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path: root/tools/feed-wheel-reverse-test.js
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// Exercise the real input/coast handlers with controlled frame timing.
import assert from 'node:assert/strict';
import { runInNewContext } from 'node:vm';
const source = await Bun.file('src/app.js').text();
const start = source.indexOf('(() => {', source.indexOf('// The feed scrolls like a phone'));
const end = source.indexOf("\nwindow.addEventListener('load'", start);
assert(start > 0 && end > start);
function fixture() {
  let now = 100, id = 0;
  const handlers = new Map(), frames = new Map(), steps = [];
  const window = { scrollY: 5000,
    addEventListener: (name, fn) => handlers.set(name, fn),
    scrollBy: ({ top }) => { steps.push(top); window.scrollY += top; },
  };
  const document = { body: {}, addEventListener() {}, removeEventListener() {} };
  const target = { closest: (selector) => selector.includes('.feed-page') ? target : null,
    scrollHeight: 100, clientHeight: 100, parentElement: document.body };
  runInNewContext(source.slice(start, end), { window, document,
    matchMedia: () => ({ matches: false }), performance: { now: () => now },
    requestAnimationFrame: (fn) => { frames.set(++id, fn); return id; },
    cancelAnimationFrame: (id) => frames.delete(id), setTimeout, clearTimeout,
  });
  return {
    get y() { return window.scrollY; }, steps,
    wheel(dir) { handlers.get('wheel')({ deltaY: dir * 100, wheelDeltaY: -dir * 120,
      deltaMode: 0, deltaX: 0, target, timeStamp: now, preventDefault() {} }); },
    advance(ms) { now += ms; },
    frame(stamp = now) { const callbacks = [...frames.values()]; frames.clear(); for (const fn of callbacks) fn(stamp); },
  };
}
const settle = (f, n = 70) => { for (let i = 0; i < n; i++) { f.advance(17); f.frame(); } };
for (const dir of [1, -1]) {
  const f = fixture();
  f.wheel(dir); f.advance(17); f.frame();
  f.wheel(dir); f.advance(17); f.frame();
  // A busy main thread has missed several frames when the reverse arrives.
  f.advance(120);
  const before = f.y;
  f.wheel(-dir);
  assert((f.y - before) * dir < 0, 'first reverse notch responds immediately');
  assert(Math.abs(f.y - before) < 20, 'reverse starts with a small bounded step');
  const reversed = f.y;
  f.frame(0); // a queued animation frame can carry an older timestamp
  assert.equal(f.y, reversed, 'old frame time cannot revive the previous direction');
  f.advance(17); f.frame();
  assert((f.y - reversed) * dir < 0, 'next frame continues in the new direction');
  assert(Math.abs(f.y - reversed) < 20, 'new velocity is not applied to the old frame delay');
  settle(f);
  // The turn back is a plain notch from rest: its full travel, no flight the other way.
  const back = (before - f.y) * dir;
  assert(back > 280 && back < 330, 'a reverse notch against a coast travels one notch: ' + back);
  // For a moment after a reversal notches don't wind the speed up: a
  // reversal and a quick second notch travel about two notches, not a flight.
  let calm;
  { f.wheel(-dir); f.advance(17); f.frame(); f.wheel(-dir); f.advance(120); f.frame(); // coasting again, the other way
    const y = f.y; f.wheel(dir); f.advance(60); f.frame(); f.wheel(dir); settle(f); calm = (f.y - y) * dir;
    assert(calm > 540 && calm < 700, 'a reversal and a quick second notch: about two notches of travel: ' + calm); }
  // From rest, well after, the wind-up is back: the same two quick notches go further.
  { f.advance(2500); const y = f.y; f.wheel(dir); f.advance(60); f.frame(); f.wheel(dir); settle(f); const s = (f.y - y) * dir; assert(s > calm + 40, 'two quick notches with the wind-up go further: ' + s + ' vs ' + calm); }
  // A spin that keeps going after a reversal winds up again from its third
  // notch: a reversal plus four quick notches goes well past five plain ones.
  let spin;
  { f.wheel(-dir); f.advance(17); f.frame(); f.wheel(-dir); f.advance(120); f.frame();
    const y = f.y; f.wheel(dir); for (let i = 0; i < 4; i++) { f.advance(60); f.frame(); f.wheel(dir); } settle(f); spin = (f.y - y) * dir;
    assert(spin > 5 * 300 + 150, 'a spin on after a reversal winds up again: ' + spin); }
  // ...and the same five quick notches from rest go about as far (the two calm ones cost little).
  { f.advance(2500); const y = f.y; f.wheel(dir); for (let i = 0; i < 4; i++) { f.advance(60); f.frame(); f.wheel(dir); } settle(f); const s = (f.y - y) * dir;
    assert(s < spin * 1.25, 'five from rest vs five after a reversal: ' + s + ' vs ' + spin); settle(f, 200); }
  // From rest a notch either way is a full push.
  { f.advance(2500); const y = f.y; f.wheel(dir); settle(f); const s = (f.y - y) * dir; assert(s > 280 && s < 330, 'from rest a notch either way is a full push: ' + s); }
  // A turn back against a coast that only just died is a reversal too (caught, no wind-up).
  { f.wheel(dir); settle(f, 40); f.advance(100); const y = f.y; f.wheel(-dir); f.advance(60); f.frame(); f.wheel(-dir); settle(f); const s = (y - f.y) * dir; assert(s > 520 && s < 700, 'reversing right after the coast dies: no wind-up: ' + s); }
}
console.log('✓ immediate reversal both ways, stale frame timestamps, busy frame recovery, a reversal is a plain notch, two calm notches, then the wind-up is back');