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countdowntimer's Issues

Remove redundant parameters related to delay timer

Duplicate delay parameters (endDateDelay, timeDiffDelay, timeDiffByUnitDelay) may not be needed if we can figure out how to split one loopTime into two separate loops without adding additional parameters by doing some simple subtraction and comparison against delayTime.

Remove support for Baro Ki'Teer timer?

Baro Ki'Teer timer can be tracked via WARFRAME's WorldState API instead. Using the API may be more future proof and accurate over hardcoding a timer for his arrival time and the in-game relay he will be at. Another bonus of using the API is that you get his current offerings when he is on a relay. Though, this requires a separate project to be worked on outside of the countdown timer.

Simplify DOM

Merge the following CSS classes and parameters: loopTime with loopUnit, delayTime with delayUnit, and dateFormat with separators (e.g. loopTime = "5s" instead of loopTime = 5 and loopUnit = "s"; dateFormat = "YY-MM-DD hh:mm:ss" instead of dateFormat = "YY MM DD hh mm ss" and separators = "-").

Explore venues of optimization

For example, only update timer based on the smallest displayed unit (e.g. update timer every minute) instead of calling updateTimers() every second?

Fix delay timer

Fix delay timer appearing in middle of actual countdown even though actual countdown has not gone down to zero.

This happens in the case where delayTime is not exactly half of loopTime since timeDiffDelay can decrement to zero in more times than timeDiff can decrement to zero, causing the delay timer to pop up at unintended times.

Update platform labels

Update platform labels since WARFRAME supports multiple platforms of the same family (e.g. Playstation has PS4 and PS4).

In other words, PS4 โ†’ PSN and XB1 โ†’ XBX.

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