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test: observe aircraft arrival before idle refresh
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@@ -4,3 +4,6 @@
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- Release unread responses from the optional Google-token probe so keyless
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browser validation can settle; the Overpass gate recognizes only that probe's
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expected 404 as an unavailable capability (asturksever, #1264).
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- Make tracking arrival checks respect the aircraft update cadence while checking
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orientation on the first reveal, avoiding false failures at faster render
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rates (asturksever, #1264).
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@@ -5011,7 +5011,7 @@ pins and share links already supply complete boxes.
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- Fleet model eligibility is distance-based with on-screen priority and hard caps (`MODEL_MAX`, `MODEL_MAX_ALL`) to avoid draw-call explosions. Each model owns its own `modelMatrix`; shared scratch matrices are forbidden because they caused stacking/flicker.
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- Tracked aircraft use standalone model primitives driven from the already-settled dead-reckoned display position, while the tracked Cesium entity remains billboard-backed so `viewer.trackedEntity` always has a ready bounding sphere.
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- Flights and military layers mirror the same tracking invariants: no warm-up freeze/jump, altitude-scaled framing, trail head glued to the displayed plane, no pull-out when switching targets, and no cross-layer orphan when switching between commercial and military tracks.
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- Regression surface: `npm run test:track` drives the real app headless with synthetic aircraft feeds and asserts the tracking invariants without depending on live OpenSky/adsb data. `src/data/trackedModelRegime.test.mjs` pins the tracked contact's threshold math, the enter/exit asymmetry, and the default-on / cockpit / TR-3B / deselect wiring in both layers.
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- Regression surface: `npm run test:track` drives the real app headless with synthetic aircraft feeds and asserts the tracking invariants without depending on live OpenSky/adsb data. Arrival-rotation checks observe the first reveal within a bounded wall-clock window before the one-second idle fallback, rather than assuming the 80 ms fleet cadence fits inside four rendered frames; an incorrect first orientation fails immediately. `src/data/trackedModelRegime.test.mjs` pins the tracked contact's threshold math, the enter/exit asymmetry, and the default-on / cockpit / TR-3B / deselect wiring in both layers.
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### TR-3B conversion Easter egg (August 2026)
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@@ -1071,5 +1071,6 @@
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"src/tooling/changelogFragments.test.mjs",
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"src/data/gbfsProxyRateLimit.test.mjs",
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"src/terrainHeightsBounds.test.mjs",
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"server/providers/overpass/requestAdmission.test.mjs"
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"server/providers/overpass/requestAdmission.test.mjs",
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"src/tooling/trackArrivalObservation.test.mjs"
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]
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@@ -94,6 +94,7 @@
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import fs from 'node:fs';
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import puppeteer from 'puppeteer';
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import { arrivalRotationPassed } from '../src/tooling/trackArrivalObservation.mjs';
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import { classifyAircraft, CLASS_SCALE_3D, CLASS_MODEL_REAL } from '../src/data/aircraftClass.js';
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import { ensureGeoidReady, geoidHeight } from '../src/data/geoid.js';
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@@ -2695,16 +2696,17 @@ async function main() {
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// reappear wearing its stale/creation-north nose for up to 1 s).
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// Staged deterministically: park the camera nadir over the synthetic
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// cluster, let rotations settle, TAMPER a billboard's rotation, then
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// trigger each path with the camera idle. The idle-drift catch-up
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// (ROTATION_REFRESH_MS = 1 s) can coincidentally mask a regression in a
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// ~300 ms SwiftShader frame window, so a regression shows as an
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// intermittent (not guaranteed) failure — never a false failure.
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// trigger each path with the camera idle. The fleet runs every 80 ms,
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// independently of rendered FPS. Observe the first completed settle and
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// reveal frames within 500 ms of forcing moveEnd, before the 1 s idle
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// rotation refresh can repair an incorrect first reveal.
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// ============================================================
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console.log('\nChange 4 — arrival rotation: moveEnd settle pass + horizon-reveal pass');
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const arrival = await evalPage(async () => {
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const v = window.__godsEyeView.viewer;
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const dm = window.__godsEyeView.dataManager;
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const { screenProjectedRotation } = await import(`${window.__gevQaSourceBase || '/src'}/data/iconOrientation.js`);
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const { observeArrivalRotation } = await import(`${window.__gevQaSourceBase || '/src'}/tooling/trackArrivalObservation.mjs`);
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// 3D models OFF for this phase: a model-handed-off billboard is hidden
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// and skips rotation updates entirely — the probes need live billboards
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// (this is also the app's default state the field report came from).
