === 'Range') return\n const dur = RANGE_DURATIONS[this._pendingRange]\n const now = Date.now()\n let newToMs = this._pendingTo.getTime() + direction * dur\n newToMs = Math.min(newToMs, now) // future clamp on forward shift\n this._pendingTo = new Date(newToMs)\n this._pendingFrom = new Date(newToMs - dur)\n this._lastEdited = 'to'\n }\n }\n\n private _onPendingDatetimeChange(side: 'from' | 'to', e: Event) {\n // value is \"YYYY-MM-DDTHH:MM:SS\" (datetime-local with step=1).\n // Parsed as LOCAL time — `new Date(...)` on this format is local\n // (intentional, user picks wall-clock time, not UTC).\n const value = (e.target as HTMLInputElement).value\n if (!value) return\n const next = new Date(value)\n if (Number.isNaN(next.getTime())) return\n this._writePendingSide(side, next)\n }\n\n /**\n * Commit a side's new value, then enforce the gap envelope.\n *\n * Rules (per spec):\n * - `to` clamped to now (no future).\n * - `to − from ≥ 10m` (no zero/negative window).\n * - `to − from ≤ 2h`.\n * - The side just edited (`side`) is the anchor; the OTHER side\n * gets pushed to satisfy the envelope.\n * - If anchoring `from` would push `to` past now, fall back to\n * anchoring `to = now` and shrink `from`.\n */\n private _writePendingSide(side: 'from' | 'to', next: Date) {\n this._lastEdited = side\n const now = Date.now()\n\n if (side === 'to') {\n const toMs = Math.min(next.getTime(), now)\n this._pendingTo = new Date(toMs)\n const fromMs = this._pendingFrom.getTime()\n const gap = toMs - fromMs\n if (gap < MIN_GAP_MS) this._pendingFrom = new Date(toMs - MIN_GAP_MS)\n else if (gap > MAX_GAP_MS) this._pendingFrom = new Date(toMs - MAX_GAP_MS)\n } else {\n const fromMs = next.getTime()\n this._pendingFrom = new Date(fromMs)\n const toMs = this._pendingTo.getTime()\n const gap = toMs - fromMs\n if (gap < MIN_GAP_MS) {\n let adj = fromMs + MIN_GAP_MS\n if (adj > now) {\n // Pushing `to` would land in the future — re-anchor on `to=now`\n // and shrink `from` instead.\n adj = now\n this._pendingFrom = new Date(adj - MIN_GAP_MS)\n }\n this._pendingTo = new Date(adj)\n } else if (gap > MAX_GAP_MS) {\n let adj = fromMs + MAX_GAP_MS\n if (adj > now) {\n adj = now\n this._pendingFrom = new Date(adj - MAX_GAP_MS)\n }\n this._pendingTo = new Date(adj)\n }\n }\n }\n\n /**\n * \"적용\" — copy pending → applied, reset seek to window start, and\n * (re)start the engine so it refetches data for the new window.\n *\n * Behavior by prior state:\n * - playing: dispatch `playback-start` → engine restarts in new window.\n * - paused : same — engine refetches; we leave the user in 'playing'\n * state because the alternative (carry \"paused\" through a window\n * change) ends up showing stale buffered data while the new fetch\n * completes, which reads as a stuck UI.\n * - idle : window updated silently; no engine activity until user\n * presses play.\n */\n private _onApply() {\n this._appliedFrom = new Date(this._pendingFrom)\n this._appliedTo = new Date(this._pendingTo)\n this._seekValue = 0\n this._currentPlayTime = new Date(this._appliedFrom)\n this._seekPreviewTime = null\n\n if (this.playbackState === 'playing' || this.playbackState === 'paused') {\n this._onStart()\n }\n }\n\n private _onStart() {\n // 현재 seekbar 위치에서 재생 시작 (_seekValue 가 유일한 슬라이더 위치 소스)\n const ratio = this._seekValue / 1000\n const from = this._appliedFrom.getTime()\n const to = this._appliedTo.getTime()\n const fromTime = new Date(from + (to - from) * ratio)\n const toTime = new Date(to)\n\n this._currentPlayTime = fromTime\n this.playbackState = 'playing'\n\n // toTime is the window END (= _appliedTo), NOT a hardcoded\n // fromTime + 1h. The engine uses it as the chunked-fetch upper\n // bound — without it, variable ranges (10m / 30m / Range mode)\n // would silently overshoot the user-selected window.