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show-manager

v1.0.8

Published

Decentraland Show Manager

Downloads

24

Readme

Show Management

Show Management Library enables you to schedule videos and synchronize actions with those videos to create a much more immersive show.

Show Manager Documentation

Install

To use any of the helpers provided by this library:

  1. Install it as an npm package. Run this command in your scene's project folder:

    npm i show-manager
  2. Add this line at the start of your game.ts file, or any other TypeScript files that require it:

    import * as showMgmt from 'show-manager/src'

Usage

Show Manager

You will need need to create a ShowManager instance to start and assign it a schedule

import * as showMgmt from 'show-manager/src'

const showData: showMgmt.ShowDataType = ...

export const SHOW_MGR = new showMgmt.ShowManager()

SHOW_MGR.showSchedule.setData( showData )

Configure Shows

You must create showData that will define what shows to play and when.

const defaultShow: showMgmt.ShowType = {
  id: -1, //
  title: "Intermission",//the title of the show
  artist: "Artist Name", //name of the artist
  link: DEFAULT_VIDEO, //link to the video, can be internal or external
  subs: IntermissionSubs, //string to a subtitle SRT format
  startTime: -1, //UTC time in seconds for which a show will start
  length: 17, //length of video in seconds
  loop: true //if the video should loop when over
}

const showData: showMgmt.ShowDataType = {
  defaultShow: defaultShow,
  shows: [
		{
		  id: -1, //
		  title: "Title",//the title of the show
		  artist: "Artist Name", //name of the artist
		  link: `videos/tunnelVisuals.mp4`, //link to the video, can be internal or external
		  subs: MySubTitleVar, //string to a subtitle SRT format
		  startTime: 1652117754, //UTC time in seconds for which a show will start
		  length: 17, //length of video in seconds
		  loop: false //if the video should loop when over
		}
	]
}

NOTE: You maybe tempted to use ISO 8601 date format, however there is no garetee 100% support it will be parsed correctly. ISO 8601 format is the most universally supported, however you cannot rely on correct implementation of the standard. https://en.wikipedia.org/wiki/ISO_8601

new Date("2022-05-09T16:39:00-04:00").getTime()/1000 //use at your own risk

Here is one of many free helpful converter tools https://www.epochconverter.com/ to you convert a date and time to seconds for startTime

Configure Show Example

import * as showMgmt from 'show-manager/src'

//while testing this can ensure the video start time is always 5 seconds after scene load
const testStartTime = new Date(Date.now() + (5 *1000)).getTime() / 1000   

const showData: showMgmt.ShowDataType = {
  defaultShow: defaultShow,
  shows: [
		defaultShow,
		{ 
		  id: 1,
		  title: 'Demo Show',
		  artist: 'Demo Show',
		  link: `videos/tunnelVisuals.mp4`,
		  subs: DemoShowSubs, //this is a variable holding the SRT format
		  startTime: testStartTime, //start time from UTC in seconds
		  length: 28,
		}
	]
}

Syncing Actions to Video

To sync actions to a video we make use of a subtitle file format called SubRip Subtitle (SRT).

If you would like to learn more about SRT format check these out

  • https://en.wikipedia.org/wiki/SubRip
  • https://www.3playmedia.com/blog/create-srt-file/

Here is the same SRT example but with comments explaining the components

Credit https://www.3playmedia.com/blog/create-srt-file/

Here is an example SRT format with actions in it

1
00:00:01,000 --> 00:00:01,033
ANNOUNCE {"text":"Welcome to our show","duration":3}
ANIMATE djTable {"animationName":"deckTableOn", "loop":true,"bpmSync":true}

See Show Action Handlers for how the actions in the subtitle file come to life in your scene

Run Your Show

You will need need to create a RunOfShowSystem instance should you want the show to play by itself when the startTime dictates

import * as showMgmt from 'show-manager/src'

export const runOfShow = new showMgmt.RunOfShowSystem(SHOW_MGR)

Event Listeners

The Show Manager has no knowlege of your scene and how it should react to the videos. To solve this, we need to register show events to the provided event listeners

