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fix(player): handle Infinity duration; add lint rules for data-duration and Math.ceil overshoot (#243)
* fix(player): handle Infinity duration from runtime gracefully When compositions have repeating animations without data-duration, the runtime sends durationInFrames: Infinity. The player now ignores non-finite duration values instead of displaying "Infinity:NaN" in the controls. formatTime also returns "0:00" for non-finite inputs. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * feat(lint): add data-duration and Math.ceil overshoot rules - Add root_composition_missing_data_duration warning when the root composition element is missing data-duration, which causes the runtime to infer Infinity for loop-inflated timelines. - Add gsap_repeat_ceil_overshoot warning that catches repeat: Math.ceil(d/c)-1 patterns which overshoot the intended duration. Recommends Math.floor instead. - Fix gsap_infinite_repeat fixHint to suggest Math.floor (not Math.ceil). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * fix(player): wait for injected runtime before declaring ready When the player auto-injects the runtime script (because the composition has GSAP timelines but no runtime), it would immediately declare ready on the next probe cycle — before the runtime script finished loading from CDN. This caused play() to send a postMessage that nobody received, making autoplay silently fail. Now the probe waits for the runtime bridge (__hf or __player) to appear before proceeding to the ready state. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.6
parent
794b02153d
commit
18de86e4bd
@@ -20,7 +20,11 @@ export function formatSpeed(speed: number): string {
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}
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export function formatTime(seconds: number): string {
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const s = Math.max(0, Math.floor(seconds));
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// Handle non-finite values gracefully
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if (!Number.isFinite(seconds) || seconds < 0) {
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return "0:00";
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}
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const s = Math.floor(seconds);
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const m = Math.floor(s / 60);
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const sec = s % 60;
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return `${m}:${sec.toString().padStart(2, "0")}`;
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@@ -242,8 +242,12 @@ class HyperframesPlayer extends HTMLElement {
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}
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if (data.type === "timeline" && data.durationInFrames > 0) {
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this._duration = data.durationInFrames / DEFAULT_FPS;
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this.controlsApi?.updateTime(this._currentTime, this._duration);
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// Ignore Infinity duration from runtime (caused by loop-inflated timelines without data-duration)
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// The player already has duration from the initial probe, so keep that.
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if (Number.isFinite(data.durationInFrames)) {
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this._duration = data.durationInFrames / DEFAULT_FPS;
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this.controlsApi?.updateTime(this._currentTime, this._duration);
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}
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}
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if (data.type === "stage-size" && data.width > 0 && data.height > 0) {
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@@ -280,6 +284,11 @@ class HyperframesPlayer extends HTMLElement {
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return; // Wait for runtime to load and initialize
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}
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// Runtime was injected but hasn't loaded yet — keep waiting
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if (this._runtimeInjected && !hasRuntime) {
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return;
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}
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const getAdapter = () => {
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if (win.__player && typeof win.__player.getDuration === "function") return win.__player;
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if (win.__timelines) {
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