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The Tizen .wgt player black-flashed between IMAGE items on slow decode HW
(Samsung OM55B / SSSP). Root cause: playCurrent() called clearStage() before
renderImage() set img.src, so the stage was empty (black) until the new image
decoded. Images had no decode-gated double-buffer — video gained one in #167
(938a43a), which made the always-present image flash conspicuous by contrast.
renderImage has been byte-identical since the first Tizen commit, so there was
nothing to revert; the buffer had to be ADDED, mirroring the video path.
- preloadImage()/_takePreloadImage()/_releasePreloadImage(): one-ahead,
image-only decode-gated buffer modeled on preloadVideo()/_takePreload().
Detached <img>, src set, warmed via HTMLImageElement.decode() (feature-
detected — onload/complete fallback for Tizen 5.0 / SSSP6). Warmed when the
current image begins its dwell and from the group-sync boundary tick.
- renderImage now SWAPS: take the pre-decoded <img> (or decode a fresh one) and
only THEN clearStage()+append, in one synchronous block — the compositor
never sees an empty stage. Never clear-then-load on the image path.
- Scoped to images only: playCurrent() skips the up-front clearStage() solely
for image targets (same branch order as the dispatch); video/youtube/widget
keep their pre-dispatch clear untouched. onerror and decode() rejection route
to skipSoon(); stale-index guard blocks mounting a stale decode over the
current item after next()/gotoIndex/load(); one-ahead with stale release on
index move, load(), stop(), and group-sync exit. #A1 single-item heal intact.
Tests:
- server/test/tizen-image-blackflash.test.js (new, 4/4): loads the real
player.js in a vm context with a test-controllable decode() Promise and proves
the invariant — across image->image the #stage is NEVER without a mounted
<img> (old element held until the new image's decode()/onload resolves, then
swap). Covers decode() supported, decode() absent (onload fallback), and
broken-image (decode-reject / onerror) -> skipSoon. Proven to VIOLATE on the
old clear-then-load ordering and HOLD on the fix.
- server/test/pip-overlay.test.js: the decode-gate makes image mount async,
which broke its older shim (no decode()/onload/complete). Teach the shim
element complete/naturalWidth so renderImage takes its synchronous
complete-fallback branch and mounts. Test-only.
Full server suite 486/486. node -c clean. Headless proves the DOM ordering
invariant (the flash's precondition); final black-frame sign-off needs a real
OM55B panel (manual steps in the test-file header).
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
289 lines
16 KiB
JavaScript
289 lines
16 KiB
JavaScript
'use strict';
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// #187 Tizen image black-flash verification test. Loads the REAL tizen/js/player.js into a
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// node:vm context with a minimal hand-rolled DOM element shim (modeled on pip-overlay.test.js —
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// the repo has NO jsdom; CI is plain `node --test --test-concurrency=2`).
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//
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// THE BUG (#187): the Tizen player black-flashed between IMAGE items because playCurrent() called
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// clearStage() (stage.innerHTML='') BEFORE renderImage() set img.src, so #stage was empty (black)
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// for the entire decode duration of the incoming image.
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//
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// THE FIX (already applied to tizen/js/player.js — this test only VERIFIES it): images now get a
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// decode-gated one-ahead double buffer (mirrors the video preloader). renderImage takes a
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// pre-decoded <img> (preloadImage/_takePreloadImage) or decodes a fresh detached <img>, and ONLY
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// THEN clearStage()+appendChild — a SWAP, never clear-then-load. HTMLImageElement.decode() is
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// feature-detected with an onload/complete fallback (Tizen 5.0 / SSSP6 may lack decode()). An
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// onerror / decode-reject routes to skipSoon().
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//
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// THE INVARIANT PROVEN HERE: across an image->image transition, #stage is NEVER without a mounted
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// <img> — the OLD <img> stays mounted until the NEW image's decode()/onload resolves, then it's
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// swapped. A real black flash is a GPU/timing artifact that will not render headlessly, so we assert
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// this DOM ordering invariant instead — it is the exact condition whose absence caused the flash.
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//
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// HOW THE TEST HAS TEETH (distinguishes swap-after-decode from the old clear-then-load): we wrap
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// player.clearStage() and record the #stage <img> count at the instant it is called. Under the FIX,
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// clearStage() is NOT called at all between "advance issued" and "new image decoded"; it fires
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// exactly once, at swap time, with the OLD image (count 1) still mounted. Under the OLD ordering
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// clearStage() fired in playCurrent() BEFORE the decode, so (a) clearLog would grow at advance time,
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// and (b) the mounted element right after advance would be the undecoded NEW image (or empty), not
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// the old one — both of which these assertions reject. (Proven to fail against a reverted copy in a
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// /tmp scratch run during development; see the report.)
