fix(player): keep double-tap seek working over the play overlay (DR-098)
Publish Documentation / Build & publish docs to gitea-pages (push) Has been cancelled
Traceability Validation / Check Requirement Traces (push) Has been cancelled
🏗️ Build and Test JellyTau / Run Tests (push) Failing after 7m5s
🏗️ Build and Test JellyTau / Android Compile Check (push) Has been skipped

The control-surface guard added in the previous commit killed
double-tap-to-seek. The first tap pauses, which renders the full-screen
<button> play overlay over the video, so the SECOND tap lands on a
button — and the guard discarded it as "a tap on a control".

Mark that overlay `data-player-surface`: visually it IS the video, so it
must keep taking tap gestures despite being a <button>. The marker wins
over the interactive-tag check in isControlSurfaceTouch.

Adds VideoPlayer.tapSurface.test.ts, which renders the REAL component
and dispatches real touch/click events at whatever element is genuinely
on top. This is the gap that let four bugs ship in a row: the pure-unit
tests over registerTap/isControlSurfaceTouch/isSynthesizedTouchClick all
passed throughout, because each helper behaved exactly as specified —
every bug was in the composition, i.e. which element actually receives a
tap after Svelte re-renders. Modelling that DOM by hand in a test would
just re-encode the same wrong assumption, so these render it instead.

The new double-tap test was verified to fail with the fix reverted and
pass with it applied, in both directions.
This commit is contained in:
2026-07-30 15:44:38 +02:00
parent dc8b732465
commit b12e99b7e1
7 changed files with 240 additions and 12 deletions
+14 -4
View File
@@ -1448,7 +1448,11 @@
* `isControlSurfaceTouch` needs, so the rule itself stays DOM-free and testable.
*/
function ancestorChain(target: EventTarget | null) {
const chain: Array<{ tag: string; isPlayerControls?: boolean }> = [];
const chain: Array<{
tag: string;
isPlayerControls?: boolean;
isPlayerSurface?: boolean;
}> = [];
let node = target as HTMLElement | null;
// Bounded walk: controls live a few levels below the player root, and
// stopping at <body> keeps this cheap and avoids depending on a bound ref.
@@ -1456,6 +1460,7 @@
chain.push({
tag: node.tagName ?? "",
isPlayerControls: node.dataset?.playerControls !== undefined,
isPlayerSurface: node.dataset?.playerSurface !== undefined,
});
node = node.parentElement;
}
@@ -1807,10 +1812,15 @@
<div class="w-12 h-12 border-4 border-white border-t-transparent rounded-full animate-spin"></div>
</div>
{:else if !isPlaying}
<!-- Play overlay. Must share the touch-click guard: this button appears the
instant a tap pauses, so the synthesized click lands here and would
resume immediately (see DR-098). -->
<!-- Play overlay. Visually this IS the video surface, so it is marked
`data-player-surface`: it must keep participating in tap gestures even
though it is a <button>, or the second tap of a double tap (which lands
here, because the first tap paused and raised this overlay) is
discarded as "a tap on a control" and seeking dies. It still shares the
synthesized-click guard, since it appears exactly when a tap pauses.
See DR-098. -->
<button
data-player-surface
class="absolute inset-0 flex items-center justify-center bg-black/30"
onclick={handleSurfaceClick}
aria-label="Play"
@@ -0,0 +1,211 @@
/**
* Behavioural regression tests for the video tap surface — rendered against the
* REAL component, not a hand-modelled DOM.
*
* TRACES: UR-005, UR-061 | DR-098 | UT-092
*
* Why this file exists:
*
* `tapGestures.test.ts` tests `registerTap` / `isControlSurfaceTouch` /
* `isSynthesizedTouchClick` as isolated pure functions. Every one of those tests
* passed while, on the device, in sequence: the player pause-looped, then
* pausing became impossible, then the bottom controls went dead, then
* double-tap-to-seek stopped working. The helpers were each behaving exactly as
* specified — the bugs were all in the *composition*: which element actually
* receives a tap once Svelte has re-rendered.