  • addStopShowListeners
  • addPlayVideoListeners
  • addVideoStatusChangeListener
import * as showMgmt from 'show-manager/src'

SHOW_MGR.addStopShowListeners( (event:showMgmt.StopShowEvent)=>{
  console.log("addStopShowListeners fired", event)
  
  ...  
} )

 
SHOW_MGR.addPlayVideoListeners( (event:showMgmt.PlayShowEvent)=>{
  console.log("addPlayVideoListeners fired", event)
  
  ...
} )

SHOW_MGR.addVideoStatusChangeListener( new showMgmt.VideoChangeStatusListener((oldStatus: VideoState, newStatus: VideoState)=>{
  console.log("addVideoStatuChangeListener fired", oldStatus, newStatus)
  
  switch(newStatus){
    case VideoState.VS_LOADING:

    break;
    ...
  }

} ))

Display the Show Video

The Show Manager will create a video texture but does not know where to put it in your scene. You can register to SHOW_MGR.addPlayVideoListeners and assign the video texture where it needs to go.


//create a video material
const videoMat: PBMaterial_PbrMaterial = {
	castShadows: false,
	metallic: 0,
	roughness: 1,
	emissiveIntensity: 1,
	emissiveColor: Color3.White(),
	alphaTest: 1
}

//create entity
const myScreenEntity = engine.addEntity()
MeshRenderer.setPlane(myScreenEntity)

//add material
Material.setPbrMaterial(myScreenEntity, videoMat)

SHOW_MGR.addPlayVideoListeners( (event:showMgmt.PlayShowEvent)=>{
  console.log("addPlayVideoListeners fired", event)
  
  //assign the playing video to a material so it can be visible in scene
  if (event.videoPlayerEntity) {
  	//get the video texture from the video player entity
  	const videoTexture = Material.Texture.Video({ videoPlayerEntity: event.videoPlayerEntity })

  	//create a new material that has the video texture
  	const videoMat: PBMaterial_PbrMaterial = {
  		castShadows: false,
                metallic: 0,
                roughness: 1,
                emissiveIntensity: 1,
                emissiveColor: Color3.White(),
                alphaTest: 1,
                texture: videoTexture,
                alphaTexture: videoTexture,
                emissiveTexture: videoTexture
  	}

  	//delete the old material from the screen and assign the new one
  	Material.deleteFrom(myScreenEntity)
  	Material.setPbrMaterial(myScreenEntity, videoMat)
  }
} )

Perform a specific action for a certian show

In this example I want to show a countdown to when the next show will be. Register a listener to addPlayVideoListeners and perform your logic there

SHOW_MGR.addPlayVideoListeners( (event:showMgmt.PlayShowEvent)=>{
  console.log("addPlayVideoListeners fired", event)

  //if I know the intermission show ID I can check for it and perform a very specific action
  if(event.showData.id == -1){ 
    const showRange = SHOW_MGR.showSchedule.findShowToPlayByDate( new Date() )
    const showArr = []
    if(showRange.nextShow && showRange.nextShow.show){   
    	showArr.push(showRange.nextShow.show)
    }
    startNextShowCounter(showArr)
  }
})

Enable Debug UI

 
isPreviewMode({}).then(result => {
  if(result && result.isPreview) {
    SHOW_MGR.enableDebugUI(result.isPreview)
    showMgmt.registerWithDebugUI(SHOW_MGR.manageShowDebugUI, SHOW_MGR, runOfShow) 
  }
})

Show Action Handlers

Show action handlers are what convert the commands in the subtitle file into something in your scene

There are three types of handlers provided. Ones that have all the functionality they need and some that need you to extend them. The latter require you to define how they function because there is no way to know exactly how each show will want to implement it. For example, the PAUSE action could mean lots of things, pause 1 animation but play another, hide one entity but show a different entity. There is no way to predict all this, so you must define it. The third type are onces that you make yourself.