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//
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// ---------------------------------------------------------------------------------------------
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// MANUAL ON-PANEL SIGN-OFF (Samsung OM55B / SSSP — headless proves the DOM invariant, but real
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// decode-HW timing needs the panel):
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// 1. Build + sideload the new .wgt onto the OM55B (Tizen CLI 6.1, ScreenTinker signing profile).
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// 2. Assign a playlist of SEVERAL LARGE PNG stills (e.g. 4-6 full-res 1080p+ PNGs, short dwell
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// ~5-8s each so transitions come often).
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// 3. Watch 10+ consecutive image->image transitions closely for ANY black/blank frame between
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// stills. Expected: each new still replaces the previous with no intervening black.
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// 4. Confirm the OTHER item types still transition normally: add a video, a YouTube item, and a
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// widget/remote_url item to the playlist and watch image->video, video->image, image->widget,
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// widget->image handoffs — none should regress (only the image path changed; every other type
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// keeps the pre-dispatch clearStage()).
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// 5. Optional: reboot the panel and re-watch to catch cold-decode timing.
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// Note: headless proves "old <img> stays mounted until the new one is decode-ready"; it CANNOT
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// prove the GPU actually paints the new frame before the swap — that is what the panel confirms.
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// ---------------------------------------------------------------------------------------------
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const { test } = require('node:test');
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const assert = require('node:assert/strict');
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const fs = require('node:fs');
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const path = require('node:path');
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const vm = require('node:vm');
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// Drain the host microtask queue (decode() promises resolve on the real microtask queue, independent
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// of the sandbox's captured setTimeout). setImmediate fires after all pending microtasks.
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const flush = () => new Promise((res) => setImmediate(res));
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// --- minimal DOM element shim: extends pip-overlay's shim with what the fixed renderImage/preloadImage
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// use on an <img>: settable src, onload/onerror handler props, complete + naturalWidth, and a
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// test-controllable decode() Promise. Tracks parent/child links so appendChild/removeChild/parentNode/
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// querySelector and innerHTML='' clearing all behave. ---
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function makeEl() {
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const el = {
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tag: '', style: { cssText: '' }, className: '', attrs: {}, children: [], parentNode: null,
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_html: '', _src: '', _text: '',
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onload: null, onerror: null, complete: false, naturalWidth: 0,
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_decodeDeferreds: [], // pending decode() controllers (test resolves/rejects them on demand)
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appendChild(c) { c.parentNode = this; this.children.push(c); this._html = '<children>'; return c; },
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removeChild(c) { const i = this.children.indexOf(c); if (i >= 0) { this.children.splice(i, 1); c.parentNode = null; } return c; },
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querySelector(sel) { return this.children.find(c => c.tag === sel) || null; },
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setAttribute(k, v) { this.attrs[k] = v; },
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removeAttribute(k) { delete this.attrs[k]; },
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addEventListener() {}, removeEventListener() {},
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classList: { add() {}, remove() {}, contains() { return false; } },
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load() {}, pause() {}, play() { return { catch() {} }; },
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};
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Object.defineProperty(el, 'innerHTML', {
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get() { return this._html; },
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set(v) { this._html = v; if (v === '') { this.children.forEach(c => { c.parentNode = null; }); this.children = []; } },
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});
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Object.defineProperty(el, 'src', { get() { return this._src; }, set(v) { this._src = v; } });
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Object.defineProperty(el, 'textContent', { get() { return this._text; }, set(v) { this._text = v; } });
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return el;
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}
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// Give an <img> element a test-controllable decode() (only when decode() is "supported" for the run).
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function attachDecode(el) {
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el.decode = function () {
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return new Promise((resolve, reject) => { el._decodeDeferreds.push({ resolve, reject }); });
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};
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}
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// Settle EVERY pending decode() call recorded on an element (preloadImage and renderImage each call
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// decode() on the same warmed element, so there can be more than one). ok=false -> reject.
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function settleDecode(el, ok) {
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const ds = el._decodeDeferreds.splice(0);
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ds.forEach(d => (ok ? d.resolve() : d.reject(new Error('decode failed'))));
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}
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// Fire an element's onload/onerror handler (the decode()-unsupported fallback path).
