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Bug 976182 - Handle initial ICE connection state failed in tests properly. r=bwc
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@ -1449,7 +1449,7 @@ PeerConnectionWrapper.prototype = {
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/**
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* Returns if the ICE the connection state is "connected".
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*
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* @returns {boolean} True is the connection state is "connected", otherwise false.
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* @returns {boolean} True if the connection state is "connected", otherwise false.
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*/
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isIceConnected : function PCW_isIceConnected() {
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info("iceConnectionState: " + this.iceConnectionState);
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@ -1459,7 +1459,7 @@ PeerConnectionWrapper.prototype = {
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/**
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* Returns if the ICE the connection state is "checking".
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*
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* @returns {boolean} True is the connection state is "checking", otherwise false.
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* @returns {boolean} True if the connection state is "checking", otherwise false.
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*/
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isIceChecking : function PCW_isIceChecking() {
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return this.iceConnectionState === "checking";
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@ -1468,12 +1468,23 @@ PeerConnectionWrapper.prototype = {
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/**
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* Returns if the ICE the connection state is "new".
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*
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* @returns {boolean} True is the connection state is "new", otherwise false.
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* @returns {boolean} True if the connection state is "new", otherwise false.
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*/
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isIceNew : function PCW_isIceNew() {
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return this.iceConnectionState === "new";
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},
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/**
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* Checks if the ICE connection state still waits for a connection to get
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* established.
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*
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* @returns {boolean} True if the connection state is "checking" or "new",
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* otherwise false.
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*/
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isIceConnectionPending : function PCW_isIceConnectionPending() {
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return (this.isIceChecking() || this.isIceNew());
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},
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/**
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* Registers a callback for the ICE connection state change and
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* reports success (=connected) or failure via the callbacks.
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@ -1494,7 +1505,7 @@ PeerConnectionWrapper.prototype = {
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if (self.isIceConnected()) {
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delete self.ice_connection_callbacks["waitForIceConnected"];
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mySuccess();
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} else if (! (self.isIceChecking() || self.isIceNew())) {
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} else if (! self.isIceConnectionPending()) {
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delete self.ice_connection_callbacks["waitForIceConnected"];
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myFailure();
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}
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@ -143,19 +143,22 @@ var commandsPeerConnection = [
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var myPc = myTest.pcLocal;
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function onIceConnectedSuccess () {
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ok(true, "pc_local: ICE switched to connected state");
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ok(true, "pc_local: ICE switched to 'connected' state");
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myTest.next();
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};
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function onIceConnectedFailed () {
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ok(false, "pc_local: ICE failed to switch to connected");
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ok(false, "pc_local: ICE failed to switch to 'connected' state: " + myPc.iceConnectionState());
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myTest.next();
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};
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if (myPc.isIceConnected()) {
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ok(true, "pc_local: ICE is in connected state");
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myTest.next();
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} else {
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} else if (myPc.isIceConnectionPending()) {
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myPc.waitForIceConnected(onIceConnectedSuccess, onIceConnectedFailed);
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} else {
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ok(false, "pc_local: ICE is already in bad state: " + myPc.iceConnectionState());
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myTest.next();
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}
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}
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],
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@ -166,19 +169,22 @@ var commandsPeerConnection = [
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var myPc = myTest.pcRemote;
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function onIceConnectedSuccess () {
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ok(true, "pc_remote: ICE switched to connected state");
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ok(true, "pc_remote: ICE switched to 'connected' state");
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myTest.next();
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};
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function onIceConnectedFailed () {
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ok(false, "pc_remote: ICE failed to switch to connected");
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ok(false, "pc_remote: ICE failed to switch to 'connected' state: " + myPc.iceConnectionState());
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myTest.next();
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};
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if (myPc.isIceConnected()) {
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ok(true, "pc_remote: ICE is in connected state");
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myTest.next();
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} else {
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} else if (myPc.isIceConnectionPending()) {
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myPc.waitForIceConnected(onIceConnectedSuccess, onIceConnectedFailed);
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} else {
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ok(false, "pc_remote: ICE is already in bad state: " + myPc.iceConnectionState());
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myTest.next();
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}
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}
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],
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