\n this.dispatchEvent(\n new CustomEvent('playback-start', {\n detail: { fromTime, toTime, speed: this.speed },\n bubbles: true,\n composed: true\n })\n )\n }\n\n private _onTogglePlayPause() {\n if (this.playbackState === 'playing') {\n this.playbackState = 'paused'\n this.dispatchEvent(new CustomEvent('playback-pause', { bubbles: true, composed: true }))\n } else {\n this.playbackState = 'playing'\n this.dispatchEvent(new CustomEvent('playback-resume', { bubbles: true, composed: true }))\n }\n }\n\n private _onStop() {\n this._cancelPreviewThrottle()\n this._currentPlayTime = null\n this._seekValue = 0\n this.playbackState = 'idle'\n this.dispatchEvent(new CustomEvent('playback-stop', { bubbles: true, composed: true }))\n }\n\n private _onSeekInput(e: Event) {\n // 드래그 시작(첫 input) 탐지\n const justStartedDrag = !this._seeking\n this._seeking = true\n this._seekValue = Number((e.target as HTMLInputElement).value)\n\n // 드래그 중 preview 시간 계산 + UI 표시\n const ratio = this._seekValue / 1000\n const from = this._appliedFrom.getTime()\n const to = this._appliedTo.getTime()\n const previewTime = new Date(from + (to - from) * ratio)\n this._seekPreviewTime = previewTime\n this._latestPreviewTime = previewTime\n\n if (justStartedDrag) {\n // 즉시 이벤트 — 재생 타이머 정지\n this.dispatchEvent(\n new CustomEvent('playback-seek-start', {\n bubbles: true,\n composed: true\n })\n )\n }\n\n // throttle: leading-edge 에서 즉시 emit, 이후 200ms 내 input 은 latest 만 갱신.\n // throttle 만료 시점에 latest 가 마지막 emit 과 다르면 trailing emit.\n if (this._previewThrottle === undefined) {\n // leading emit\n this._emitPreview()\n // trailing 예약\n this._previewThrottle = window.setTimeout(() => {\n this._previewThrottle = undefined\n // 드래그가 끝났거나 (_seeking=false) 새 throttle 이 이미 있으면 스킵\n if (!this._seeking) return\n // latest 가 마지막 emit 과 같으면 중복 skip\n const latest = this._latestPreviewTime\n if (latest && latest.getTime() !== this._lastEmittedPreviewTime?.getTime()) {\n this._emitPreview()\n }\n }, PlaybackControls.PREVIEW_THROTTLE_MS)\n }\n // else: 이미 throttle 진행 중 → _latestPreviewTime 만 업데이트됨 (위에서 처리됨)\n }\n\n /** latest 위치 시각으로 playback-seek-preview 를 발행 (dedupe). */\n private _emitPreview() {\n const time = this._latestPreviewTime\n if (!time) return\n if (this._lastEmittedPreviewTime?.getTime() === time.getTime()) return\n this._lastEmittedPreviewTime = time\n this.dispatchEvent(\n new CustomEvent('playback-seek-preview', {\n detail: { toTime: time },\n bubbles: true,\n composed: true\n })\n )\n }\n\n private _onSeekChange(e: Event) {\n this._seeking = false\n this._cancelPreviewThrottle()\n\n const ratio = Number((e.target as HTMLInputElement).value) / 1000\n const from = this._appliedFrom.getTime()\n const to = this._appliedTo.getTime()\n const targetTime = new Date(from + (to - from) * ratio)\n\n this._seekPreviewTime = null\n this._currentPlayTime = targetTime\n\n this.dispatchEvent(\n new CustomEvent('playback-seek', {\n detail: { toTime: targetTime },\n bubbles: true,\n composed: true\n })\n )\n }\n\n private static readonly PREVIEW_THROTTLE_MS = 200\n\n private _cancelPreviewThrottle() {\n if (this._previewThrottle != null) {\n clearTimeout(this._previewThrottle)\n this._previewThrottle = undefined\n }\n this._latestPreviewTime = null\n this._lastEmittedPreviewTime = null\n }\n\n private _renderBufferBars() {\n if (!this.bufferedRanges?.length) return ''\n\n const from = this._appliedFrom.getTime()\n const to = this._appliedTo.getTime()\n const range = to - from\n if (range <= 0) return ''\n\n return this.bufferedRanges.map(r => {\n const left = Math.max(0, (r.from - from) / range) * 100\n const right = Math.min(1, (r.to - from) / range) * 100\n const width = right - left\n return html`<div class=\"buffer-bar\" style=\"left:${left}%;width:${width}%\"></div>`\n })\n }\n\n private _onSpeedChange(speed: number) {\n this.speed = speed\n\n this.dispatchEvent(\n new CustomEvent('playback-speed', {\n detail: { speed },\n bubbles: true,\n composed: true\n })\n )\n }\n}\n"]}
@@ -0,0 +1,106 @@
1
+ /**
2
+ * PlaybackEngine — YouTube 스트리밍 방식의 청크 기반 플레이백
3
+ *
4
+ * - 10분 단위로 데이터를 fetch하여 버퍼에 적재
5
+ * - 남은 데이터 1분 이하 시 다음 10분 prefetch
6
+ * - seek 시 기존 버퍼 폐기 후 fresh fetch (보드 리셋 없음 — snapshot 이 모든 data 덮어씀)
7
+ * - seekPreview: count=1 snapshot 만 요청해 scene 에 적용 (드래그 스크러빙)
8
+ * - pauseForSeek / seekTo 가 scene.suppressAnimations 를 ON/OFF 토글
9
+ * - setInterval 기반 프레임 진행 (배속 반영)
10
+ */
11
+ import type { PlaybackScenario } from '@fmsim/api';
12
+ export type PlaybackState = 'idle' | 'loading' | 'playing' | 'paused' | 'stopped';
13
+ export interface PlaybackEventMap {
14
+ 'state-change': PlaybackState;
15
+ 'frame': {
16
+ time: string;
17
+ index: number;
18
+ total: number;
19
+ };
20
+ 'error': string;
21
+ 'load-complete': {
22
+ totalFrames: number;
23
+ scenarios: string[];
24
+ };
25
+ 'buffer-update': {
26
+ bufferedRanges: {
27
+ from: number;
28
+ to: number;
29
+ }[];
30
+ };
31
+ }
32
+ type PlaybackListener<K extends keyof PlaybackEventMap> = (detail: PlaybackEventMap[K]) => void;
33
+ export declare class PlaybackEngine {
34
+ private _state;
35
+ private _frames;
36
+ private _currentIndex;
37
+ private _timer?;
38
+ private _speed;
39
+ private _scene;
40
+ private _scenarioNames;
41
+ private _listeners;
42
+ private _fetchFn?;
43
+ private _totalRange?;
44
+ private _prefetching;
45
+ private _bufferedEnd;
46
+ get state(): PlaybackState;
47
+ get currentIndex(): number;
48
+ get totalFrames(): number;
49
+ get currentTime(): string | null;
50
+ get scenarioNames(): string[];
51
+ /**
52
+ * fetch 함수 주입 (페이지에서 제공)
53
+ * - 2-arg 호출: 청크 프리페치 (includeSnapshot 기본 true)
54
+ * - 4-arg 호출: 프리뷰용 snapshot-only (count=1)
55
+ */
56
+ setFetchFunction(fn: (startTime: string, endTime?: string, includeSnapshot?: boolean, count?: number) => Promise<any>): void;
57
+ /**
58
+ * 청크 기반 시작: fromTime에서 10분 분량을 가져와 재생 시작
59
+ */
60
+ startChunked(fromTime: Date, endTime: Date, speed?: number): Promise<void>;
61
+ /**
62
+ * 이전 방식 호환: 전체 데이터를 한번에 로드
63
+ */
64
+ loadData(scenarios: PlaybackScenario[]): void;
65
+ attachScene(scene: any): void;
66
+ detachScene(): void;
67
+ play(speed?: number): void;
68
+ pause(): void;
69
+ resume(): void;
70
+ stop(): void;
71
+ setSpeed(speed: number): void;
72
+ /**
73
+ * seek — 기존 버퍼 폐기 + 새 위치에서 snapshot+delta fresh fetch.
