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-rw-r--r--devtools/server/tests/browser/browser_animation_updatedState.js66
1 files changed, 66 insertions, 0 deletions
diff --git a/devtools/server/tests/browser/browser_animation_updatedState.js b/devtools/server/tests/browser/browser_animation_updatedState.js
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+++ b/devtools/server/tests/browser/browser_animation_updatedState.js
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+/* Any copyright is dedicated to the Public Domain.
+ http://creativecommons.org/publicdomain/zero/1.0/ */
+/* eslint-disable mozilla/no-arbitrary-setTimeout */
+
+"use strict";
+
+// Check the animation player's updated state
+
+add_task(async function () {
+ const { target, walker, animations } = await initAnimationsFrontForUrl(
+ MAIN_DOMAIN + "animation.html"
+ );
+
+ await playStateIsUpdatedDynamically(walker, animations);
+
+ await target.destroy();
+ gBrowser.removeCurrentTab();
+});
+
+async function playStateIsUpdatedDynamically(walker, animations) {
+ info("Getting the test node (which runs a very long animation)");
+ // The animation lasts for 100s, to avoid intermittents.
+ const node = await walker.querySelector(walker.rootNode, ".long-animation");
+
+ info("Getting the animation player front for this node");
+ const [player] = await animations.getAnimationPlayersForNode(node);
+
+ let state = await player.getCurrentState();
+ is(
+ state.playState,
+ "running",
+ "The playState is running while the animation is running"
+ );
+
+ info(
+ "Change the animation's currentTime to be near the end and wait for " +
+ "it to finish"
+ );
+ const onFinished = waitForAnimationPlayState(player, "finished");
+ // Set the currentTime to 98s, knowing that the animation lasts for 100s.
+ await animations.setCurrentTimes([player], 98 * 1000, false);
+ state = await onFinished;
+ is(
+ state.playState,
+ "finished",
+ "The animation has ended and the state has been updated"
+ );
+ Assert.greater(
+ state.currentTime,
+ player.initialState.currentTime,
+ "The currentTime has been updated"
+ );
+}
+
+async function waitForAnimationPlayState(player, playState) {
+ let state = {};
+ while (state.playState !== playState) {
+ state = await player.getCurrentState();
+ await wait(500);
+ }
+ return state;
+}
+
+function wait(ms) {
+ return new Promise(r => setTimeout(r, ms));
+}