Provided handlers with all functionality provided include

  • ShowAnimationActionHandler
  • ShowBpmActionHandler
  • DefineTargetGroupActionHandler
  • ShowAnounceActionHandler

Handlers that are recommended you to extend them by defining how they should function

  • ShowPauseAllActionHandler
  • ShowStopAllActionHandler

Show Action Handler Interface

All action handlers implement a ShowActionHandler. Matches(), Execute() and DecodeAction() are the most important methods. Matches tests to see if the handler can process the action, Execute processes it and DecodeAction provides a way to parse the action to a more structured object

interface ShowActionHandler<T>{
  // will test if the action sent can be procssed by this handler  
  matches(action:string, showActionMgr: showMgmt.ShowActionManager):boolean
  
  // if matches() returns true, execute will be called to process the action 
  execute(action:string, showActionMgr: showMgmt.ShowActionManager):void
  
  // Will decode/parse the action into a more meaningful structure 
  decodeAction(action:string, showActionMgr: showMgmt.ShowActionManager):ActionParams<T>
  
  ....
}

Parsing Actions

The library provides a basic parser showMgmt.parseActionWithOpts. Expected a pattern of:

ACTION_NAME TEXT_NO_SPACES TEXT_NO_SPACES2 ... (optional JSON string to be parsed as the very end) 

The return object looks like this

type ActionParams<T>={
  array?:string[] //parameters split on whitespace
  params?:T // JSON object here if one passed
}

Example

const exampleAction = 'ANIMATE djTable {"animationName":"deckTableOn", "loop":true,"bpmSync":true}'
//when parsed
const parsedActionParams = showMgmt.parseActionWithOpts( exampleAction )

//output will be 
{
  array: ["ANIMATE","djTable",'{"animationName":"deckTableOn", "loop":true,"bpmSync":true}'],
  params: {"animationName":"deckTableOn", "loop":true,"bpmSync":true}
}

You can implement your own parser if need be.

Override Action Handler Behavior

To define override an action handler should behave, you must provide a process method. In this example here it defines how the Anounce action handler should behave.

You can initiate your own version of the class

SHOW_MGR.actionMgr.registerHandler(
  new showMgmt.ShowAnounceActionHandler( {
    process(action: showMgmt.ActionParams<showMgmt.ActionHandlerAnouncementParams>, showActionMgr: showMgmt.ShowActionManager): void {
      //my custom process logic
      ui.createComponent(ui.Announcement, { value: action.params.text, duration: action.params.duration, startHidden: false })
    }
  } )
)

OR fetch the existing one and overwrite its process callback

//example of how to extend the action by setting processExt callback
const accounceHandler: showMgmt.ShowAnounceActionHandler 
  = SHOW_MGR.actionMgr.getRegisteredHandler<showMgmt.ShowAnounceActionHandler>(showMgmt.ShowAnounceActionHandler.DEFAULT_NAME)

accounceHandler.process = (action: showMgmt.ActionParams<showMgmt.ActionHandlerAnouncementParams>, showActionMgr: showMgmt.ShowActionManager): boolean {
  const METHOD_NAME = "process"
  accounceHandler.logger.debug(METHOD_NAME, "called", action)

  return true
}

Extend Action Handler Behavior

To extend an action handler behavior, we can provide a processExt method. In this example here it defines how to extend PauseAll action handler.

//example of how to extend the action by setting processExt callback
const pauseHandler: showMgmt.ShowPauseAllActionHandler 
  = SHOW_MGR.actionMgr.getRegisteredHandler<showMgmt.ShowPauseAllActionHandler>(showMgmt.ShowPauseAllActionHandler.DEFAULT_NAME)

pauseHandler.processExt = (action: showMgmt.ActionParams<string>, showActionMgr: showMgmt.ShowActionManager): boolean {
  const METHOD_NAME = "processExt"
  pauseHandler.logger.debug(METHOD_NAME, "called", action)

  //pause actions goes here
  //some actions "stop" is a play or hide or show or stop

  return true
}

OR add an onProcessListerner. The benefit of this is you can register as many actions as you need when you need.