74
+ * 보드 상태 리셋 없음 — snapshot 이 모든 컴포넌트 data 를 덮어쓰므로 불필요.
75
+ * (드래그로 들어온 경우 pauseForSeek 에서 이미 suppressAnimations = true)
76
+ */
77
+ seekTo(time: Date): Promise<void>;
78
+ /**
79
+ * 드래그 시작: 재생 타이머 정지 + 애니메이션 억제 ON.
80
+ * 논리 상태(_state)는 유지 — seekTo 가 상태 기반으로 타이머 복원.
81
+ */
82
+ pauseForSeek(): void;
83
+ /**
84
+ * seekPreview — 드래그 중 호출. 해당 시간의 snapshot 1프레임만 요청해서
85
+ * 현재 보드에 적용. 버퍼/상태 변경 없음.
86
+ * (pauseForSeek 에서 이미 suppressAnimations = true 가 걸려 있음)
87
+ */
88
+ seekPreview(time: Date): Promise<void>;
89
+ on<K extends keyof PlaybackEventMap>(event: K, listener: PlaybackListener<K>): void;
90
+ off<K extends keyof PlaybackEventMap>(event: K, listener: PlaybackListener<K>): void;
91
+ dispose(): void;
92
+ private _fetchAndAppend;
93
+ private _appendScenarios;
94
+ private _mergeScenarios;
95
+ private _checkPrefetch;
96
+ private _startTimer;
97
+ private _stopTimer;
98
+ private _applyCurrentFrame;
99
+ private _applyFrame;
100
+ private _emitFrame;
101
+ private _emitBufferUpdate;
102
+ private _setState;
103
+ private _emit;
104
+ private _formatTime;
105
+ }
106
+ export {};
@@ -0,0 +1,395 @@
1
+ /**
2
+ * PlaybackEngine — YouTube 스트리밍 방식의 청크 기반 플레이백
3
+ *
4
+ * - 10분 단위로 데이터를 fetch하여 버퍼에 적재
5
+ * - 남은 데이터 1분 이하 시 다음 10분 prefetch
6
+ * - seek 시 기존 버퍼 폐기 후 fresh fetch (보드 리셋 없음 — snapshot 이 모든 data 덮어씀)
7
+ * - seekPreview: count=1 snapshot 만 요청해 scene 에 적용 (드래그 스크러빙)
8
+ * - pauseForSeek / seekTo 가 scene.suppressAnimations 를 ON/OFF 토글
9
+ * - setInterval 기반 프레임 진행 (배속 반영)
10
+ */
11
+ const CHUNK_DURATION = 10 * 60 * 1000; // 10분
12
+ const PREFETCH_THRESHOLD = 1 * 60 * 1000; // 1분
13
+ export class PlaybackEngine {
14
+ constructor() {
15
+ this._state = 'idle';
16
+ this._frames = [];
17
+ this._currentIndex = 0;
18
+ this._speed = 1;
19
+ this._scene = null;
20
+ this._scenarioNames = [];
21
+ this._listeners = new Map();
22
+ this._prefetching = false;
23
+ this._bufferedEnd = 0;
24
+ }
25
+ // ── 공개 API ──
26
+ get state() { return this._state; }
27
+ get currentIndex() { return this._currentIndex; }
28
+ get totalFrames() { return this._frames.length; }
29
+ get currentTime() { var _a, _b; return (_b = (_a = this._frames[this._currentIndex]) === null || _a === void 0 ? void 0 : _a.time) !== null && _b !== void 0 ? _b : null; }
30
+ get scenarioNames() { return this._scenarioNames; }
