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* 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>