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@@ -2766,39 +2768,29 @@ async function main() {
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const bb = findBB(id);
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if (!bb || !bb.show) return { error: `${id} missing/hidden` };
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const r0 = bb.rotation; // settled tamper origin; correctness uses a fresh projection below
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// (a) settle pass: tamper, then raise moveEnd with the camera IDLE —
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// the pose signature is unchanged, so only the moveEnd hook can fix
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// this before the 1 s catch-up.
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bb.rotation = r0 + 1.5;
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v.camera.moveEnd.raiseEvent();
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await nextFrames(2);
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const afterMoveEnd = bb.rotation;
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// A real-GPU fleet tick can land near the edge of the frame budget and
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// advance the contact before the probe reads it. Compare with the
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// production projection at the CURRENT position, not the now-stale r0.
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const expectedMoveEnd = screenProjectedRotation(v.scene, bb.position, course, null);
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// (b) reveal pass: tamper + hide — the next fleet tick must flip it
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// visible AND correct the nose in that same tick (camera still idle,
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// no moveEnd raised). Diagnostic fields (round 5): record WHICH frame
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// the flip landed on (flipFrame; -1 = never within the extended
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// window) and whether a 3D model owns this id — distinguishes "tick
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// slow under load" from "occluder says hidden" from "model handoff".
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bb.rotation = r0 + 1.5;
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bb.show = false;
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let flipFrame = -1;
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for (let f = 1; f <= 6; f++) {
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await nextFrames(1);
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if (bb.show && flipFrame === -1) flipFrame = f;
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if (f >= 2 && flipFrame !== -1) break;
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}
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const expectedReveal = screenProjectedRotation(v.scene, bb.position, course, null);
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const observed = await observeArrivalRotation({
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scene: v.scene,
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startMoveEnd() {
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// Only moveEnd can repair the tampered angle at the idle pose.
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bb.rotation = r0 + 1.5;
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v.camera.moveEnd.raiseEvent();
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},
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startReveal() {
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// Hide immediately after the confirmed settle frame. The next
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// eligible fleet tick must reveal AND re-aim in that same tick.
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bb.rotation = r0 + 1.5;
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bb.show = false;
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},
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read() {
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return {
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shown: bb.show,
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rotationError: angDiff(bb.rotation,
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screenProjectedRotation(v.scene, bb.position, course, null)),
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};
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},
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});
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const hasModel = !!(window.__g3dFindModel && window.__g3dFindModel(id));
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return {
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r0,
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dMoveEnd: angDiff(afterMoveEnd, expectedMoveEnd),
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dReveal: angDiff(bb.rotation, expectedReveal),
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shown: bb.show, flipFrame, hasModel,
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};
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return { r0, ...observed, hasModel };
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};
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const flightCourse = window.__SYNTH.flights.find((f) => f.icao === 'aaa002')?.track ?? 0;
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const militaryCourse = window.__SYNTH.military.find((m) => m.hex === 'bbb101')?.track ?? 0;
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@@ -2807,22 +2799,13 @@ async function main() {
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military: await probe('bbb101', militaryCourse),
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};
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});
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const fmtArr = (a) => (!a ? `no result (${arrival?.error || 'phase error'})` : a.error ? a.error
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: `settle-err=${(a.dMoveEnd * 180 / Math.PI).toFixed(1)}° reveal-err=${(a.dReveal * 180 / Math.PI).toFixed(1)}° shown=${a.shown} flipFrame=${a.flipFrame} hasModel=${a.hasModel}`);
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const fmtArr = (a) => (!a ? `no result (${arrival?.error || 'phase error'})` : a.error ? `${a.error}; elapsed=${Number(a.elapsedMs).toFixed(1)} ms`
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: `settle-err=${(a.dMoveEnd * 180 / Math.PI).toFixed(1)}° reveal-err=${(a.dReveal * 180 / Math.PI).toFixed(1)}° shown=${a.shown} flipFrame=${a.flipFrame} settle=${a.moveEndMs.toFixed(1)} ms reveal=${a.revealMs.toFixed(1)} ms total=${a.elapsedMs.toFixed(1)} ms hasModel=${a.hasModel}`);
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const TAMPER_DEG = 1.5 * 180 / Math.PI; // ≈ 86° — an uncorrected nose stays this far off
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// Reveal budget re-pinned 2 → 4 frames (round 5): the diagnostic probe
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// shows the military flip consistently lands on frame 2 — the exact edge
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// of the old budget — so any load hiccup flaked it (flights lands frame
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// 1). The regression this protects against is a reveal that waits for
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// the 1 s idle catch-up (~30-60 frames) or never re-aims; 4 frames still
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// catches that with a wide margin, with zero-headroom flakes gone.
