"use strict";
/**
 * Copyright 2017 Google Inc. All rights reserved.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
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var __classPrivateFieldSet = (this && this.__classPrivateFieldSet) || function (receiver, state, value, kind, f) {
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};
var __classPrivateFieldGet = (this && this.__classPrivateFieldGet) || function (receiver, state, kind, f) {
    if (kind === "a" && !f) throw new TypeError("Private accessor was defined without a getter");
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    return kind === "m" ? f : kind === "a" ? f.call(receiver) : f ? f.value : state.get(receiver);
};
var _Frame_url, _Frame_detached, _Frame_client;
Object.defineProperty(exports, "__esModule", { value: true });
exports.Frame = void 0;
const assert_js_1 = require("../util/assert.js");
const ErrorLike_js_1 = require("../util/ErrorLike.js");
const IsolatedWorld_js_1 = require("./IsolatedWorld.js");
const LifecycleWatcher_js_1 = require("./LifecycleWatcher.js");
const QueryHandler_js_1 = require("./QueryHandler.js");
const util_js_1 = require("./util.js");
/**
 * Represents a DOM frame.
 *
 * To understand frames, you can think of frames as `<iframe>` elements. Just
 * like iframes, frames can be nested, and when JavaScript is executed in a
 * frame, the JavaScript does not effect frames inside the ambient frame the
 * JavaScript executes in.
 *
 * @example
 * At any point in time, {@link Page | pages} expose their current frame
 * tree via the {@link Page.mainFrame} and {@link Frame.childFrames} methods.
 *
 * @example
 * An example of dumping frame tree:
 *
 * ```ts
 * const puppeteer = require('puppeteer');
 *
 * (async () => {
 *   const browser = await puppeteer.launch();
 *   const page = await browser.newPage();
 *   await page.goto('https://www.google.com/chrome/browser/canary.html');
 *   dumpFrameTree(page.mainFrame(), '');
 *   await browser.close();
 *
 *   function dumpFrameTree(frame, indent) {
 *     console.log(indent + frame.url());
 *     for (const child of frame.childFrames()) {
 *       dumpFrameTree(child, indent + '  ');
 *     }
 *   }
 * })();
 * ```
 *
 * @example
 * An example of getting text from an iframe element:
 *
 * ```ts
 * const frame = page.frames().find(frame => frame.name() === 'myframe');
 * const text = await frame.$eval('.selector', element => element.textContent);
 * console.log(text);
 * ```
 *
 * @remarks
 * Frame lifecycles are controlled by three events that are all dispatched on
 * the parent {@link Frame.page | page}:
 *
 * - {@link PageEmittedEvents.FrameAttached}
 * - {@link PageEmittedEvents.FrameNavigated}
 * - {@link PageEmittedEvents.FrameDetached}
 *
 * @public
 */
class Frame {
    /**
     * @internal
     */
    constructor(frameManager, frameId, parentFrameId, client) {
        _Frame_url.set(this, '');
        _Frame_detached.set(this, false);
        _Frame_client.set(this, void 0);
        /**
         * @internal
         */
        this._loaderId = '';
        /**
         * @internal
         */
        this._hasStartedLoading = false;
        /**
         * @internal
         */
        this._lifecycleEvents = new Set();
        this._frameManager = frameManager;
        __classPrivateFieldSet(this, _Frame_url, '', "f");
        this._id = frameId;
        this._parentId = parentFrameId;
        __classPrivateFieldSet(this, _Frame_detached, false, "f");
        this._loaderId = '';
        this.updateClient(client);
    }
    /**
     * @internal
     */
    updateClient(client) {
        __classPrivateFieldSet(this, _Frame_client, client, "f");
        this.worlds = {
            [IsolatedWorld_js_1.MAIN_WORLD]: new IsolatedWorld_js_1.IsolatedWorld(this),
            [IsolatedWorld_js_1.PUPPETEER_WORLD]: new IsolatedWorld_js_1.IsolatedWorld(this),
        };
    }
    /**
     * @returns The page associated with the frame.
     */
    page() {
        return this._frameManager.page();
    }
    /**
     * @returns `true` if the frame is an out-of-process (OOP) frame. Otherwise,
     * `false`.
     */
    isOOPFrame() {
        return __classPrivateFieldGet(this, _Frame_client, "f") !== this._frameManager.client;
    }
    /**
     * Navigates a frame to the given url.
