Files
dtourolle c142568230 fix(player): make transport reach the player that is actually rendering
Play/pause did nothing on the Android native video path — from the on-screen
tap, from the control bar, and from a direct player_toggle invocation — while
seek and skip kept working. That asymmetry was the whole clue: seek decides in
player_seek_video, transport decides in toggle_playback.

DR-195 is the cause. `html5_playing` is Rust's record of "a webview <video> is
active and in this state", and toggle_playback/play/pause all route transport to
that element whenever it is set. The player route mirrored element state into it
UNCONDITIONALLY — from handleReportStart and, fatally, from handleReportProgress,
which VideoPlayer calls on a 10-second interval. So on the native path the
frontend re-declared every ten seconds that an element was playing when none
existed, and every transport intent was emitted into the void. It also explains
the flashing: the control bar and the JRay overlay both key off isPlaying, which
was being contradicted on every tick. The mirror now lives in
mirrorElementStateToRust() in VideoPlayer, gated on useHtml5Element — the only
place that knows whether an element renders at all. The route cannot tell the
paths apart, which is exactly how it came to lie.

DR-193 hands transport authority back to the native backend when an item loads
into it. Necessary but insufficient alone: the progress interval put the flag
straight back, which is why the first device test after it still failed.

DR-192 presents native video through a TextureView instead of a SurfaceView. A
SurfaceView renders on its own layer outside the app window and punches a
transparent region through it, and everything drawn above that hole — here, the
entire Svelte UI — depends on that composition path. The overlay dropped its
incremental damage: the DOM advanced (slider 476 -> 479 across three seconds)
behind a screen showing neither, so the progress bar froze, controls would not
fade and rotation lost the transport UI, while structural DOM changes got
through, which is why the play overlay always appeared to work. It supersedes
DR-191, which forced redraws in a loop and treated the symptom.

DR-194 hides the video view across a resize and reveals it two frames later. A
TextureView retains its last frame, so between a rotation and the re-fit landing
that frame is stretched across the old rect and the previous frame flashes in
what should be the letterbox bars.

Verified on device (Honor ROD2-W09, Android 16) by driving ADB and reading the
live DOM over the devtools socket: surface tap pauses (position frozen across 12
seconds, overlay raised, transport flipped) and resumes; the control bar does
both. UT-189 drives the real 10-second interval under fake timers — an earlier
version asserted on a freshly mounted player, passed with the guard deleted, and
guarded nothing.

Still open, and deliberately not claimed: DR-192's effect on the overlay repaint
is unverified on device, DR-194's letterbox reset is untested, and the native
default (DR-188) stays off pending DR-190, the background-audio return.
2026-08-16 18:03:22 +02:00
..
2026-01-26 22:21:54 +01:00
2026-01-26 22:21:54 +01:00
2026-06-20 15:32:32 +02:00
2026-01-26 22:21:54 +01:00

Development Scripts

Collection of utility scripts for building, testing, and deploying JellyTau.

Testing Scripts

test-all.sh

Run all tests (frontend + Rust backend).

./scripts/test-all.sh

test-frontend.sh

Run frontend tests only.

./scripts/test-frontend.sh          # Run all tests
./scripts/test-frontend.sh --watch  # Watch mode
./scripts/test-frontend.sh --ui     # Open UI

test-rust.sh

Run Rust tests only.

./scripts/test-rust.sh              # Run all tests
./scripts/test-rust.sh -- --nocapture  # Show println! output

Android Scripts

build-android.sh

Build the Android APK.

./scripts/build-android.sh          # Debug build
./scripts/build-android.sh release  # Release build

deploy-android.sh

Install APK on connected Android device.

./scripts/deploy-android.sh         # Deploy debug APK
./scripts/deploy-android.sh release # Deploy release APK

build-and-deploy.sh

Build and deploy in one command.

./scripts/build-and-deploy.sh       # Build + deploy debug
./scripts/build-and-deploy.sh release  # Build + deploy release

check-android.sh

Check Android development environment setup.

./scripts/check-android.sh

logcat.sh

View Android logcat filtered for the app.

./scripts/logcat.sh

Traceability & Documentation

extract-traces.ts

Extract requirement IDs (TRACES) from source code and generate a traceability matrix mapping requirements to implementation locations.

bun run traces                    # Generate markdown report
bun run traces:json              # Generate JSON report
bun run traces:markdown           # Save to docs/traceability.md
bun run traces:coverage           # Coverage gate — exits non-zero below 50%

The script scans all TypeScript, Svelte, and Rust files (plus scripts/) looking for TRACES: comments and generates a comprehensive mapping of:

  • Which code files implement which requirements
  • Line numbers and code context
  • Coverage summary by requirement type (UR, IR, DR, JA)

bun run traces:coverage is the supported way to check requirement coverage locally — it runs the same computation CI does. Coverage denominators are derived from docs/requirements.md at run time; they are never hardcoded. An ID that appears in a TRACES: comment but is not defined in requirements.md is reported as orphaned and does not count toward coverage (see DR-093).

Removed: check-req-coverage.sh, check-test-coverage.sh, and find-req-implementations.sh were deleted in July 2026. They read an undocumented @req: tag convention parallel to TRACES:, grepped src-tauri/ unscoped (hanging on ~40 GB of target/ artifacts), and in one case reported "all requirements implemented" from an empty result set. extract-traces.ts is the single source of truth for requirement coverage. See docs/specs/req-coverage-script-removal.md.

Example TRACES comment in code:

// TRACES: UR-005, UR-026 | DR-029
function handlePlayback() { ... }

See docs/traceability.md for the latest generated mapping.

CI/CD Validation

The traceability system is integrated with Gitea Actions CI/CD:

  • Automatically validates TRACES on every push and pull request
  • Enforces minimum 50% coverage threshold
  • Warns if new code lacks TRACES comments
  • Generates traceability reports automatically

For details, see:

Utility Scripts

clean.sh

Clean all build artifacts.

./scripts/clean.sh

NPM Script Aliases

You can also run these via npm/bun:

bun run test:all           # All tests
bun run test:rust          # Rust tests
bun run android:build      # Build Android APK
bun run android:deploy     # Deploy to device
bun run android:dev        # Build + deploy debug
bun run android:check      # Check environment
bun run clean              # Clean artifacts