mirror of
https://github.com/got-feedBack/feedBack.git
synced 2026-08-18 22:42:25 +00:00
Merge main into feat/highway-3d-fret-wire-hit-flash
Bring the branch up to date with main (includes #994, which also touched highway_3d/screen.js — the lane hit-line fix — in a different region).
This commit is contained in:
+90
-17
@@ -46,6 +46,8 @@ from pathlib import Path
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from fastapi import Body, HTTPException
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from fastapi.responses import FileResponse
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import sloppak
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from dlc_paths import _resolve_dlc_path
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from progression import instrument_for_arrangement
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PLUGIN_ID = "career"
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@@ -53,6 +55,9 @@ VENUE_ID_RE = re.compile(r"^[a-z0-9_-]{1,40}$")
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PACK_FILENAME_RE = re.compile(r"^[a-z0-9_-]{1,64}\.(mp4|webm|mp3|json)$")
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REQUIRED_LOOPS = ("bored", "neutral", "engaged", "ecstatic")
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DOWNLOAD_CHUNK = 1024 * 256
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# A setlist is a handful of songs; this endpoint unpacks zips, so cap the work an
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# arbitrary caller can ask for.
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MAX_GIG_SONGS = 32
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_lock = threading.Lock()
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_state = {
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@@ -517,27 +522,39 @@ def _current_venue():
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return best
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def _unplayed_genre_songs(gkey, exclude, limit):
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"""Library songs of a genre with no stats yet — a young passport's gig
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still gets a full set (playing them is how stubs start).
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ponytail: full stat-less scan + python-side genre match (a few ms at 7k
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songs, single-user); push the match into SQL if propose ever feels slow."""
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def _fill_genre_songs(gkey, exclude, limit):
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"""Library songs of a genre to round out a gig — ANY song of the genre the
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set hasn't already picked.
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Was `_unplayed_genre_songs`, restricted to `filename NOT IN song_stats`.
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That restriction created a hole: a song you'd played on a DIFFERENT
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instrument's arrangement has a stats row, so it was excluded here — and it
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lives in the played bucket for THAT instrument, not this passport's, so it
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was excluded there too. It could never be gigged. A player with 137 metalcore
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songs, all played on another instrument, got a 404 (reproduced). The player's
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library is the pool; whether a song has stats on some other instrument has no
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bearing on whether it can be in THIS gig.
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Shuffled, so re-roll actually changes the set. The old version returned the
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library's first N in table order every time, so re-roll was a no-op for any
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set drawn from the filler (reproduced).
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ponytail: full genre scan + python-side match + shuffle (a few ms at 7k
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songs, single-user); push into SQL if propose ever feels slow.
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"""
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db = _state["meta_db"]
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if db is None:
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return []
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rows = db.conn.execute(
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f"SELECT filename, title, artist, {_genre_expr(db)} AS g FROM songs "
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"WHERE filename NOT IN (SELECT filename FROM song_stats)"
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f"SELECT filename, title, artist, {_genre_expr(db)} AS g FROM songs"
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).fetchall()
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out = []
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for filename, title, artist, genre in rows:
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if _genre_key(genre) != gkey or filename in exclude:
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continue
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out.append({"filename": filename, "title": title or filename,
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"artist": artist or ""})
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if len(out) >= limit:
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break
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return out
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pool = [
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{"filename": filename, "title": title or filename, "artist": artist or ""}
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for filename, title, artist, genre in rows
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if _genre_key(genre) == gkey and filename not in exclude
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]
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random.shuffle(pool) # re-roll must vary; free per call
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return pool[:limit]
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def _validate_pack_dir(pack_dir: Path):
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@@ -734,6 +751,62 @@ def setup(app, context):
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"snapshot": snapshot})
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return {"ok": True}
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@app.post(f"/api/plugins/{PLUGIN_ID}/gigs/prepare")
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def prepare_gig(body: dict = Body(...)):
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"""Unpack every song of the set BEFORE the gig starts.