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const arrOk = (a) => !!a && !a.error && a.shown
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&& (a.flipFrame === -1 ? false : a.flipFrame <= 4)
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&& a.dMoveEnd * 180 / Math.PI < 10 && a.dReveal * 180 / Math.PI < 10;
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record(`arrival: moveEnd + reveal both re-aim within 4 frames, flights (tamper was ${TAMPER_DEG.toFixed(0)}°)`,
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arrOk(arrival.flights), fmtArr(arrival.flights));
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record(`arrival: moveEnd + reveal both re-aim within 4 frames, military (tamper was ${TAMPER_DEG.toFixed(0)}°)`,
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arrOk(arrival.military), fmtArr(arrival.military));
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record(`arrival: moveEnd + first reveal both re-aim before idle refresh, flights (tamper was ${TAMPER_DEG.toFixed(0)}°)`,
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arrivalRotationPassed(arrival.flights), fmtArr(arrival.flights));
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record(`arrival: moveEnd + first reveal both re-aim before idle refresh, military (tamper was ${TAMPER_DEG.toFixed(0)}°)`,
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arrivalRotationPassed(arrival.military), fmtArr(arrival.military));
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// ============================================================
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// DISPLAY FLOOR (2026-08-19): a grounded contact must never render below
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@@ -0,0 +1,100 @@
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/** A reveal must beat the one-second idle rotation refresh, regardless of FPS. */
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export const ARRIVAL_OBSERVATION_MS = 500;
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/**
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* Observe the first completed moveEnd frame and the first subsequent reveal.
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* The deadline starts when moveEnd is forced, before its rotation baseline, so
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* waiting for either frame cannot let the one-second idle refresh mask a bug.
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* `read` snapshots visibility and rotation error against the current position.
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*/
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export function observeArrivalRotation({
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scene,
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startMoveEnd,
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startReveal,
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read,
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now = () => performance.now(),
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setTimer = setTimeout,
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clearTimer = clearTimeout,
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}) {
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return new Promise((resolve, reject) => {
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const startedAt = now();
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let moveEnd = null;
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let moveEndMs = null;
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let revealFrames = 0;
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let done = false;
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let remove;
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let timer;
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const cleanup = () => {
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done = true;
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remove?.();
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clearTimer(timer);
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};
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const finish = (result) => {
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if (done) return;
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cleanup();
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resolve(result);
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};
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const expired = () => ({
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error: `arrival ${moveEnd ? 'reveal' : 'moveEnd'} observation exceeded ${ARRIVAL_OBSERVATION_MS} ms`,
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elapsedMs: now() - startedAt,
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moveEndMs,
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flipFrame: -1,
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});
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remove = scene.postRender.addEventListener(() => {
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if (done) return;
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try {
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const elapsedMs = now() - startedAt;
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if (elapsedMs >= ARRIVAL_OBSERVATION_MS) {
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finish(expired());
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return;
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}
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const sample = read();
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if (moveEnd === null) {
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moveEnd = sample;
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moveEndMs = elapsedMs;
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startReveal();
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} else {
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revealFrames++;
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if (sample.shown) {
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// Keep the FIRST visible result, including a wrong angle. Never
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// wait for a subsequent tick to repair a failed reveal.
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finish({
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dMoveEnd: moveEnd.rotationError,
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dReveal: sample.rotationError,
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shown: sample.shown,
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flipFrame: revealFrames,
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moveEndMs,
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revealMs: elapsedMs - moveEndMs,
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elapsedMs,
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});
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return;
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}
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}
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scene.requestRender();
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} catch (error) {
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cleanup();
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reject(error);
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}
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});
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timer = setTimer(() => finish(expired()), ARRIVAL_OBSERVATION_MS);
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try {
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startMoveEnd();
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scene.requestRender();
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} catch (error) {
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cleanup();
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reject(error);
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}
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});
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}
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/** Test the captured frames without retrying a bad first observation. */
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export function arrivalRotationPassed(observation) {
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return (
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!!observation &&
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!observation.error &&
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observation.shown === true &&
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observation.elapsedMs < ARRIVAL_OBSERVATION_MS &&
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(observation.dMoveEnd * 180) / Math.PI < 10 &&
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(observation.dReveal * 180) / Math.PI < 10
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);
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}
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@@ -0,0 +1,151 @@
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import test from 'node:test';
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import assert from 'node:assert/strict';
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import {
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ARRIVAL_OBSERVATION_MS,
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arrivalRotationPassed,
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observeArrivalRotation,
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} from './trackArrivalObservation.mjs';
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function fixture() {
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let time = 0;
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let state = { shown: true, rotationError: 0 };
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const listeners = new Set();
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const timers = new Map();
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let renders = 0;
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let moveEnds = 0;
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const observation = observeArrivalRotation({
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scene: {
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postRender: {
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addEventListener(listener) {
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listeners.add(listener);
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return () => listeners.delete(listener);
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},
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},
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requestRender() {
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renders++;
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},
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},
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startMoveEnd() {
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moveEnds++;
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state.rotationError = 1.5;
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},
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startReveal() {
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state = { shown: false, rotationError: 1.5 };
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},
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read: () => ({ ...state }),
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now: () => time,
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setTimer(callback, delay) {
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const handle = {};
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timers.set(handle, { callback, at: time + delay });
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return handle;
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},
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clearTimer(handle) {
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timers.delete(handle);
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},
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});
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return {
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observation,
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frame(at, nextState) {
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time = at;
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state = { ...state, ...nextState };
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for (const listener of [...listeners]) listener();
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},
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expire(at) {
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time = at;
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for (const timer of [...timers.values()])
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if (timer.at <= at) timer.callback();
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},
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get resources() {
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return {
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listeners: listeners.size,
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timers: timers.size,
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renders,
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moveEnds,
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};
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},
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};
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}
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test('80 ms fleet scheduling passes after more than four fast rendered frames', async () => {
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const f = fixture();
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f.frame(8, { shown: true, rotationError: 0 });
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// The forced fleet tick was at 8 ms. A 125 FPS renderer can complete nine
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// more frames before the next 80 ms fleet interval becomes eligible.
