audio: run TestPlayOnIdleContext on the fake clock of synctest
The test was added after the survey in #3716, and waits on real time in the same way. Updates #3716
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@@ -879,6 +879,7 @@ func TestPlayerErrorDoesNotStopOtherPlayers(t *testing.T) {
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}
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func TestPlayOnIdleContext(t *testing.T) {
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func TestPlayOnIdleContext(t *testing.T) {
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synctest.Test(t, func(t *testing.T) {
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setup()
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setup()
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defer teardown()
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defer teardown()
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@@ -888,7 +889,7 @@ func TestPlayOnIdleContext(t *testing.T) {
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}
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}
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// waitUntil polls cond until it holds or the deadline passes, and reports whether it held.
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// waitUntil polls cond until it holds or the deadline passes, and reports whether it held.
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// The deadline is generous because time.Sleep has a several-millisecond floor on browsers.
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// The test runs on the fake clock of synctest, so the deadline does not take real time.
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waitUntil := func(cond func() bool) bool {
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waitUntil := func(cond func() bool) bool {
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deadline := time.Now().Add(10 * time.Second)
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deadline := time.Now().Add(10 * time.Second)
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for time.Now().Before(deadline) {
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for time.Now().Before(deadline) {
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@@ -925,6 +926,7 @@ func TestPlayOnIdleContext(t *testing.T) {
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t.Fatalf("round %d: time out: the player did not finish", i)
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t.Fatalf("round %d: time out: the player did not finish", i)
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}
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}
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}
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}
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})
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}
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}
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func callWithTimeout(t *testing.T, name string, f func() error) error {
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func callWithTimeout(t *testing.T, name string, f func() error) error {
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