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/* vim: set ft=javascript ts=2 et sw=2 tw=80: */
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/* Any copyright is dedicated to the Public Domain.
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http://creativecommons.org/publicdomain/zero/1.0/ */
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/* eslint-disable mozilla/no-arbitrary-setTimeout */
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"use strict";
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// Check the animation player's updated state
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add_task(async function () {
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let {client, walker, animations} =
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await initAnimationsFrontForUrl(MAIN_DOMAIN + "animation.html");
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await playStateIsUpdatedDynamically(walker, animations);
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await client.close();
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gBrowser.removeCurrentTab();
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});
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async function playStateIsUpdatedDynamically(walker, animations) {
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info("Getting the test node (which runs a very long animation)");
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// The animation lasts for 100s, to avoid intermittents.
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let node = await walker.querySelector(walker.rootNode, ".long-animation");
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info("Getting the animation player front for this node");
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let [player] = await animations.getAnimationPlayersForNode(node);
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await player.ready();
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let state = await player.getCurrentState();
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is(state.playState, "running",
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"The playState is running while the animation is running");
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info("Change the animation's currentTime to be near the end and wait for " +
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"it to finish");
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let onFinished = waitForAnimationPlayState(player, "finished");
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// Set the currentTime to 98s, knowing that the animation lasts for 100s.
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await player.setCurrentTime(98 * 1000);
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state = await onFinished;
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is(state.playState, "finished",
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"The animation has ended and the state has been updated");
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ok(state.currentTime > player.initialState.currentTime,
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"The currentTime has been updated");
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}
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async function waitForAnimationPlayState(player, playState) {
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let state = {};
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while (state.playState !== playState) {
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state = await player.getCurrentState();
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await wait(500);
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}
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return state;
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}
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function wait(ms) {
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return new Promise(r => setTimeout(r, ms));
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}
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