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for (let at = 16; at < 88; at += 8) f.frame(at);
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f.frame(88, { shown: true, rotationError: 0 });
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const result = await f.observation;
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assert.equal(result.flipFrame, 10);
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assert.equal(result.moveEndMs, 8);
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assert.equal(result.revealMs, 80);
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assert.equal(result.elapsedMs, 88);
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assert.equal(arrivalRotationPassed(result), true);
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assert.equal(f.resources.listeners, 0);
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assert.equal(f.resources.timers, 0);
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assert.equal(f.resources.moveEnds, 1);
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});
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test('a wrong first visible angle fails even if the next frame corrects it', async () => {
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const f = fixture();
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f.frame(8, { shown: true, rotationError: 0 });
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f.frame(88, { shown: true, rotationError: 1.5 });
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f.frame(96, { shown: true, rotationError: 0 });
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const result = await f.observation;
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assert.equal(result.dReveal, 1.5);
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assert.equal(result.flipFrame, 1);
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assert.equal(result.elapsedMs, 88);
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assert.equal(arrivalRotationPassed(result), false);
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});
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test('a wrong first moveEnd angle is retained rather than repaired by reveal', async () => {
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const f = fixture();
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f.frame(8, { shown: true, rotationError: 1.5 });
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f.frame(88, { shown: true, rotationError: 0 });
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const result = await f.observation;
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assert.equal(result.dMoveEnd, 1.5);
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assert.equal(arrivalRotationPassed(result), false);
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});
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test('no reveal fails at a deadline before the one-second idle catch-up', async () => {
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const f = fixture();
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assert.equal(ARRIVAL_OBSERVATION_MS, 500);
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f.frame(8, { shown: true, rotationError: 0 });
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f.frame(480);
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f.expire(500);
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const result = await f.observation;
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assert.match(result.error, /reveal.*500 ms/);
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assert.equal(arrivalRotationPassed(result), false);
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assert.equal(f.resources.listeners, 0);
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assert.equal(f.resources.timers, 0);
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f.frame(1000, { shown: true, rotationError: 0 });
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assert.equal(result.flipFrame, -1);
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});
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test('a late visible frame fails even if the timeout callback is delayed', async () => {
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const f = fixture();
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f.frame(8, { shown: true, rotationError: 0 });
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f.frame(501, { shown: true, rotationError: 0 });
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const result = await f.observation;
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assert.match(result.error, /reveal.*500 ms/);
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assert.equal(result.elapsedMs, 501);
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assert.equal(arrivalRotationPassed(result), false);
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});
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test('the deadline includes moveEnd setup rather than restarting when hidden', async () => {
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const f = fixture();
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f.frame(400, { shown: true, rotationError: 0 });
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f.frame(600, { shown: true, rotationError: 0 });
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const result = await f.observation;
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assert.equal(result.moveEndMs, 400);
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assert.equal(result.elapsedMs, 600);
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assert.equal(arrivalRotationPassed(result), false);
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});
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test('missing moveEnd frames fail without waiting for a render callback', async () => {
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const f = fixture();
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f.expire(500);
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const result = await f.observation;
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assert.match(result.error, /moveEnd.*500 ms/);
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assert.equal(arrivalRotationPassed(result), false);
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assert.equal(f.resources.listeners, 0);
|
||||
assert.equal(f.resources.timers, 0);
|
||||
});
|
||||
Reference in new issue
Block a user