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function fireLoad(el) { if (typeof el.onload === 'function') el.onload(); }
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function fireError(el) { if (typeof el.onerror === 'function') el.onerror(); }
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function loadPlayerContext(opts) {
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opts = opts || {};
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const decodeSupported = opts.decodeSupported !== false; // default: decode() available
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const created = []; // every element the player creates
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const timers = {};
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let seq = 0;
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const sandbox = {
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console, Date,
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setTimeout: (fn) => { const id = ++seq; timers[id] = fn; return id; },
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clearTimeout: (id) => { delete timers[id]; },
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setInterval: () => 0, clearInterval: () => {},
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localStorage: { getItem: () => null, setItem() {}, removeItem() {} },
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navigator: { language: 'en' },
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};
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sandbox.document = {
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createElement: (tag) => {
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const e = makeEl(); e.tag = tag;
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if (tag === 'img' && decodeSupported) attachDecode(e);
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created.push(e);
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return e;
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},
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getElementById: () => null,
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};
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sandbox.window = sandbox;
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vm.createContext(sandbox);
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const read = (p) => fs.readFileSync(path.join(__dirname, '..', '..', 'tizen', 'js', p), 'utf8');
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vm.runInContext(read('player.js'), sandbox, { filename: 'player.js' });
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return { sandbox, timers, created };
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}
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// Test helpers -------------------------------------------------------------------------------------
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function imgItem(id, order) { return { content_id: id, mime_type: 'image/png', sort_order: order, duration_sec: 10 }; }
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// Build a player over a fresh stage, instrument clearStage to log the #stage <img> count at call time,
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// and return the handles the cases need.
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function newPlayer(ctx) {
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const stage = makeEl(); stage.tag = 'div';
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const player = new ctx.sandbox.PlaylistPlayer(stage, () => 'http://server');
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const clearLog = []; // #stage <img> count captured at each clearStage() call
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const stageImgs = () => stage.children.filter(c => c.tag === 'img');
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const _clear = player.clearStage.bind(player);
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player.clearStage = function () { clearLog.push(stageImgs().length); return _clear(); };
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const findImg = (frag) => ctx.created.filter(c => c.tag === 'img').find(c => c.src.indexOf(frag) >= 0);
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return { stage, player, clearLog, stageImgs, findImg };
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}
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// Fire the single pending advance timer (solo playback's duration timer).
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function fireOnlyTimer(timers) {
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const ids = Object.keys(timers);
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assert.equal(ids.length, 1, 'exactly one advance timer pending');
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timers[ids[0]]();
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}
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// CASE 1 — decode() SUPPORTED: image A -> image B swaps only AFTER B decodes; #stage never empties.
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test('#187 decode() supported: image->image keeps the old <img> mounted until the new one decodes, then swaps', async () => {
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const ctx = loadPlayerContext({ decodeSupported: true });
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const { player, clearLog, stageImgs, findImg } = newPlayer(ctx);
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player.load([imgItem('A', 0), imgItem('B', 1)]);
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// Initial load: A is decode-gated (pending). This is the FIRST image, so an empty stage here is
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// expected (there is no previous image to hold) — the invariant is about image->image transitions.
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const aImg = findImg('A/file');
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assert.ok(aImg, 'image A element created and decode-gated');
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assert.equal(stageImgs().length, 0, 'A not mounted until its decode resolves');
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settleDecode(aImg, true);
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await flush();
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assert.equal(stageImgs().length, 1, 'A mounted after its decode resolved');
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assert.equal(stageImgs()[0], aImg, 'the mounted <img> is A');
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// Mounting A warmed the NEXT image (B) via preloadImage. Advancing to B must NOT clear the stage
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// until B is decode-ready.
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const clearsBefore = clearLog.length;
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fireOnlyTimer(ctx.timers); // duration timer -> advance() -> playCurrent(B) -> renderImage(B)
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// *** THE INVARIANT ***: after the advance is issued but BEFORE B's decode resolves, #stage still
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// holds A's <img> — not empty, not B. And clearStage() has NOT been called (no clear-then-load).
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assert.equal(clearLog.length, clearsBefore, 'clearStage() NOT called before B decodes (no clear-then-load)');
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assert.equal(stageImgs().length, 1, '#stage still has exactly one <img> mid-transition (never 0)');
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assert.equal(stageImgs()[0], aImg, 'the still-mounted <img> is A, not empty and not the undecoded B');
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const bImg = findImg('B/file');
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assert.ok(bImg, 'image B was pre-created (warmed) for the transition');
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assert.notEqual(bImg, aImg, 'B is a distinct element from A');
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settleDecode(bImg, true); // B finished decoding -> swap
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await flush();
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// Swap happened: clearStage() fired exactly once, and at that instant A (count 1) was still mounted
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// — proving the stage was never emptied ahead of the decode.
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assert.equal(clearLog.length, clearsBefore + 1, 'clearStage() called exactly once, at swap time');
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assert.equal(clearLog[clearsBefore], 1, 'at the swap-clear, A (count 1) was still mounted — stage never emptied early');
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assert.equal(stageImgs().length, 1, '#stage has exactly one <img> after the swap');
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assert.equal(stageImgs()[0], bImg, 'B is now the mounted <img>');
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});
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// CASE 2 — decode() UNSUPPORTED (Tizen 5.0 / SSSP6 fallback): same never-empty invariant via onload.