*
* Testing my own helpers could not catch that, and modelling the DOM by hand in
* a test just re-encodes the same wrong assumption. So these tests render
* VideoPlayer and dispatch real touch/click events at whatever element is
* genuinely on top, asserting user-visible outcomes ("a double tap seeks")
* rather than internals.
*
* The specific traps encoded here, each a bug that shipped:
* - pausing renders a full-screen <button> play overlay OVER the video, so the
* second tap of a double tap lands on a button, not the video;
* - the browser synthesizes a `click` after a touch tap, which must not toggle
* a second time, on ANY layered target;
* - the bottom controls bar must drive its own buttons and NOT the container's
* tap gestures.
*/
import { describe, it, expect, vi, beforeEach } from "vitest";
import { render } from "@testing-library/svelte";
import { tick } from "svelte";
import VideoPlayer from "./VideoPlayer.svelte";
import { SEEK_FORWARD_SECONDS } from "./tapGestures";
// --- Mocks: everything VideoPlayer reaches for that is not the tap surface. ---
const toggleSpy = vi.fn();
const seekVideoSpy = vi.fn();
const seekSpy = vi.fn();
vi.mock("$app/navigation", () => ({ goto: vi.fn() }));
vi.mock("$lib/player", () => ({
playerController: {
toggle: (...a: unknown[]) => {
toggleSpy(...a);
return Promise.resolve();
},
seekVideo: (...a: unknown[]) => {
seekVideoSpy(...a);
return Promise.resolve();
},
seek: (...a: unknown[]) => {
seekSpy(...a);
return Promise.resolve();
},
setActiveAdapter: vi.fn(),
clearActiveAdapter: vi.fn(),
getActiveAdapter: vi.fn(() => null),
},
}));
vi.mock("$lib/player/adapters/rustReportHost", () => ({
createRustReportHost: () => ({
onState: vi.fn(),
onPosition: vi.fn(),
onMediaLoaded: vi.fn(),
onEnded: vi.fn(),
onError: vi.fn(),
onStreamUrlChanged: vi.fn(),
onBuffering: vi.fn(),
onReady: vi.fn(),
}),
}));
vi.mock("$lib/player/html5Adapter", () => ({
reportState: vi.fn(),
reportPosition: vi.fn(),
reportMediaLoaded: vi.fn(),
resetReporting: vi.fn(),
}));
vi.mock("$lib/utils/pictureInPicture", () => ({
isPipSupported: () => false,
enterPip: vi.fn(),
setAutoEnterEnabled: vi.fn(),
}));
vi.mock("$lib/stores/auth", () => ({
auth: {
getRepository: () => ({ getHandle: () => "h", jrayActorsAt: async () => [] }),
subscribe: (fn: (v: unknown) => void) => {
fn({ isAuthenticated: true });
return () => {};
},
},
}));
const MEDIA = {
id: "item-1",
name: "Test Episode",
type: "Episode",
runTimeTicks: 6_000_000_000, // 600s
} as any;
/** Dispatch a touch at (x, y) on whatever element is topmost there. */
function touchAt(el: Element, x: number) {
const touch = { clientX: x, clientY: 300 } as Touch;
el.dispatchEvent(
new TouchEvent("touchstart", {
bubbles: true,
cancelable: true,
touches: [touch] as unknown as Touch[],
})
);
}
function renderPlayer() {
return render(VideoPlayer, {
props: { media: MEDIA, streamUrl: "http://x/master.m3u8", onClose: vi.fn() },
});
}
describe("VideoPlayer tap surface (real component)", () => {
beforeEach(() => {
vi.clearAllMocks();
});
it("a single tap on the video toggles play/pause exactly once", async () => {
const { container } = renderPlayer();
const video = container.querySelector("video");
expect(video).toBeTruthy();
touchAt(video!, 900);
expect(toggleSpy).toHaveBeenCalledTimes(1);
});
it("the synthesized click after a tap does not toggle a second time", async () => {
const { container } = renderPlayer();
const video = container.querySelector("video")!;
touchAt(video, 900);
// The compatibility click the browser fires after a touch tap. detail=0 is
// how engines mark it; a late real-detail click is covered by the recency
// guard, which this exercises too since it lands immediately.