     *
     * @remarks
     * Navigation to `about:blank` or navigation to the same URL with a different
     * hash will succeed and return `null`.
     *
     * :::warning
     *
     * Headless mode doesn't support navigation to a PDF document. See the {@link
     * https://bugs.chromium.org/p/chromium/issues/detail?id=761295 | upstream
     * issue}.
     *
     * :::
     *
     * @param url - the URL to navigate the frame to. This should include the
     * scheme, e.g. `https://`.
     * @param options - navigation options. `waitUntil` is useful to define when
     * the navigation should be considered successful - see the docs for
     * {@link PuppeteerLifeCycleEvent} for more details.
     *
     * @returns A promise which resolves to the main resource response. In case of
     * multiple redirects, the navigation will resolve with the response of the
     * last redirect.
     * @throws This method will throw an error if:
     *
     * - there's an SSL error (e.g. in case of self-signed certificates).
     * - target URL is invalid.
     * - the `timeout` is exceeded during navigation.
     * - the remote server does not respond or is unreachable.
     * - the main resource failed to load.
     *
     * This method will not throw an error when any valid HTTP status code is
     * returned by the remote server, including 404 "Not Found" and 500 "Internal
     * Server Error". The status code for such responses can be retrieved by
     * calling {@link HTTPResponse.status}.
     */
    async goto(url, options = {}) {
        const { referer = this._frameManager.networkManager.extraHTTPHeaders()['referer'], waitUntil = ['load'], timeout = this._frameManager.timeoutSettings.navigationTimeout(), } = options;
        let ensureNewDocumentNavigation = false;
        const watcher = new LifecycleWatcher_js_1.LifecycleWatcher(this._frameManager, this, waitUntil, timeout);
        let error = await Promise.race([
            navigate(__classPrivateFieldGet(this, _Frame_client, "f"), url, referer, this._id),
            watcher.timeoutOrTerminationPromise(),
        ]);
        if (!error) {
            error = await Promise.race([
                watcher.timeoutOrTerminationPromise(),
                ensureNewDocumentNavigation
                    ? watcher.newDocumentNavigationPromise()
                    : watcher.sameDocumentNavigationPromise(),
            ]);
        }
        try {
            if (error) {
                throw error;
            }
            return await watcher.navigationResponse();
        }
        finally {
            watcher.dispose();
        }
        async function navigate(client, url, referrer, frameId) {
            try {
                const response = await client.send('Page.navigate', {
                    url,
                    referrer,
                    frameId,
                });
                ensureNewDocumentNavigation = !!response.loaderId;
                return response.errorText
                    ? new Error(`${response.errorText} at ${url}`)
                    : null;
            }
            catch (error) {
                if ((0, ErrorLike_js_1.isErrorLike)(error)) {
                    return error;
                }
                throw error;
            }
        }
    }
    /**
     * Waits for the frame to navigate. It is useful for when you run code which
     * will indirectly cause the frame to navigate.
     *
     * Usage of the
     * {@link https://developer.mozilla.org/en-US/docs/Web/API/History_API | History API}
     * to change the URL is considered a navigation.
     *
     * @example
     *
     * ```ts
     * const [response] = await Promise.all([
     *   // The navigation promise resolves after navigation has finished
     *   frame.waitForNavigation(),
     *   // Clicking the link will indirectly cause a navigation
     *   frame.click('a.my-link'),
     * ]);
     * ```
     *
     * @param options - options to configure when the navigation is consided
     * finished.
     * @returns a promise that resolves when the frame navigates to a new URL.
     */
    async waitForNavigation(options = {}) {
        const { waitUntil = ['load'], timeout = this._frameManager.timeoutSettings.navigationTimeout(), } = options;
        const watcher = new LifecycleWatcher_js_1.LifecycleWatcher(this._frameManager, this, waitUntil, timeout);
        const error = await Promise.race([
            watcher.timeoutOrTerminationPromise(),
            watcher.sameDocumentNavigationPromise(),
            watcher.newDocumentNavigationPromise(),
        ]);
        try {
            if (error) {
                throw error;
            }
            return await watcher.navigationResponse();
        }
        finally {
            watcher.dispose();
        }
    }
    /**
     * @internal
     */
    _client() {
        return __classPrivateFieldGet(this, _Frame_client, "f");
    }
    /**
     * @internal
     */
    executionContext() {
        return this.worlds[IsolatedWorld_js_1.MAIN_WORLD].executionContext();
    }
    /**
     * Behaves identically to {@link Page.evaluateHandle} except it's run within
     * the context of this frame.
