Handle double precision in playState#288
Open
johannesodland wants to merge 1 commit intoflackr:masterfrom
Open
Handle double precision in playState#288johannesodland wants to merge 1 commit intoflackr:masterfrom
johannesodland wants to merge 1 commit intoflackr:masterfrom
Conversation
porfirioribeiro
approved these changes
Oct 8, 2024
porfirioribeiro
left a comment
There was a problem hiding this comment.
This may be the reason why sometimes my timelines never finish!
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Double precision errors can prevent
playStatefrom becoming "finished",which in turn prevents the finished promise from resolving.
This is caused by precision loss due to floating point computations. For instance, converting an internal
holdTimeof 100000 to CSSNumberish and back can causecurrentTimeto become99999.99999999999.When the imprecise
currentTimeis compared against theeffectEnd()with a regular>=operator the comparison will fail. This PR introduces an epsilon check to address this and ensure that theplayStatecan become "finished".