31
+ /**
32
+ * fetch 함수 주입 (페이지에서 제공)
33
+ * - 2-arg 호출: 청크 프리페치 (includeSnapshot 기본 true)
34
+ * - 4-arg 호출: 프리뷰용 snapshot-only (count=1)
35
+ */
36
+ setFetchFunction(fn) {
37
+ this._fetchFn = fn;
38
+ }
39
+ /**
40
+ * 청크 기반 시작: fromTime에서 10분 분량을 가져와 재생 시작
41
+ */
42
+ async startChunked(fromTime, endTime, speed = 1) {
43
+ this._stopTimer();
44
+ this._frames = [];
45
+ this._currentIndex = 0;
46
+ this._speed = speed;
47
+ this._totalRange = { from: fromTime.getTime(), to: endTime.getTime() };
48
+ this._bufferedEnd = 0;
49
+ this._prefetching = false;
50
+ this._setState('loading');
51
+ const chunkEnd = Math.min(fromTime.getTime() + CHUNK_DURATION, endTime.getTime());
52
+ await this._fetchAndAppend(fromTime.getTime(), chunkEnd);
53
+ if (this._frames.length === 0) {
54
+ this._setState('stopped');
55
+ return;
56
+ }
57
+ // 첫 프레임 즉시 적용
58
+ this._applyCurrentFrame();
59
+ this._setState('playing');
60
+ this._startTimer();
61
+ }
62
+ /**
63
+ * 이전 방식 호환: 전체 데이터를 한번에 로드
64
+ */
65
+ loadData(scenarios) {
66
+ this._setState('loading');
67
+ this._mergeScenarios(scenarios);
68
+ this._currentIndex = 0;
69
+ this._setState('stopped');
70
+ this._emit('load-complete', {
71
+ totalFrames: this._frames.length,
72
+ scenarios: this._scenarioNames
73
+ });
74
+ }
75
+ attachScene(scene) {
76
+ this._scene = scene;
77
+ }
78
+ detachScene() {
79
+ this._scene = null;
80
+ }
81
+ play(speed) {
82
+ if (this._frames.length === 0)
83
+ return;
84
+ if (speed != null)
85
+ this._speed = speed;
86
+ this._applyCurrentFrame();
87
+ this._setState('playing');
88
+ this._startTimer();
89
+ }
90
+ pause() {
91
+ this._stopTimer();
92
+ this._setState('paused');
93
+ }
94
+ resume() {
95
+ if (this._state !== 'paused')
96
+ return;
97
+ this._setState('playing');
98
+ this._startTimer();
99
+ }
100
+ stop() {
101
+ this._stopTimer();
102
+ this._currentIndex = 0;
103
+ this._frames = [];
104
+ this._bufferedEnd = 0;
105
+ this._prefetching = false;
106
+ this._speed = 1; // 다음 세션이 기본 1x 로 시작하도록 리셋
107
+ this._setState('stopped');
108
+ }
109
+ setSpeed(speed) {
110
+ this._speed = speed;
111
+ if (this._state === 'playing') {
112
+ this._stopTimer();
113
+ this._startTimer();
114
+ }
115
+ }
116
+ /**
117
+ * seek — 기존 버퍼 폐기 + 새 위치에서 snapshot+delta fresh fetch.