     *
     * @see {@link Page.evaluateHandle} for details.
     */
    async evaluateHandle(pageFunction, ...args) {
        return this.worlds[IsolatedWorld_js_1.MAIN_WORLD].evaluateHandle(pageFunction, ...args);
    }
    /**
     * Behaves identically to {@link Page.evaluate} except it's run within the
     * the context of this frame.
     *
     * @see {@link Page.evaluate} for details.
     */
    async evaluate(pageFunction, ...args) {
        return this.worlds[IsolatedWorld_js_1.MAIN_WORLD].evaluate(pageFunction, ...args);
    }
    /**
     * Queries the frame for an element matching the given selector.
     *
     * @param selector - The selector to query for.
     * @returns A {@link ElementHandle | element handle} to the first element
     * matching the given selector. Otherwise, `null`.
     */
    async $(selector) {
        return this.worlds[IsolatedWorld_js_1.MAIN_WORLD].$(selector);
    }
    /**
     * Queries the frame for all elements matching the given selector.
     *
     * @param selector - The selector to query for.
     * @returns An array of {@link ElementHandle | element handles} that point to
     * elements matching the given selector.
     */
    async $$(selector) {
        return this.worlds[IsolatedWorld_js_1.MAIN_WORLD].$$(selector);
    }
    /**
     * Runs the given function on the first element matching the given selector in
     * the frame.
     *
     * If the given function returns a promise, then this method will wait till
     * the promise resolves.
     *
     * @example
     *
     * ```ts
     * const searchValue = await frame.$eval('#search', el => el.value);
     * ```
     *
     * @param selector - The selector to query for.
     * @param pageFunction - The function to be evaluated in the frame's context.
     * The first element matching the selector will be passed to the function as
     * its first argument.
     * @param args - Additional arguments to pass to `pageFunction`.
     * @returns A promise to the result of the function.
     */
    async $eval(selector, pageFunction, ...args) {
        return this.worlds[IsolatedWorld_js_1.MAIN_WORLD].$eval(selector, pageFunction, ...args);
    }
    /**
     * Runs the given function on an array of elements matching the given selector
     * in the frame.
     *
     * If the given function returns a promise, then this method will wait till
     * the promise resolves.
     *
     * @example
     *
     * ```js
     * const divsCounts = await frame.$$eval('div', divs => divs.length);
     * ```
     *
     * @param selector - The selector to query for.
     * @param pageFunction - The function to be evaluated in the frame's context.
     * An array of elements matching the given selector will be passed to the
     * function as its first argument.
     * @param args - Additional arguments to pass to `pageFunction`.
     * @returns A promise to the result of the function.
     */
    async $$eval(selector, pageFunction, ...args) {
        return this.worlds[IsolatedWorld_js_1.MAIN_WORLD].$$eval(selector, pageFunction, ...args);
    }
    /**
     * @deprecated Use {@link Frame.$$} with the `xpath` prefix.
     *
     * Example: `await frame.$$('xpath/' + xpathExpression)`
     *
     * This method evaluates the given XPath expression and returns the results.
     * If `xpath` starts with `//` instead of `.//`, the dot will be appended
     * automatically.
     * @param expression - the XPath expression to evaluate.
     */
    async $x(expression) {
        return this.worlds[IsolatedWorld_js_1.MAIN_WORLD].$x(expression);
    }
    /**
     * Waits for an element matching the given selector to appear in the frame.
     *
     * This method works across navigations.
     *
     * @example
     *
     * ```ts
     * const puppeteer = require('puppeteer');
     *
     * (async () => {
     *   const browser = await puppeteer.launch();
     *   const page = await browser.newPage();
     *   let currentURL;
     *   page
     *     .mainFrame()
     *     .waitForSelector('img')
     *     .then(() => console.log('First URL with image: ' + currentURL));
     *
     *   for (currentURL of [
     *     'https://example.com',
     *     'https://google.com',
     *     'https://bbc.com',
     *   ]) {
     *     await page.goto(currentURL);
     *   }
     *   await browser.close();
     * })();
     * ```
     *
     * @param selector - The selector to query and wait for.
     * @param options - Options for customizing waiting behavior.
     * @returns An element matching the given selector.
     * @throws Throws if an element matching the given selector doesn't appear.
