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a7be2f4edb
--HG-- extra : rebase_source : 96cdae6631d386cec4b4ba3eeb2de4a51b7ca3df
234 lines
8.4 KiB
JavaScript
234 lines
8.4 KiB
JavaScript
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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const TIMEUPDATE_TIMEOUT_LENGTH = 10000;
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const ENDED_TIMEOUT_LENGTH = 30000;
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/* Time we wait for the canplaythrough event to fire
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* Note: this needs to be at least 30s because the
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* B2G emulator in VMs is really slow. */
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const CANPLAYTHROUGH_TIMEOUT_LENGTH = 60000;
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/**
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* This class manages playback of a HTMLMediaElement with a MediaStream.
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* When constructed by a caller, an object instance is created with
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* a media element and a media stream object.
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*
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* @param {HTMLMediaElement} mediaElement the media element for playback
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* @param {MediaStream} mediaStream the media stream used in
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* the mediaElement for playback
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*/
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function MediaStreamPlayback(mediaElement, mediaStream) {
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this.mediaElement = mediaElement;
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this.mediaStream = mediaStream;
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}
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MediaStreamPlayback.prototype = {
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/**
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* Starts media with a media stream, runs it until a canplaythrough and
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* timeupdate event fires, and stops the media.
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*
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* @param {Boolean} isResume specifies if this media element is being resumed
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* from a previous run
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*/
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playMedia : function(isResume) {
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return this.startMedia(isResume)
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.then(() => this.stopMediaElement());
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},
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/**
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* Starts the media with the associated stream.
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*
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* @param {Boolean} isResume specifies if the media element playback
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* is being resumed from a previous run
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*/
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startMedia : function(isResume) {
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var canPlayThroughFired = false;
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// If we're playing this media element for the first time,
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// check that the time is zero.
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if (!isResume) {
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is(this.mediaElement.currentTime, 0,
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"Before starting the media element, currentTime = 0");
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}
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return new Promise((resolve, reject) => {
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/**
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* Callback fired when the canplaythrough event is fired. We only
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* run the logic of this function once, as this event can fire
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* multiple times while a HTMLMediaStream is playing content from
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* a real-time MediaStream.
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*/
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var canPlayThroughCallback = () => {
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// Disable the canplaythrough event listener to prevent multiple calls
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canPlayThroughFired = true;
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this.mediaElement.removeEventListener('canplaythrough',
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canPlayThroughCallback, false);
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is(this.mediaElement.paused, false,
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"Media element should be playing");
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is(this.mediaElement.duration, Number.POSITIVE_INFINITY,
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"Duration should be infinity");
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// When the media element is playing with a real-time stream, we
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// constantly switch between having data to play vs. queuing up data,
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// so we can only check that the ready state is one of those two values
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ok(this.mediaElement.readyState === HTMLMediaElement.HAVE_ENOUGH_DATA ||
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this.mediaElement.readyState === HTMLMediaElement.HAVE_CURRENT_DATA,
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"Ready state shall be HAVE_ENOUGH_DATA or HAVE_CURRENT_DATA");
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is(this.mediaElement.seekable.length, 0,
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"Seekable length shall be zero");
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is(this.mediaElement.buffered.length, 0,
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"Buffered length shall be zero");
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is(this.mediaElement.seeking, false,
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"MediaElement is not seekable with MediaStream");
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ok(isNaN(this.mediaElement.startOffsetTime),
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"Start offset time shall not be a number");
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is(this.mediaElement.loop, false, "Loop shall be false");
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is(this.mediaElement.preload, "", "Preload should not exist");
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is(this.mediaElement.src, "", "No src should be defined");
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is(this.mediaElement.currentSrc, "",
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"Current src should still be an empty string");
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var timeUpdateCallback = () => {
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if (this.mediaStream.currentTime > 0 &&
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this.mediaElement.currentTime > 0) {
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this.mediaElement.removeEventListener('timeupdate',
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timeUpdateCallback, false);
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resolve();
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}
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};
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// When timeupdate fires, we validate time has passed and move
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// onto the success condition
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this.mediaElement.addEventListener('timeupdate', timeUpdateCallback,
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false);
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// If timeupdate doesn't fire in enough time, we fail the test
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setTimeout(() => {
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this.mediaElement.removeEventListener('timeupdate',
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timeUpdateCallback, false);
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reject(new Error("timeUpdate event never fired"));
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}, TIMEUPDATE_TIMEOUT_LENGTH);
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};
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// Adds a listener intended to be fired when playback is available
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// without further buffering.