video.dispatchEvent(new MouseEvent("click", { bubbles: true, detail: 0 }));
expect(toggleSpy).toHaveBeenCalledTimes(1);
});
it("a double tap seeks even though the first tap raised the play overlay", async () => {
// THE regression this file exists for. On device the first tap pauses, which
// makes Svelte render a full-screen <button> play overlay over the video —
// so the SECOND tap lands on a button, not the video. A control-surface
// guard that does not know about that overlay discards it and seeking dies.
//
// Reproducing it requires the overlay to actually render, which means
// driving `isPlaying` the way the real element does: via its `pause` event.
vi.useFakeTimers();
try {
const { container } = renderPlayer();
const video = container.querySelector("video")!;
// Tap 1 on the video.
touchAt(video, 900);
// The element reports it paused → isPlaying=false → overlay renders.
video.dispatchEvent(new Event("pause"));
await Promise.resolve();
await tick();
const overlay = container.querySelector("[data-player-surface]");
expect(overlay, "the play overlay should be covering the video").toBeTruthy();
vi.advanceTimersByTime(120); // inside DOUBLE_TAP_WINDOW_MS
// Tap 2 lands on the OVERLAY, exactly as on device.
touchAt(overlay!, 900);
// Either seek route is acceptable — which one runs depends on whether a
// video adapter is registered. What must hold is that a seek happened, to
// roughly the forward-skip target.
const calls = [...seekVideoSpy.mock.calls, ...seekSpy.mock.calls];
expect(calls.length).toBe(1);
const [position] = calls[0];
expect(position).toBeGreaterThan(0);
expect(position).toBeLessThanOrEqual(SEEK_FORWARD_SECONDS);
} finally {
vi.useRealTimers();
}
});
it("tapping the bottom play/pause button toggles once, not twice", async () => {
const { container } = renderPlayer();
const controls = container.querySelector("[data-player-controls]");
expect(controls).toBeTruthy();
const playBtn = controls!.querySelector("button");
expect(playBtn).toBeTruthy();
// A real press: touchstart bubbles to the container's gesture handler, then
// the button's own click fires. Only ONE toggle may result.
touchAt(playBtn!, 40);
playBtn!.dispatchEvent(new MouseEvent("click", { bubbles: true, detail: 1 }));
expect(toggleSpy).toHaveBeenCalledTimes(1);
});
});
+11 -4
View File
@@ -45,12 +45,19 @@ export const TOUCH_CLICK_SUPPRESS_MS = 700;
* testable without a DOM.
*/
export function isControlSurfaceTouch(
ancestors: Array<{ tag: string; isPlayerControls?: boolean }>
ancestors: Array<{ tag: string; isPlayerControls?: boolean; isPlayerSurface?: boolean }>
): boolean {
const INTERACTIVE = new Set(["button", "a", "input", "select", "textarea", "label"]);
return ancestors.some(
(node) => node.isPlayerControls === true || INTERACTIVE.has(node.tag.toLowerCase())
);
for (const node of ancestors) {
// `data-player-surface` wins over the tag check: the full-screen play overlay
// is a <button> but is visually the video itself, and must keep taking tap
// gestures — otherwise the second tap of a double tap (which lands on it,
// because the first tap paused and raised it) is discarded and seeking dies.
if (node.isPlayerSurface === true) return false;
if (node.isPlayerControls === true) return true;
if (INTERACTIVE.has(node.tag.toLowerCase())) return true;
}
return false;
}
/**