     */
    async waitForSelector(selector, options = {}) {
        const { updatedSelector, queryHandler } = (0, QueryHandler_js_1.getQueryHandlerAndSelector)(selector);
        (0, assert_js_1.assert)(queryHandler.waitFor, 'Query handler does not support waiting');
        return (await queryHandler.waitFor(this, updatedSelector, options));
    }
    /**
     * @deprecated Use {@link Frame.waitForSelector} with the `xpath` prefix.
     *
     * Example: `await frame.waitForSelector('xpath/' + xpathExpression)`
     *
     * The method evaluates the XPath expression relative to the Frame.
     * If `xpath` starts with `//` instead of `.//`, the dot will be appended
     * automatically.
     *
     * Wait for the `xpath` to appear in page. If at the moment of calling the
     * method the `xpath` already exists, the method will return immediately. If
     * the xpath doesn't appear after the `timeout` milliseconds of waiting, the
     * function will throw.
     *
     * For a code example, see the example for {@link Frame.waitForSelector}. That
     * function behaves identically other than taking a CSS selector rather than
     * an XPath.
     *
     * @param xpath - the XPath expression to wait for.
     * @param options - options to configure the visiblity of the element and how
     * long to wait before timing out.
     */
    async waitForXPath(xpath, options = {}) {
        if (xpath.startsWith('//')) {
            xpath = `.${xpath}`;
        }
        return this.waitForSelector(`xpath/${xpath}`, options);
    }
    /**
     * @example
     * The `waitForFunction` can be used to observe viewport size change:
     *
     * ```ts
     * const puppeteer = require('puppeteer');
     *
     * (async () => {
     * .  const browser = await puppeteer.launch();
     * .  const page = await browser.newPage();
     * .  const watchDog = page.mainFrame().waitForFunction('window.innerWidth < 100');
     * .  page.setViewport({width: 50, height: 50});
     * .  await watchDog;
     * .  await browser.close();
     * })();
     * ```
     *
     * To pass arguments from Node.js to the predicate of `page.waitForFunction` function:
     *
     * ```ts
     * const selector = '.foo';
     * await frame.waitForFunction(
     *   selector => !!document.querySelector(selector),
     *   {}, // empty options object
     *   selector
     * );
     * ```
     *
     * @param pageFunction - the function to evaluate in the frame context.
     * @param options - options to configure the polling method and timeout.
     * @param args - arguments to pass to the `pageFunction`.
     * @returns the promise which resolve when the `pageFunction` returns a truthy value.
     */
    waitForFunction(pageFunction, options = {}, ...args) {
        return this.worlds[IsolatedWorld_js_1.MAIN_WORLD].waitForFunction(pageFunction, options, ...args);
    }
    /**
     * @returns The full HTML contents of the frame, including the DOCTYPE.
     */
    async content() {
        return this.worlds[IsolatedWorld_js_1.PUPPETEER_WORLD].content();
    }
    /**
     * Set the content of the frame.
     *
     * @param html - HTML markup to assign to the page.
     * @param options - Options to configure how long before timing out and at
     * what point to consider the content setting successful.
     */
    async setContent(html, options = {}) {
        return this.worlds[IsolatedWorld_js_1.PUPPETEER_WORLD].setContent(html, options);
    }
    /**
     * @returns The frame's `name` attribute as specified in the tag.
     *
     * @remarks
     * If the name is empty, it returns the `id` attribute instead.
     *
     * @remarks
     * This value is calculated once when the frame is created, and will not
     * update if the attribute is changed later.
     */
    name() {
        return this._name || '';
    }
    /**
     * @returns The frame's URL.
     */
    url() {
        return __classPrivateFieldGet(this, _Frame_url, "f");
    }
    /**
     * @returns The parent frame, if any. Detached and main frames return `null`.
     */
    parentFrame() {
        return this._frameManager._frameTree.parentFrame(this._id) || null;
    }
    /**
     * @returns An array of child frames.
     */
    childFrames() {
        return this._frameManager._frameTree.childFrames(this._id);
    }
    /**
     * @returns `true` if the frame has been detached. Otherwise, `false`.
     */
    isDetached() {
        return __classPrivateFieldGet(this, _Frame_detached, "f");
    }
    /**
     * Adds a `<script>` tag into the page with the desired url or content.
     *
     * @param options - Options for the script.
     * @returns An {@link ElementHandle | element handle} to the injected
     * `<script>` element.
