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* Timeline - Core playback engine for AgentDeck match replay
*
* Per SPEC-VIEWER §5.2:
* - T1: play() MUST emit frames at intervals of baseDelay / speed
* - T2: step() MUST emit exactly one frame and pause
* - T3: seek() MUST clamp to valid frame range [0, totalFrames-1]
* - T4: Frame callbacks MUST receive complete GameplayFrame data
* - T5: onEnd MUST fire after last frame with winner from MatchData
*/
class Timeline {
/**
* @param {MatchData} matchData - Normalized match data from RecordLoader
*/
constructor(matchData) {
this._matchData = matchData;
this._frames = matchData.frames;
this._currentFrame = -1; // -1 means "before first frame"
this._isPlaying = false;
this._speed = 1;
this._baseDelay = 1000; // 1 second between frames at 1x speed
this._playbackTimer = null;
// Event callbacks
this._frameCallbacks = [];
this._endCallbacks = [];
this._stateChangeCallbacks = [];
}
// =========================================================================
// Playback Control
// =========================================================================
/**
* Start or resume playback
*/
play() {
if (this._isPlaying) return;
if (this._currentFrame >= this._frames.length - 1) {
// At end, restart from beginning
this._currentFrame = -1;
}
this._isPlaying = true;
this._emitStateChange();
this._scheduleNextFrame();
}
/**
* Pause playback
*/
pause() {
if (!this._isPlaying) return;
this._isPlaying = false;
if (this._playbackTimer) {
clearTimeout(this._playbackTimer);
this._playbackTimer = null;
}
this._emitStateChange();
}
/**
* Step forward or backward one frame
* @param {1 | -1} direction - 1 for forward, -1 for backward
*/
step(direction = 1) {
this.pause();
const newFrame = this._currentFrame + direction;
if (newFrame >= 0 && newFrame < this._frames.length) {
this._currentFrame = newFrame;
this._emitFrame(this._frames[this._currentFrame]);
this._emitStateChange();
// Check for end
if (this._currentFrame === this._frames.length - 1) {
this._emitEnd();
}
}
}
/**
* Jump to specific frame
* @param {number} frameIndex - Target frame index
*/
seek(frameIndex) {
// T3: Clamp to valid range
const clampedIndex = Math.max(0, Math.min(frameIndex, this._frames.length - 1));
if (clampedIndex !== this._currentFrame && this._frames.length > 0) {
this._currentFrame = clampedIndex;
this._emitFrame(this._frames[this._currentFrame]);
this._emitStateChange();
// Check for end
if (this._currentFrame === this._frames.length - 1 && !this._isPlaying) {
this._emitEnd();
}
}
}
/**
* Set playback speed multiplier
* @param {number} multiplier - Speed (0.5, 1, 2, 4, etc.)
*/
setSpeed(multiplier) {
this._speed = Math.max(0.1, Math.min(multiplier, 10));
this._emitStateChange();
// If playing, reschedule with new speed
if (this._isPlaying) {
if (this._playbackTimer) {
clearTimeout(this._playbackTimer);
}
this._scheduleNextFrame();
}
}
/**
* Reset to beginning
*/
reset() {
this.pause();
this._currentFrame = -1;
this._emitStateChange();
}
// =========================================================================
// State (Read-only)
// =========================================================================
get currentFrame() {
return this._currentFrame;
}
get totalFrames() {
return this._frames.length;
}
get isPlaying() {
return this._isPlaying;
}
get speed() {
return this._speed;
}
get matchData() {
return this._matchData;
}
/**
* Get current frame data (or null if before first frame)
*/
get currentFrameData() {
if (this._currentFrame < 0 || this._currentFrame >= this._frames.length) {
return null;
}
return this._frames[this._currentFrame];
}
// =========================================================================
// Event Subscriptions
// =========================================================================
/**
* Subscribe to frame events
* @param {(frame: GameplayFrame) => void} callback
*/
onFrame(callback) {
this._frameCallbacks.push(callback);
}
/**
* Unsubscribe from frame events
*/
offFrame(callback) {
const index = this._frameCallbacks.indexOf(callback);
if (index !== -1) {
this._frameCallbacks.splice(index, 1);
}
}
/**
* Subscribe to end event
* @param {(winner: string | null) => void} callback
*/
onEnd(callback) {
this._endCallbacks.push(callback);
}
/**
* Unsubscribe from end event
*/
offEnd(callback) {
const index = this._endCallbacks.indexOf(callback);
if (index !== -1) {
this._endCallbacks.splice(index, 1);
}
}
/**
* Subscribe to state changes (play/pause/seek/speed)
* @param {() => void} callback
*/
onStateChange(callback) {
this._stateChangeCallbacks.push(callback);
}
/**
* Unsubscribe from state changes
*/
offStateChange(callback) {
const index = this._stateChangeCallbacks.indexOf(callback);
if (index !== -1) {
this._stateChangeCallbacks.splice(index, 1);
}
}
// =========================================================================
// Private Methods
// =========================================================================
/**
* Schedule the next frame emission
* @private
*/
_scheduleNextFrame() {
if (!this._isPlaying) return;
const delay = this._baseDelay / this._speed;
this._playbackTimer = setTimeout(() => {
this._advanceFrame();
}, delay);
}
/**
* Advance to next frame
* @private
*/
_advanceFrame() {
if (!this._isPlaying) return;
this._currentFrame++;
if (this._currentFrame < this._frames.length) {
this._emitFrame(this._frames[this._currentFrame]);
this._emitStateChange();
this._scheduleNextFrame();
} else {
// Reached end
this._currentFrame = this._frames.length - 1;
this._isPlaying = false;
this._emitStateChange();
this._emitEnd();
}
}
/**
* Emit frame to all listeners
* @private
*/
_emitFrame(frame) {
for (const callback of this._frameCallbacks) {
try {
callback(frame);
} catch (err) {
// RI4: Renderer failures MUST NOT crash Timeline
console.error('Timeline: Frame callback error:', err);
}
}
}
/**
* Emit end event
* @private
*/
_emitEnd() {
for (const callback of this._endCallbacks) {
try {
callback(this._matchData.winner);
} catch (err) {
console.error('Timeline: End callback error:', err);
}
}
}
/**
* Emit state change event
* @private
*/
_emitStateChange() {
for (const callback of this._stateChangeCallbacks) {
try {
callback();
} catch (err) {
console.error('Timeline: State change callback error:', err);
}
}
}
}
// Export for module systems, also available as global
if (typeof module !== 'undefined' && module.exports) {
module.exports = Timeline;
}
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