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Bug 1038032 part 1 - Add temporary workaround to avoid overflow when calculating the active end of an animation; r=dholbert
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@ -521,7 +521,11 @@ ElementAnimation::GetComputedTimingAt(const Nullable<TimeDuration>& aLocalTime,
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// Get the normalized time within the active interval.
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TimeDuration activeTime;
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if (localTime >= aTiming.mDelay + result.mActiveDuration) {
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// FIXME: The following check that the active duration is not equal to Forever
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// is a temporary workaround to avoid overflow and should be removed once
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// bug 1039924 is fixed.
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if (result.mActiveDuration != TimeDuration::Forever() &&
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localTime >= aTiming.mDelay + result.mActiveDuration) {
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result.mPhase = ComputedTiming::AnimationPhase_After;
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if (!aTiming.FillsForwards()) {
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// The animation isn't active or filling at this time.
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