     */
    async addScriptTag(options) {
        let { content = '', type } = options;
        const { path } = options;
        if (+!!options.url + +!!path + +!!content !== 1) {
            throw new Error('Exactly one of `url`, `path`, or `content` must be specified.');
        }
        if (path) {
            let fs;
            try {
                fs = (await Promise.resolve().then(() => __importStar(require('fs')))).promises;
            }
            catch (error) {
                if (error instanceof TypeError) {
                    throw new Error('Can only pass a file path in a Node-like environment.');
                }
                throw error;
            }
            content = await fs.readFile(path, 'utf8');
            content += `//# sourceURL=${path.replace(/\n/g, '')}`;
        }
        type = type !== null && type !== void 0 ? type : 'text/javascript';
        return this.worlds[IsolatedWorld_js_1.MAIN_WORLD].transferHandle(await this.worlds[IsolatedWorld_js_1.PUPPETEER_WORLD].evaluateHandle(async ({ createDeferredPromise }, { url, id, type, content }) => {
            const promise = createDeferredPromise();
            const script = document.createElement('script');
            script.type = type;
            script.text = content;
            if (url) {
                script.src = url;
                script.addEventListener('load', () => {
                    return promise.resolve();
                }, { once: true });
                script.addEventListener('error', event => {
                    var _a;
                    promise.reject(new Error((_a = event.message) !== null && _a !== void 0 ? _a : 'Could not load script'));
                }, { once: true });
            }
            else {
                promise.resolve();
            }
            if (id) {
                script.id = id;
            }
            document.head.appendChild(script);
            await promise;
            return script;
        }, await this.worlds[IsolatedWorld_js_1.PUPPETEER_WORLD].puppeteerUtil, { ...options, type, content }));
    }
    async addStyleTag(options) {
        let { content = '' } = options;
        const { path } = options;
        if (+!!options.url + +!!path + +!!content !== 1) {
            throw new Error('Exactly one of `url`, `path`, or `content` must be specified.');
        }
        if (path) {
            let fs;
            try {
                fs = (await (0, util_js_1.importFS)()).promises;
            }
            catch (error) {
                if (error instanceof TypeError) {
                    throw new Error('Can only pass a file path in a Node-like environment.');
                }
                throw error;
            }
            content = await fs.readFile(path, 'utf8');
            content += '/*# sourceURL=' + path.replace(/\n/g, '') + '*/';
            options.content = content;
        }
        return this.worlds[IsolatedWorld_js_1.MAIN_WORLD].transferHandle(await this.worlds[IsolatedWorld_js_1.PUPPETEER_WORLD].evaluateHandle(async ({ createDeferredPromise }, { url, content }) => {
            const promise = createDeferredPromise();
            let element;
            if (!url) {
                element = document.createElement('style');
                element.appendChild(document.createTextNode(content));
            }
            else {
                const link = document.createElement('link');
                link.rel = 'stylesheet';
                link.href = url;
                element = link;
            }
            element.addEventListener('load', () => {
                promise.resolve();
            }, { once: true });
            element.addEventListener('error', event => {
                var _a;
                promise.reject(new Error((_a = event.message) !== null && _a !== void 0 ? _a : 'Could not load style'));
            }, { once: true });
            document.head.appendChild(element);
            await promise;
            return element;
        }, await this.worlds[IsolatedWorld_js_1.PUPPETEER_WORLD].puppeteerUtil, options));
    }
    /**
     * Clicks the first element found that matches `selector`.
     *
     * @remarks
     * If `click()` triggers a navigation event and there's a separate
     * `page.waitForNavigation()` promise to be resolved, you may end up with a
     * race condition that yields unexpected results. The correct pattern for
     * click and wait for navigation is the following:
     *
     * ```ts
     * const [response] = await Promise.all([
     *   page.waitForNavigation(waitOptions),
     *   frame.click(selector, clickOptions),
     * ]);
     * ```
     *
     * @param selector - The selector to query for.
     */
    async click(selector, options = {}) {
        return this.worlds[IsolatedWorld_js_1.PUPPETEER_WORLD].click(selector, options);
    }
    /**
     * Focuses the first element that matches the `selector`.
     *
     * @param selector - The selector to query for.
     * @throws Throws if there's no element matching `selector`.
     */
    async focus(selector) {
        return this.worlds[IsolatedWorld_js_1.PUPPETEER_WORLD].focus(selector);
    }
    /**
     * Hovers the pointer over the center of the first element that matches the
     * `selector`.
     *
     * @param selector - The selector to query for.
     * @throws Throws if there's no element matching `selector`.
