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The current QuML Player is an Angular App that outputs a web component. A lot of the functionalities as described below are part of the Android Angular Components.

  • Fetching the QuestionSet, Sections and getting individual Questions Metadata

  • Playing through the Questions (linear or non-linear)

  • Events like when to send Hints, Timeouts, Errors are part of the application state

  • Telemetry

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  1. Events pushed by the player async using the EventEmitter. These are to

    1. abstract out the side effects of state mutation from the renderer.

    2. This also allows for external mutations outside of renderer to happen.

    3. This also helps when in the use cases where the renderer mutates the state through some other means - like an webhook response which can be hooked up with the APIs exposed by player.

  2. APIs exposed by the player to mutate the state by the renderer.

    This follows a unidirectional approach to update state rather than the bidirectional one to reduce complexity in debugging. So the renderer updates state using the Player API and the player then schedules any events if needed due to star.

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  • Fetching of a collection

  • Iterator for QuestionSet, Sections or any other collection

  • State Management for the following entities

    • Player

    • User

  • Events Management - Store and emit appropriate events for the renderer when the state is mutated by the renderer.

    • Entry and Exit (Question Set, Section, Question)

    • Telemetry

    • Hints

    • Attempts

    • Errors

    • Time Limits

    • Replay

  • Persistence Layer Interfaces

  • Generic metadata storage object

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The pseduo/live code can be tracked here - https://github.dev/ChakshuGautam/sunbird-quml-player/tree/player-refactor. The code is in the folder refactor. player.

Event Types

Code Block
languagetypescript
export enum EventType {
  TELEMETRY,
  ERROR,
  PERSISTANCE,
  MAX_ATTEMPT_EXCEEDED,
  MAX_TIME_EXCEEDED,
  SHOW_WARNING_TIME,
  SHOW_FEEDBACK,
  NAVIGATE_TO_NEXT_QUESTION,
  SECTION_COMPLETED,
  PLAYER_CRASHED,
  INTERNET_CONNECTION_ERROR,
  PLAYER_EXIT,
  CONTENT_ERROR,
}

Detailed Event Description

Code Block
languagetypescript
  /**
   * Emit an event when the max attempts are exhausted
   * @param {RendererState} state - RendererState
   */
  emitMaxAttemptsExhausted(state: RendererState) {
    // this.rendererState.isMaxAttemptExhausted = true;
    const desc = 'Max attempts are exhausted';
    const event = new Event(EventType.MAX_ATTEMPT_EXCEEDED, {}, desc, 0);
    this.emit(event);
  }


  /**
   * Emit an event when the max time is exhausted
   * @param {RendererState} state - RendererState
   */
  emitMaxTimeExhausted(state: RendererState) {
    // this.rendererState.isDurationExpired = true;
    const desc = 'Max attempts are exhausted';
    const event = new Event(EventType.MAX_TIME_EXCEEDED, {}, desc, 0);
    this.emit(event);
  }

  /**
   * Emit an event when the warning time started
   * @param {RendererState} state - RendererState
   */
  emitShowWarningTime(state: RendererState) {
    // this.rendererState.showWarningTime = true;
    const desc = 'Warning time started';
    const event = new Event(EventType.SHOW_WARNING_TIME, {}, desc, 0);
    this.emit(event);
  }

/**
 * Emit an event when user answers the question and showFeedBack is ON for a question set
 * @param {RendererState} state - RendererState
 */
  emitShowFeedBack(state: RendererState) {
    // this.rendererState.showWarningTime = true;
    const desc = 'Show feedback popup';
    const data = {
      isCorrect: true
    }
    const event = new Event(EventType.SHOW_FEEDBACK, data, desc, 0);
    this.emit(event);
  }

/**
 * Emit an event when feedback popup closes, with the next question data
 * @param {RendererState} state - RendererState
 * @param {Question} question - Question
 */
  emitNavigateToNextQuestion(state: RendererState, question: Question) {
    const event = new Event(EventType.NAVIGATE_TO_NEXT_QUESTION, question, '', 0);
    this.emit(event);
  }

/**
 * Emit an event to the renderer to navigate to the next question
 * @param {RendererState} state - RendererState
 * @param {string} nextSection - The id of the next section.
 */
  emitSectionCompleted(state: RendererState, nextSection: string) {
    // this.rendererState.isSectionCompleted = true;
    const data = {
      activeSection: state.activeSection,
      nextSection: nextSection
    }
    const event = new Event(EventType.SECTION_COMPLETED, data, '', 0);
    this.emit(event);
    // this.rendererState.activeSection = this.rendererState.sections[this.rendererState.sectionIndex];
  }

/**
 * Emit an event to the renderer when the player crashed
 * @param {RendererState} state - RendererState
 */
  emitPlayerCrashed(state: RendererState) {
    const data = {
      crashType: '',
      error: '',
    }
    const event = new Event(EventType.PLAYER_CRASHED, data, '', 0);
    this.emit(event);
  }


/**
 * It emits an event to the renderer on internet connection lost
 * @param {RendererState} state - RendererState
 */
  emitInternetConnectionError(state: RendererState) {
    this.persist({});
    const data = {
      isConnected: false,
    }
    const event = new Event(EventType.INTERNET_CONNECTION_ERROR, data, '', 0);
    this.emit(event);
  }

/**
 * Emit an event when player is ready to exit
 * @param {RendererState} state - The state of the renderer.
 * @param {boolean} [isForcefulExit=false] - boolean to indicate forceful exit
 */
  emitExit(state: RendererState, isForcefulExit: boolean = false) {
    this.rendererState = state;
    const data = {
      isForcefulExit,
    }
    const event = new Event(EventType.PLAYER_EXIT, data, '', 0);
    this.emit(event);
  }


/**
 * Emit an event to the renderer
 * @param {RendererState} state - The current state of the renderer.
 * @param {string} error - The error message to be displayed.
 * @param {string} errorCode - The error code that will be used to identify the error.
 */
  emitContentError(state: RendererState, error: string, errorCode: string) {
    const data = {
      error,
      errorCode
    }
    const event = new Event(EventType.CONTENT_ERROR, {}, '', 0);
  }

Integration Guide for Angular - WIP

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  1. Should the player be allow for a callback based event processing? For example creating a telemetry event and sending it through event callback?Should the player allow for the

Prerequisites

A couple of things that need to be closed before the refactoring starts

  1. 100% code coverage on main-component

  2. Testing script (npm) to watch all tests.

Next Steps

  1. Get all the event schemas validated from Kartheek and Vivek.

  2. Check if the APIs are enough or not on the Player.ts.