Speed up unnecessarily and unintentionally slow waitForAnimationsToFinish calls#1301
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justinseanmartin merged 2 commits intoSep 24, 2024
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dnkoutso
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amorde
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dostrander
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It doesn't really make sense that the default animation wait time is the same as the stabilization time. This effectively means the behavior of scanning the UI hierarchy for animations in progress is never utilized for most tests out of the box. For what its worth, we've used a 2s animation wait time and .1s stabilization time as our defaults for a very long time. This should generally not slow down any tests if there weren't any animations in progress. If there were animations in progress, this is probably a worthwhile tradeoff to make things more reliable. This can still be configured globally to be overidden. As part of this change, use `waitForAnimationsToFinish` in place of a static .5s sleep for the `longPress` action. There will be a followup PR kif-framework#1301 that should speed up some scenarios where we're waiting longer than desired for animations to complete.
justinseanmartin
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It doesn't really make sense that the default animation wait time is the same as the stabilization time. This effectively means the behavior of scanning the UI hierarchy for animations in progress is never utilized for most tests out of the box. For what its worth, we've used a 2s animation wait time and .1s stabilization time as our defaults for a very long time. This should generally not slow down any tests if there weren't any animations in progress. If there were animations in progress, this is probably a worthwhile tradeoff to make things more reliable. This can still be configured globally to be overidden. As part of this change, use `waitForAnimationsToFinish` in place of a static .5s sleep for the `longPress` action. There will be a followup PR kif-framework#1301 that should speed up some scenarios where we're waiting longer than desired for animations to complete.
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September 23, 2024 16:12
Two changes: * We won't recurse into layers that are hidden * We don't count animations that run for longer than 1 minute
Credit to @amorde for finding this
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We identified 3 issues where calls to
waitForAnimationsToFinishwould wait longer than we'd expect:KIFTouchVisualizerViewwas added to show where touch events are happening, but they animate in a separate window and have an alpha fade for .75s. Every tap action then will wait for a minimum of .75s after the tap for that animation to complete, which was unintentional. Credit to @amorde for finding and testing this issue.This does alter test timing slightly, and even if your code doesn't explicitly use
waitForAnimationsToFinish, it is also called automatically called after UI actions, such as tapping the screen. If you have tweaked the timeouts to be faster and more aggressive, you might encounter some race conditions. You might be able to work around some of this temporarily by increasing theKIFTestStepDefaultAnimationStabilizationTimeoutto .75s or 1s, but that will also slow down the execution of all of your tests (likely back to the speed before this change lands).This change has turned up quite a few race conditions in our tests, but nothing that seemed like it wasn't something that shouldn't have more explicit validation of the screen state.
I recommend reviewing this with whitespace diffs ignored.
CC: @amorde @dnkoutso