     */
    async hover(selector) {
        return this.worlds[IsolatedWorld_js_1.PUPPETEER_WORLD].hover(selector);
    }
    /**
     * Selects a set of value on the first `<select>` element that matches the
     * `selector`.
     *
     * @example
     *
     * ```ts
     * frame.select('select#colors', 'blue'); // single selection
     * frame.select('select#colors', 'red', 'green', 'blue'); // multiple selections
     * ```
     *
     * @param selector - The selector to query for.
     * @param values - The array of values to select. If the `<select>` has the
     * `multiple` attribute, all values are considered, otherwise only the first
     * one is taken into account.
     * @returns the list of values that were successfully selected.
     * @throws Throws if there's no `<select>` matching `selector`.
     */
    select(selector, ...values) {
        return this.worlds[IsolatedWorld_js_1.PUPPETEER_WORLD].select(selector, ...values);
    }
    /**
     * Taps the first element that matches the `selector`.
     *
     * @param selector - The selector to query for.
     * @throws Throws if there's no element matching `selector`.
     */
    async tap(selector) {
        return this.worlds[IsolatedWorld_js_1.PUPPETEER_WORLD].tap(selector);
    }
    /**
     * Sends a `keydown`, `keypress`/`input`, and `keyup` event for each character
     * in the text.
     *
     * @remarks
     * To press a special key, like `Control` or `ArrowDown`, use
     * {@link Keyboard.press}.
     *
     * @example
     *
     * ```ts
     * await frame.type('#mytextarea', 'Hello'); // Types instantly
     * await frame.type('#mytextarea', 'World', {delay: 100}); // Types slower, like a user
     * ```
     *
     * @param selector - the selector for the element to type into. If there are
     * multiple the first will be used.
     * @param text - text to type into the element
     * @param options - takes one option, `delay`, which sets the time to wait
     * between key presses in milliseconds. Defaults to `0`.
     */
    async type(selector, text, options) {
        return this.worlds[IsolatedWorld_js_1.PUPPETEER_WORLD].type(selector, text, options);
    }
    /**
     * @deprecated Replace with `new Promise(r => setTimeout(r, milliseconds));`.
     *
     * Causes your script to wait for the given number of milliseconds.
     *
     * @remarks
     * It's generally recommended to not wait for a number of seconds, but instead
     * use {@link Frame.waitForSelector}, {@link Frame.waitForXPath} or
     * {@link Frame.waitForFunction} to wait for exactly the conditions you want.
     *
     * @example
     *
     * Wait for 1 second:
     *
     * ```ts
     * await frame.waitForTimeout(1000);
     * ```
     *
     * @param milliseconds - the number of milliseconds to wait.
     */
    waitForTimeout(milliseconds) {
        return new Promise(resolve => {
            setTimeout(resolve, milliseconds);
        });
    }
    /**
     * @returns the frame's title.
     */
    async title() {
        return this.worlds[IsolatedWorld_js_1.PUPPETEER_WORLD].title();
    }
    /**
     * @internal
     */
    _navigated(framePayload) {
        this._name = framePayload.name;
        __classPrivateFieldSet(this, _Frame_url, `${framePayload.url}${framePayload.urlFragment || ''}`, "f");
    }
    /**
     * @internal
     */
    _navigatedWithinDocument(url) {
        __classPrivateFieldSet(this, _Frame_url, url, "f");
    }
    /**
     * @internal
     */
    _onLifecycleEvent(loaderId, name) {
        if (name === 'init') {
            this._loaderId = loaderId;
            this._lifecycleEvents.clear();
        }
        this._lifecycleEvents.add(name);
    }
    /**
     * @internal
     */
    _onLoadingStopped() {
        this._lifecycleEvents.add('DOMContentLoaded');
        this._lifecycleEvents.add('load');
    }
    /**
     * @internal
     */
    _onLoadingStarted() {
        this._hasStartedLoading = true;
    }
    /**
     * @internal
     */
    _detach() {
        __classPrivateFieldSet(this, _Frame_detached, true, "f");
        this.worlds[IsolatedWorld_js_1.MAIN_WORLD]._detach();
        this.worlds[IsolatedWorld_js_1.PUPPETEER_WORLD]._detach();
    }
}
exports.Frame = Frame;
_Frame_url = new WeakMap(), _Frame_detached = new WeakMap(), _Frame_client = new WeakMap();
//# sourceMappingURL=Frame.js.map