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this.mediaElement.addEventListener('canplaythrough', canPlayThroughCallback,
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false);
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// Hooks up the media stream to the media element and starts playing it
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this.mediaElement.mozSrcObject = this.mediaStream;
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this.mediaElement.play();
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// If canplaythrough doesn't fire in enough time, we fail the test
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setTimeout(() => {
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this.mediaElement.removeEventListener('canplaythrough',
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canPlayThroughCallback, false);
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reject(new Error("canplaythrough event never fired"));
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}, CANPLAYTHROUGH_TIMEOUT_LENGTH);
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});
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},
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/**
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* Stops the media with the associated stream.
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*
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* Precondition: The media stream and element should both be actively
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* being played.
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*/
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stopMediaElement : function() {
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this.mediaElement.pause();
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this.mediaElement.mozSrcObject = null;
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}
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}
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/**
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* This class is basically the same as MediaStreamPlayback except
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* ensures that the instance provided startMedia is a MediaStream.
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*
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* @param {HTMLMediaElement} mediaElement the media element for playback
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* @param {LocalMediaStream} mediaStream the media stream used in
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* the mediaElement for playback
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*/
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function LocalMediaStreamPlayback(mediaElement, mediaStream) {
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ok(mediaStream instanceof LocalMediaStream,
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"Stream should be a LocalMediaStream");
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MediaStreamPlayback.call(this, mediaElement, mediaStream);
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}
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LocalMediaStreamPlayback.prototype = Object.create(MediaStreamPlayback.prototype, {
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/**
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* Starts media with a media stream, runs it until a canplaythrough and
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* timeupdate event fires, and calls stop() on the stream.
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*
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* @param {Boolean} isResume specifies if this media element is being resumed
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* from a previous run
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*/
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playMediaWithStreamStop : {
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value: function(isResume) {
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return this.startMedia(isResume)
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.then(() => this.stopStreamInMediaPlayback())
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.then(() => this.stopMediaElement());
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}
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},
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/**
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* Stops the local media stream while it's currently in playback in
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* a media element.
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*
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* Precondition: The media stream and element should both be actively
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* being played.
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*
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*/
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stopStreamInMediaPlayback : {
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value: function () {
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return new Promise((resolve, reject) => {
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/**
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* Callback fired when the ended event fires when stop() is called on the
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* stream.
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*/
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var endedCallback = () => {
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this.mediaElement.removeEventListener('ended', endedCallback, false);
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ok(true, "ended event successfully fired");
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resolve();
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};
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this.mediaElement.addEventListener('ended', endedCallback, false);
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this.mediaStream.stop();
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// If ended doesn't fire in enough time, then we fail the test
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setTimeout(() => {
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reject(new Error("ended event never fired"));
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}, ENDED_TIMEOUT_LENGTH);
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});
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}
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}
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});
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// haxx to prevent SimpleTest from failing at window.onload
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function addLoadEvent() {}
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var scriptsReady = Promise.all([
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"/tests/SimpleTest/SimpleTest.js",
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"head.js"
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].map(script => {
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var el = document.createElement("script");
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el.src = script;
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document.head.appendChild(el);
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return new Promise(r => el.onload = r);
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}));
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function createHTML(options) {
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return scriptsReady.then(() => realCreateHTML(options));
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}
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var runTest = testFunction => scriptsReady
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.then(() => runTestWhenReady(testFunction))
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.then(() => finish());
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