Handle double precision in playState #288
Open
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Double precision errors can prevent
playState
from 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
holdTime
of 100000 to CSSNumberish and back can causecurrentTime
to become99999.99999999999
.When the imprecise
currentTime
is compared against theeffectEnd()
with a regular>=
operator the comparison will fail. This PR introduces an epsilon check to address this and ensure that theplayState
can become "finished".