Fixed an issue where clicking wouldn't line up with screenshot part 4
Template tests / tests (push) Successful in 1m48s
Template tests / tests (push) Successful in 1m48s
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+8
-4
@@ -25,9 +25,9 @@ const { encodePng } = require('../core/png');
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// Dedupe duplicate watcher events for one physical click while still
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// allowing intentionally fast clicking.
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const CLICK_DEBOUNCE_MS = 40;
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// Idle gap between frame-loop grabs; the effective refresh rate is
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// grab-duration + this.
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const FRAME_LOOP_IDLE_MS = 50;
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// Idle gap between frame-loop grabs. Keep this at zero so the buffered
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// frame stays as close to real time as possible while recording.
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const FRAME_LOOP_IDLE_MS = 0;
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// A buffered frame older than this is too stale to pass off as "the screen
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// at the instant of the click".
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const CLICK_FRAME_MAX_AGE_MS = 600;
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@@ -68,6 +68,7 @@ class CaptureService {
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this.latestFrame = null;
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this.lastClickCapture = 0;
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this.clickWatcherButtonDown = false;
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this.frameLoopInFlight = false;
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this.shooting = false;
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}
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@@ -332,10 +333,12 @@ class CaptureService {
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if (!this.frameLoopRunning) return;
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if (!this.session || this.session.paused) {
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this.frameLoopRunning = false;
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this.frameLoopInFlight = false;
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return;
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}
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try {
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if (!this.shooting) {
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this.frameLoopInFlight = true;
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const mode = this.settings.get('capture.mode') || 'fullscreen';
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const grabMode = mode === 'region' ? 'fullscreen' : mode;
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const frame = await this.captureCurrentFrame(grabMode);
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@@ -344,6 +347,7 @@ class CaptureService {
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} catch {
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// Grab failures are fine — clicks fall back to a one-off fresh shot.
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} finally {
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this.frameLoopInFlight = false;
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if (this.frameLoopRunning && this.session && !this.session.paused) {
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this.frameLoopTimer = setTimeout(tick, FRAME_LOOP_IDLE_MS);
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}
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@@ -405,7 +409,7 @@ class CaptureService {
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&& sameDisplay;
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};
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if (usable(this.latestFrame)) return this.latestFrame;
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if (!this.frameLoopRunning) return null;
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if (!this.frameLoopRunning || !this.frameLoopInFlight) return null;
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const deadline = Date.now() + CLICK_FRAME_WAIT_MS;
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while (this.frameLoopRunning && Date.now() < deadline) {
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const next = await this.nextFrame(Math.max(1, deadline - Date.now()));
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@@ -114,6 +114,7 @@ test('a buffered frame from a different display is ignored for click capture', a
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const service = makeService();
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service.session = { guideId: 'guide-display', paused: false, count: 0, intervalSec: 0 };
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service.frameLoopRunning = true;
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service.frameLoopInFlight = true;
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service.latestFrame = makeFrame('wrong-display', 0, {
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display: { bounds: { x: 0, y: 0, width: 100, height: 100 } },
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});
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@@ -156,10 +157,36 @@ test('a stale buffered frame is not reused — the click falls back to a fresh s
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assert.equal(shootCalled, true, 'a stale buffered frame must not be reused');
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});
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test('an idle click capture does not wait for the next frame loop tick', async () => {
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const service = makeService();
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service.session = { guideId: 'guide-idle', paused: false, count: 0, intervalSec: 0 };
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service.frameLoopRunning = true;
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service.frameLoopInFlight = false;
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let nextFrameCalled = false;
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service.nextFrame = async () => {
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nextFrameCalled = true;
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throw new Error('idle clicks must not wait for a new frame');
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};
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let shootCalled = false;
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service.shoot = async () => {
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shootCalled = true;
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return { ok: true, step: { stepId: 'idle-step' } };
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};
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const result = await service.sessionCapture('click', { x: 1, y: 1 });
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assert.equal(result.ok, true);
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assert.equal(shootCalled, true);
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assert.equal(nextFrameCalled, false);
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});
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test('clicks during an in-flight grab wait for the frame instead of being dropped', async () => {
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const service = makeService();
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service.session = { guideId: 'guide-fast', paused: false, count: 0, intervalSec: 0 };
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service.frameLoopRunning = true; // a grab is in flight, no frame buffered yet
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service.frameLoopInFlight = true;
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service.shoot = async () => {
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throw new Error('waiting clicks must use the loop frame, not a competing shot');
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};
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