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test('#187 decode() unsupported (onload fallback): image->image holds the old <img> until onload, then swaps', async () => {
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const ctx = loadPlayerContext({ decodeSupported: false });
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const { player, clearLog, stageImgs, findImg } = newPlayer(ctx);
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// Sanity: the shim really did NOT expose decode() this run, so we exercise the fallback branch.
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const probe = ctx.sandbox.document.createElement('img');
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assert.notEqual(typeof probe.decode, 'function', 'decode() is unsupported this run (fallback path exercised)');
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player.load([imgItem('A', 0), imgItem('B', 1)]);
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const aImg = findImg('A/file');
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assert.ok(aImg, 'image A element created');
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assert.equal(stageImgs().length, 0, 'A not mounted until onload fires');
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fireLoad(aImg); // onload -> mount A (synchronous in the fallback path)
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await flush();
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assert.equal(stageImgs().length, 1, 'A mounted after onload');
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assert.equal(stageImgs()[0], aImg, 'the mounted <img> is A');
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const clearsBefore = clearLog.length;
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fireOnlyTimer(ctx.timers); // advance -> renderImage(B); B.onload not yet fired
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// Invariant on the fallback path: A stays mounted while B is still loading; no clear-then-load.
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assert.equal(clearLog.length, clearsBefore, 'clearStage() NOT called before B loads (fallback)');
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assert.equal(stageImgs().length, 1, '#stage still has exactly one <img> mid-transition (never 0)');
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assert.equal(stageImgs()[0], aImg, 'the still-mounted <img> is A');
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const bImg = findImg('B/file');
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assert.ok(bImg, 'image B element created for the transition');
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fireLoad(bImg); // B loaded -> swap
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await flush();
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assert.equal(clearLog.length, clearsBefore + 1, 'clearStage() called exactly once, at swap time');
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assert.equal(clearLog[clearsBefore], 1, 'at the swap-clear, A was still mounted — stage never emptied early');
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assert.equal(stageImgs().length, 1, '#stage has exactly one <img> after the swap');
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assert.equal(stageImgs()[0], bImg, 'B is now the mounted <img>');
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});
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// CASE 3a — a broken incoming image (decode reject) must skipSoon() and must NOT disturb the mounted
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// image (fail() never clears the stage), so a bad image causes no black flash either.
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test('#187 broken image (decode reject) calls skipSoon and leaves the current image mounted', async () => {
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const ctx = loadPlayerContext({ decodeSupported: true });
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const { player, stageImgs, findImg } = newPlayer(ctx);
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let skips = 0;
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const _skip = player.skipSoon.bind(player);
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player.skipSoon = function () { skips += 1; return _skip(); };
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player.load([imgItem('A', 0), imgItem('B', 1)]);
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const aImg = findImg('A/file');
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settleDecode(aImg, true);
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await flush();
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assert.equal(stageImgs()[0], aImg, 'A mounted');
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fireOnlyTimer(ctx.timers); // advance to B
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const bImg = findImg('B/file');
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settleDecode(bImg, false); // B's decode REJECTS (broken URL)
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await flush();
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assert.equal(skips, 1, 'a decode-reject routed to skipSoon()');
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assert.equal(stageImgs().length, 1, '#stage still holds an <img> (no black) after a broken image');
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assert.equal(stageImgs()[0], aImg, 'the broken B was NOT mounted; A stays until a good frame is ready');
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});
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// CASE 3b — same guard on the fallback path: onerror -> skipSoon(), current image untouched.
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test('#187 broken image (onerror fallback) calls skipSoon and leaves the current image mounted', async () => {
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const ctx = loadPlayerContext({ decodeSupported: false });
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const { player, stageImgs, findImg } = newPlayer(ctx);
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let skips = 0;
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const _skip = player.skipSoon.bind(player);
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player.skipSoon = function () { skips += 1; return _skip(); };
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player.load([imgItem('A', 0), imgItem('B', 1)]);
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const aImg = findImg('A/file');
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fireLoad(aImg);
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await flush();
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assert.equal(stageImgs()[0], aImg, 'A mounted');
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fireOnlyTimer(ctx.timers); // advance to B
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const bImg = findImg('B/file');
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fireError(bImg); // B fails to load
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await flush();
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assert.equal(skips, 1, 'an onerror routed to skipSoon()');
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assert.equal(stageImgs().length, 1, '#stage still holds an <img> (no black) after a broken image');
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assert.equal(stageImgs()[0], aImg, 'the broken B was NOT mounted; A stays put');
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});
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