118
+ * 보드 상태 리셋 없음 — snapshot 이 모든 컴포넌트 data 를 덮어쓰므로 불필요.
119
+ * (드래그로 들어온 경우 pauseForSeek 에서 이미 suppressAnimations = true)
120
+ */
121
+ async seekTo(time) {
122
+ const wasPlaying = this._state === 'playing';
123
+ this._stopTimer();
124
+ // 버퍼 전체 폐기
125
+ this._frames = [];
126
+ this._currentIndex = 0;
127
+ this._bufferedEnd = 0;
128
+ this._prefetching = false;
129
+ if (this._fetchFn && this._totalRange) {
130
+ this._setState('loading');
131
+ const chunkEnd = Math.min(time.getTime() + CHUNK_DURATION, this._totalRange.to);
132
+ await this._fetchAndAppend(time.getTime(), chunkEnd);
133
+ // 첫 프레임 적용
134
+ if (this._frames.length > 0) {
135
+ this._applyCurrentFrame();
136
+ this._emitFrame();
137
+ }
138
+ }
139
+ else {
140
+ // 이전 방식: 메모리 내 탐색 (fallback, 사용되지 않음)
141
+ const target = this._formatTime(time);
142
+ for (let i = 0; i < this._frames.length; i++) {
143
+ if (this._frames[i].time <= target) {
144
+ this._currentIndex = i;
145
+ }
146
+ else {
147
+ break;
148
+ }
149
+ }
150
+ this._applyCurrentFrame();
151
+ }
152
+ if (wasPlaying && this._frames.length > 0) {
153
+ this._setState('playing');
154
+ this._startTimer();
155
+ }
156
+ else if (this._frames.length > 0) {
157
+ this._setState('paused');
158
+ }
159
+ // 드래그 종료 — 애니메이션 억제 OFF
160
+ if (this._scene)
161
+ this._scene.suppressAnimations = false;
162
+ }
163
+ /**
164
+ * 드래그 시작: 재생 타이머 정지 + 애니메이션 억제 ON.
165
+ * 논리 상태(_state)는 유지 — seekTo 가 상태 기반으로 타이머 복원.
166
+ */
167
+ pauseForSeek() {
168
+ this._stopTimer();
169
+ if (this._scene)
170
+ this._scene.suppressAnimations = true;
171
+ }
172
+ /**
173
+ * seekPreview — 드래그 중 호출. 해당 시간의 snapshot 1프레임만 요청해서
174
+ * 현재 보드에 적용. 버퍼/상태 변경 없음.
175
+ * (pauseForSeek 에서 이미 suppressAnimations = true 가 걸려 있음)
176
+ */
177
+ async seekPreview(time) {
178
+ var _a, _b, _c;
179
+ if (!this._fetchFn || !this._scene)
180
+ return;
181
+ try {
182
+ // count=1 로 해당 시점의 snapshot 한 프레임만 요청
183
+ const result = await this._fetchFn(this._formatTime(time), undefined, true, // includeSnapshot
184
+ 1 // count
185
+ );
186
+ // await 동안 scene 이 detach 된 경우 무시 (stop/dispose)
187
+ if (!this._scene)
188
+ return;
189
+ if (!(result === null || result === void 0 ? void 0 : result.status) || !result.playback)
190
+ return;
191
+ const scenarios = result.playback.scenarios;
192
+ if (!(scenarios === null || scenarios === void 0 ? void 0 : scenarios.length))
193
+ return;
194
+ for (const scenario of scenarios) {
195
+ const frame = (_a = scenario.snapshots) === null || _a === void 0 ? void 0 : _a[0];
196
+ if (!(frame === null || frame === void 0 ? void 0 : frame.data))
197
+ continue;
198
+ for (const record of frame.data) {
199
+ if (!(record === null || record === void 0 ? void 0 : record.NAME))
200
+ continue;
201
+ const components = ((_c = (_b = this._scene) === null || _b === void 0 ? void 0 : _b.findAllById) === null || _c === void 0 ? void 0 : _c.call(_b, record.NAME)) || [];
202
+ for (const component of components) {
