/* Any copyright is dedicated to the Public Domain. http://creativecommons.org/publicdomain/zero/1.0/ */ /* eslint-disable mozilla/no-arbitrary-setTimeout */ "use strict"; // Check that the right duration/iterationCount/delay are retrieved even when // the node has multiple animations and one of them already ended before getting // the player objects. // See devtools/server/actors/animation.js |getPlayerIndex| for more // information. add_task(async function() { const { target, walker, animations } = await initAnimationsFrontForUrl( MAIN_DOMAIN + "animation.html" ); info("Retrieve a non animated node"); const node = await walker.querySelector(walker.rootNode, ".not-animated"); info("Apply the multiple-animations-2 class to start the animations"); await node.modifyAttributes([ { attributeName: "class", newValue: "multiple-animations-2" }, ]); info( "Get the list of players, by the time this executes, the first, " + "short, animation should have ended." ); let players = await animations.getAnimationPlayersForNode(node); if (players.length === 3) { info("The short animation hasn't ended yet, wait for a bit."); // The animation lasts for 500ms, so 1000ms should do it. await new Promise(resolve => setTimeout(resolve, 1000)); info("And get the list again"); players = await animations.getAnimationPlayersForNode(node); } is(players.length, 2, "2 animations remain on the node"); is( players[0].state.duration, 100000, "The duration of the first animation is correct" ); is( players[0].state.delay, 2000, "The delay of the first animation is correct" ); is( players[0].state.iterationCount, null, "The iterationCount of the first animation is correct" ); is( players[1].state.duration, 300000, "The duration of the second animation is correct" ); is( players[1].state.delay, 1000, "The delay of the second animation is correct" ); is( players[1].state.iterationCount, 100, "The iterationCount of the second animation is correct" ); await target.destroy(); gBrowser.removeCurrentTab(); });