//example of how to extend the action by setting processExt callback
const pauseHandler:showMgmt.ShowPauseAllActionHandler 
  = SHOW_MGR.actionMgr.getRegisteredHandler<showMgmt.ShowPauseAllActionHandler>(showMgmt.ShowPauseAllActionHandler.DEFAULT_NAME)

pauseHandler.addOnProcessListener( (action: showMgmt.ActionParams<string>, showActionMgr: showMgmt.ShowActionManager): boolean => {
  const METHOD_NAME = "addOnProcessListener"
  pauseHandler.logger.debug(METHOD_NAME, "called", action)

  //pause actions goes here
  //some actions "stop" is a play or hide or show or stop

  return true
})

Make Your Own Show Action Handler

Here is an example of how to make your very own action handler. In this example we make a new action named "SAY" followed by the text to be said and register it to the show manager.

An example where no arguments are required

SHOW_MGR.actionMgr.registerHandler(
  new showMgmt.ShowBasicActionHandler( 
    "SAY_HI",
    {
      process(action: showMgmt.ActionParams<string>, showActionMgr: showMgmt.ShowActionManager): boolean {
        ui.createComponent(ui.Announcement, { value: 'HI', duration: 1, startHidden: false })
        return true 
      }
    })
)

Example where you want to pass arguments.


//define custom parameter object type
type ActionTypeSay={
  text?: string
  duration?: number
}

//action will be used as follows
//SAY words {"duration":"1"}
SHOW_MGR.actionMgr.registerHandler(
  new showMgmt.ShowActionHandlerSupport<ActionTypeSay>( 
    "SAY",
    {
      matches(action: string, showActionMgr: showMgmt.ShowActionManager):boolean{ 
        return showMgmt.actionStartsWith(action, this.getName(), 0, " ")
      },
      decodeAction(action: string, showActionMgr: showMgmt.ShowActionManager):showMgmt.ActionParams<ActionTypeSay>{
        logger.debug("ACTION.SAY.decodeAction", "called", action)
        const decoded = showMgmt.parseActionWithOpts<ActionTypeSay>(action)
        
        let text = ""
        //join the params back together, all except the json one
        //it would be easier to pass all arguments as part of the json BUT
        //this demonstrates how you can transform the parsed params if need be
        for(let x=1; x<decoded.array.length; x++){
          //check for beginning of json
          if(decoded.array[x].charAt(0)=='{')  break; 
          text += decoded.array[x] + " "
        }

        if(!decoded.params) decoded.params = {}
        if(!decoded.params.text) decoded.params.text = text

        return  decoded;
      },
      process(action: showMgmt.ActionParams<ActionTypeSay>, showActionMgr: showMgmt.ShowActionManager): boolean {
        const duration = action.params.duration ? action.params.duration : 1
        ui.createComponent(ui.Announcement, { value: action.params.text, duration: duration, startHidden: false })

        return true
      }
    } )
)

Adjust Logging Levels

To avoid flooding logs, each class has its own logger named by class name. You can adjust logging levels for all classes or just a few to suit your needs.

Classes of interest

  • ShowManager - manager class that is called to play shows
  • RunOfShowSystem - system that processes showSchedule and decides which show to play at the correct time
  • SubtitleVideoSystem - system that processes video events
  • SubtitleSystem - system that handles processing subtitles
  • ShowActionManager - processes an actions to be sent to a handler
  • ShowActionHandler - the action handlers themselves
//create a named logger
const logger: showMgmt.Logger = showMgmt.LoggerFactory.getLogger("MyScene.ShowSetup.ts")

//set logger for a specific logger
logger.setLevel(showMgmt.LogLevel.DEBUG)

//will set default logging level for all loggers
showMgmt.LoggingConfiguration.getInstance().defaultLevel = showMgmt.LogLevel.DEBUG

//set logger for a specific action handler logger
const logHandlerAnimation = showMgmt.LoggerFactory.getLogger("ShowActionHandler." + showMgmt.ShowAnimationActionHandler.DEFAULT_NAME)
if(logHandlerAnimation) logHandlerAnimation.setLevel(showMgmt.LogLevel.TRACE)

How the Show Management Library Syncs Actions to Videos

To be able to sync actions to videos we need to know where in the video we are (video currentOffset).