203
+ component.data = record;
204
+ }
205
+ }
206
+ }
207
+ }
208
+ catch (e) {
209
+ console.error('[PlaybackEngine] seekPreview error:', e);
210
+ }
211
+ }
212
+ on(event, listener) {
213
+ if (!this._listeners.has(event))
214
+ this._listeners.set(event, new Set());
215
+ this._listeners.get(event).add(listener);
216
+ }
217
+ off(event, listener) {
218
+ var _a;
219
+ (_a = this._listeners.get(event)) === null || _a === void 0 ? void 0 : _a.delete(listener);
220
+ }
221
+ dispose() {
222
+ this._stopTimer();
223
+ if (this._scene)
224
+ this._scene.suppressAnimations = false;
225
+ this._scene = null;
226
+ this._frames = [];
227
+ this._listeners.clear();
228
+ }
229
+ // ── 내부: 청크 관리 ──
230
+ async _fetchAndAppend(fromMs, toMs) {
231
+ if (!this._fetchFn)
232
+ return;
233
+ try {
234
+ const result = await this._fetchFn(this._formatTime(new Date(fromMs)), this._formatTime(new Date(toMs)));
235
+ // stop 후 응답이 돌아온 경우 무시 (잔여 diff 프레임 방지)
236
+ if (this._state === 'stopped')
237
+ return;
238
+ if ((result === null || result === void 0 ? void 0 : result.status) && result.playback) {
239
+ this._appendScenarios(result.playback.scenarios);
240
+ this._bufferedEnd = Math.max(this._bufferedEnd, toMs);
241
+ this._emitBufferUpdate();
242
+ }
243
+ }
244
+ catch (e) {
245
+ console.error('[PlaybackEngine] chunk fetch error:', e);
246
+ this._emit('error', String(e));
247
+ }
248
+ }
249
+ _appendScenarios(scenarios) {
250
+ if (!this._scenarioNames.length) {
251
+ this._scenarioNames = scenarios.map(s => s.scenarioName);
252
+ }
253
+ const existingTimes = new Set(this._frames.map(f => f.time));
254
+ for (const scenario of scenarios) {
255
+ for (const frame of scenario.snapshots) {
256
+ if (existingTimes.has(frame.time)) {
257
+ // 기존 프레임에 시나리오 데이터 추가
258
+ const existing = this._frames.find(f => f.time === frame.time);
259
+ if (existing) {
260
+ existing.data.set(scenario.scenarioName, frame.data);
261
+ }
262
+ }
263
+ else {
264
+ const data = new Map();
265
+ data.set(scenario.scenarioName, frame.data);
266
+ this._frames.push({
267
+ time: frame.time,
268
+ timeMs: new Date(frame.time.replace(' ', 'T')).getTime() || new Date(frame.time).getTime(),
269
+ data
270
+ });
271
+ existingTimes.add(frame.time);
272
+ }
273
+ }
274
+ }
275
+ // 시간순 재정렬
276
+ this._frames.sort((a, b) => a.time.localeCompare(b.time));
277
+ }
278
+ _mergeScenarios(scenarios) {
279
+ this._scenarioNames = scenarios.map(s => s.scenarioName);
280
+ this._frames = [];
281
+ this._appendScenarios(scenarios);
282
+ }
283
+ async _checkPrefetch() {
284
+ if (this._prefetching || !this._fetchFn || !this._totalRange)
285
+ return;
286
+ const currentFrame = this._frames[this._currentIndex];
287
+ if (!currentFrame)
288
+ return;
289
+ const remaining = this._bufferedEnd - currentFrame.timeMs;
290
+ if (remaining <= PREFETCH_THRESHOLD && this._bufferedEnd < this._totalRange.to) {
291
+ this._prefetching = true;
292
+ try {
293
