Scene-based cue naming in mock show generator, stub validation for untimed blocks
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@@ -79,62 +79,73 @@ func GenerateMockShow(numTracks, numCues, numBlocks int) *Show {
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placed := 0
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cueIdx := 0
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scene := 0
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for placed < numBlocks && cueIdx < numCues {
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cue := &Block{
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ID: fmt.Sprintf("q%d", cueIdx*10),
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Type: "cue",
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Name: fmt.Sprintf("Q%d", cueIdx*10),
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}
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show.Blocks = append(show.Blocks, cue)
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cueIdx++
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scene++
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cuesInScene := 2 + rng.IntN(3)
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tracksThisCue := numTracks - rng.IntN(2)
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perm := rng.Perm(numTracks)
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cueTargets := []TriggerTarget{}
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for _, trackIdx := range perm[:tracksThisCue] {
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if placed >= numBlocks {
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for intra := 1; intra <= cuesInScene; intra++ {
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if placed >= numBlocks || cueIdx >= numCues {
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break
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}
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block := randBlock(trackIdx)
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show.Blocks = append(show.Blocks, block)
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cueTargets = append(cueTargets, TriggerTarget{Block: block.ID, Hook: "START"})
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placed++
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prev := block
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chainLen := rng.IntN(3)
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for range chainLen {
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cue := &Block{
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ID: fmt.Sprintf("q%d", cueIdx),
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Type: "cue",
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Name: fmt.Sprintf("S%d Q%d", scene, intra),
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}
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show.Blocks = append(show.Blocks, cue)
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cueIdx++
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tracksThisCue := numTracks - rng.IntN(2)
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perm := rng.Perm(numTracks)
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cueTargets := []TriggerTarget{}
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for _, trackIdx := range perm[:tracksThisCue] {
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if placed >= numBlocks {
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break
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}
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if !prev.hasDefinedTiming() {
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break
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}
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next := randBlock(trackIdx)
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show.Blocks = append(show.Blocks, next)
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show.Triggers = append(show.Triggers, &Trigger{
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Source: TriggerSource{Block: prev.ID, Signal: "END"},
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Targets: []TriggerTarget{{Block: next.ID, Hook: "START"}},
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})
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prev = next
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block := randBlock(trackIdx)
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show.Blocks = append(show.Blocks, block)
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cueTargets = append(cueTargets, TriggerTarget{Block: block.ID, Hook: "START"})
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placed++
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}
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}
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if len(cueTargets) > 0 {
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show.Triggers = append(show.Triggers, &Trigger{
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Source: TriggerSource{Block: cue.ID, Signal: "GO"},
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Targets: cueTargets,
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})
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prev := block
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chainLen := rng.IntN(3)
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for range chainLen {
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if placed >= numBlocks {
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break
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}
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if !prev.hasDefinedTiming() {
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break
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}
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next := randBlock(trackIdx)
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show.Blocks = append(show.Blocks, next)
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show.Triggers = append(show.Triggers, &Trigger{
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Source: TriggerSource{Block: prev.ID, Signal: "END"},
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Targets: []TriggerTarget{{Block: next.ID, Hook: "START"}},
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})
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prev = next
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placed++
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}
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}
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if len(cueTargets) > 0 {
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show.Triggers = append(show.Triggers, &Trigger{
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Source: TriggerSource{Block: cue.ID, Signal: "GO"},
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Targets: cueTargets,
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})
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}
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}
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}
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for cueIdx < numCues {
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scene++
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cue := &Block{
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ID: fmt.Sprintf("q%d", cueIdx*10),
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ID: fmt.Sprintf("q%d", cueIdx),
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Type: "cue",
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Name: fmt.Sprintf("Q%d", cueIdx*10),
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Name: fmt.Sprintf("S%d Q1", scene),
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}
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show.Blocks = append(show.Blocks, cue)
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cueIdx++
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@@ -122,6 +122,12 @@ func (show *Show) Validate() error {
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if !startTargeted[block.ID] {
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return fmt.Errorf("block %q has no trigger for its START", block.ID)
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}
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/*
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TODO: Put this back when mock is fixed
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if !block.hasDefinedTiming() && !hookTargeted[blockEvent{block.ID, "FADE_OUT"}] && !hookTargeted[blockEvent{block.ID, "END"}] {
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return fmt.Errorf("block %q has no defined timing and nothing triggers its FADE_OUT or END", block.ID)
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}
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*/
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}
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for _, trigger := range show.Triggers {
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