sequenceDiagram
    
    ShowManager->> ShowManager : playVideo
    ShowManager->> VideoSystem : init
    VideoSystem->>videoEventsSystem: register
    VideoSystem->> SubtitleSystem : init
    loop videoEvent
        videoEventsSystem->>VideoSystem: notify video event
    end
    ShowManager->> SubtitleSystem : subscribe.onCueBeginListeners
    loop onUpdate(dt)
        VideoSystem->>SubtitleSystem: time progressed
        loop check for cues to fire
            SubtitleSystem->>SubtitleSystem: check for cues to fire
            SubtitleSystem->>SubtitleSystem : onCueBeginListeners: notify cue began
            SubtitleSystem-->>ShowManager : runAction
        end
    end
    

You can register a VideoPlayer entity to the videoEventsSystem, which triggers a video event whenever the VideoPlayer changes states. It tells us if the video is playing, paused, buffering etc. The video event also provides currentOffset which is the video currentOffset time.

const myVideoPlayer: PBVideoPlayer = {
    src: url,
    playing: false
}

const videoPlayerEntity = engine.addEntity()
VideoPlayer.create(videoPlayerEntity, myVideoPlayer)

videoEventsSystem.registerVideoEventsEntity(
    videoPlayerEntity,
    function (videoEvent) {
        //handle event
    }
)

You may be wondering, why don't we just use the videoEventsSystem's videoEvent? It is because the update event does not fire frequently enough to get precise time. If we only need to know currentOffset updated every second we would be done. But for syncing of actions to video we need it to be much more precise. Note that the old way of doing this was using an onVideoEvent listener. You can still use that method, but it's been deprecated in SDK7.

The VideoSystem keeps track of the delta time from the game clock. The triggered videoEvent tells the system when the video is playing. While the video is playing, the system can increment its estimatedOffset using the currentOffset provided by the video event. We can now keep track of what time in the video we are at with subsecond precision.

Now that when we have a precise video offset we can make use of a SubtitleSystem. The system reads in an SRT format, and using the known video offset decides which actions to fire.

Class Diagram

classDiagram


ShowManager "1" o-- "1" SubtitleVideoSystem : Manages Video and Subtitle
SubtitleVideoSystem --|> VideoSystem
SubtitleVideoSystem "1" o-- "1" SubtitleSystem
VideoSystem : Entity videoPlayerEntity
VideoSystem --o videoEventsSystem

ShowManager "1" o--  "1" ShowActionManager : managers actions
ShowActionManager "1" o--  "*" ShowEntity : registers
ShowActionManager "1" o--  "*" ShowActionHandler : registers

RunOfShowSystem o-- ShowManager : Schedules Videos

class videoEventsSystem{
    registerVideoEventsEntity(entity: Entity, callback: VideoEventsSystemCallback)
}
class RunOfShowSystem{
    update(dt:number)
}
class ShowActionManager{
    registerShowEntity(name: string, object: any)
    registerHandler(action: ShowActionHandler<any>)
    processAction(action: string, handler: ShowActionHandler<any>)
    runAction(action: string)
}

class ShowEntity{
  appear:() => void
  hide:() => void
  play:() => void
  stop:() => void
  triggerEvent:(index: number) => void
}

class ShowActionHandler{ 
  matches(action: string, showActionMgr: ShowActionManager): boolean
  execute(action: string, showActionMgr: ShowActionManager): void
  getName(): string
  addOnProcessListener(listener: OnProcessListener<ActionParams<T>>): void
  removeOnProcessListener(listener: OnProcessListener<ActionParams<T>>): void
  decodeAction(action: string, showActionMgr: ShowActionManager): ActionParams<T>
}
class ShowManager{
    pause()
    play()
    startShow(showData: ShowType) 
    playVideo(showData: ShowType, offsetSeconds: number)
    addVideoStatusChangeListener(listener: VideoChangeStatusListener)
    addPlayVideoListeners(callback: (event: PlayShowEvent)=>void)
    addStopShowListeners(callback: (event: StopShowEvent)=>void)
    enableDebugUI(val: boolean)
}
class SubtitleSystem{
    addCueListener(listener: (cue: NodeCue, event: SubtitleCueEvent))
    onCueBegin(cue: NodeCue)
}

Copyright info

This scene is protected with a standard Apache 2 licence. See the terms and conditions in the LICENSE file.