+ const chunkEnd = Math.min(this._bufferedEnd + CHUNK_DURATION, this._totalRange.to);
294
+ await this._fetchAndAppend(this._bufferedEnd, chunkEnd);
295
+ }
296
+ finally {
297
+ this._prefetching = false;
298
+ }
299
+ }
300
+ }
301
+ // ── 내부: 타이머 ──
302
+ _startTimer() {
303
+ this._stopTimer();
304
+ const intervalMs = 1000 / this._speed;
305
+ this._timer = window.setInterval(() => {
306
+ this._currentIndex++;
307
+ if (this._currentIndex >= this._frames.length) {
308
+ // 버퍼 끝 도달
309
+ if (this._totalRange && this._bufferedEnd < this._totalRange.to) {
310
+ // 아직 더 가져올 데이터 있음 — 대기
311
+ this._currentIndex = this._frames.length - 1;
312
+ this._checkPrefetch();
313
+ return;
314
+ }
315
+ // 전체 재생 완료
316
+ this._currentIndex = this._frames.length - 1;
317
+ this._stopTimer();
318
+ this._setState('stopped');
319
+ return;
320
+ }
321
+ this._applyCurrentFrame();
322
+ this._emitFrame();
323
+ // prefetch 체크 (비동기)
324
+ this._checkPrefetch();
325
+ }, intervalMs);
326
+ }
327
+ _stopTimer() {
328
+ if (this._timer != null) {
329
+ clearInterval(this._timer);
330
+ this._timer = undefined;
331
+ }
332
+ }
333
+ // ── 내부: 프레임 적용 ──
334
+ _applyCurrentFrame() {
335
+ this._applyFrame(this._currentIndex);
336
+ this._emitFrame();
337
+ }
338
+ _applyFrame(index) {
339
+ var _a, _b;
340
+ // detach 후(=stop 경로) scene 이 null 이면 no-op
341
+ const frame = this._frames[index];
342
+ if (!frame || !this._scene)
343
+ return;
344
+ for (const [_scenarioName, records] of frame.data) {
345
+ for (const record of records) {
346
+ if (!record.NAME)
347
+ continue;
348
+ const components = ((_b = (_a = this._scene).findAllById) === null || _b === void 0 ? void 0 : _b.call(_a, record.NAME)) || [];
349
+ for (const component of components) {
350
+ component.data = record;
351
+ }
352
+ }
353
+ }
354
+ }
355
+ _emitFrame() {
356
+ const frame = this._frames[this._currentIndex];
357
+ if (frame) {
358
+ this._emit('frame', {
359
+ time: frame.time,
360
+ index: this._currentIndex,
361
+ total: this._frames.length
362
+ });
363
+ }
364
+ }
365
+ _emitBufferUpdate() {
366
+ if (!this._totalRange)
367
+ return;
368
+ const ranges = [];
369
+ if (this._frames.length > 0) {
370
+ ranges.push({
371
+ from: this._frames[0].timeMs,
372
+ to: this._bufferedEnd
373
+ });
374
+ }
375
+ this._emit('buffer-update', { bufferedRanges: ranges });
376
+ }
377
+ // ── 유틸 ──
378
+ _setState(state) {
379
+ this._state = state;
380
+ this._emit('state-change', state);
381
+ }
382
+ _emit(event, detail) {
383
+ const listeners = this._listeners.get(event);
384
+ if (listeners) {
385
+ for (const fn of listeners) {
386
+ fn(detail);
387
+ }
388
+ }
389
+ }
390
+ _formatTime(date) {
391
+ const pad = (n) => String(n).padStart(2, '0');
392
+ return `${date.getFullYear()}-${pad(date.getMonth() + 1)}-${pad(date.getDate())} ${pad(date.getHours())}:${pad(date.getMinutes())}:${pad(date.getSeconds())}`;
393
+ }
394
+ }
395
+ //# sourceMappingURL=playback-engine.js.map