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A feedpak is a zip: the first play of one pays for its extraction into
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sloppak_cache. Inside a set that cost landed BETWEEN songs — the player
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finished a number and then sat waiting for the next one to unpack, mid-
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gig. A set is a known list up front, so extract it all while the player
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is still looking at the poster.
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Idempotent and cheap on a warm cache: resolve_source_dir() returns the
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already-unpacked dir without rewriting it. Best-effort per song — one
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bad feedpak must not block the set from starting (the play itself will
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surface the error, exactly as it does outside a gig).
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"""
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raw = (body or {}).get("songs")
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# A str is iterable: without the list check, "abc" would prepare three
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# one-character "songs". Cap the count too — this endpoint unpacks zips,
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# so an oversized list is real work, and a setlist is a handful of songs.
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if not isinstance(raw, list):
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return {"ok": True, "prepared": 0, "failed": []}
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files = [f for f in raw if isinstance(f, str) and f.strip()][:MAX_GIG_SONGS]
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if not files:
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return {"ok": True, "prepared": 0, "failed": []}
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# .get, not []: a host that doesn't hand us the resolvers (or has no
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# library configured) must degrade to "extract lazily, as before" — this
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# is an optimisation, and it is never allowed to be the thing that stops
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# a gig from starting.
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get_dlc = context.get("get_dlc_dir")
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get_cache = context.get("get_sloppak_cache_dir")
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dlc_root = get_dlc() if callable(get_dlc) else None
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cache_root = get_cache() if callable(get_cache) else None
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if dlc_root is None or cache_root is None:
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return {"ok": False, "prepared": 0, "failed": files, "error": "no library"}
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root = Path(dlc_root)
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prepared, failed = 0, []
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for fn in files:
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# CONTAINMENT FIRST. resolve_source_dir() does a bare
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# `dlc_root / filename` with no guard, so a crafted `../..` would
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# walk straight out of the library. Every other filename-bound
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# handler validates through _resolve_dlc_path; so does this one.
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safe = _resolve_dlc_path(root, fn)
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if safe is None:
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_state["log"].warning("career: gig pre-extract rejected unsafe path %r", fn)
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failed.append(fn)
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continue
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try:
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sloppak.resolve_source_dir(fn, root, Path(cache_root))
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prepared += 1
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except Exception as exc: # noqa: BLE001 — one bad pak can't sink the set
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_state["log"].warning("career: gig pre-extract failed for %s: %s", fn, exc)
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failed.append(fn)
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return {"ok": True, "prepared": prepared, "failed": failed}
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@app.post(f"/api/plugins/{PLUGIN_ID}/gigs/propose")
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def propose_gig(body: dict = Body(...)):
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inst = str((body or {}).get("instrument") or "")
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@@ -775,7 +848,7 @@ def setup(app, context):
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picks.append(s)
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if len(picks) < size:
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exclude = {s["filename"] for s in picks}
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picks.extend(_unplayed_genre_songs(gkey, exclude, size - len(picks)))
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picks.extend(_fill_genre_songs(gkey, exclude, size - len(picks)))
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if not picks:
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raise HTTPException(404, "No songs of this genre in the library.")
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venue = _current_venue()
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@@ -12,6 +12,10 @@
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'use strict';
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const API = '/api/plugins/career';
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// Unpacking a setlist is real work (zips, possibly on a slow/network drive),
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// so this is generous — but it is a CEILING, not a wait. Past it we start the
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// gig and let the first play extract lazily, as it always did.
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const PREPARE_TIMEOUT_MS = 60000;
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const VENUE_OVERRIDE_KEY = 'feedBack-career-venue';
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const NO_VENUE = '__none__';
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const PREV_VIZ_KEY = 'feedBack-career-prev-viz';
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@@ -1123,10 +1127,52 @@
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sfx('page');
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}
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function startGig() {
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// Unpack the whole set before the first note.
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//
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// A feedpak is a zip, and the first play of one pays for its extraction. In
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// a set that cost landed BETWEEN songs: the player finished a number and
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// then sat there waiting for the next one to unpack, mid-gig. The setlist is
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// known up front, so warm it all while the poster is still on screen.
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//
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// Best-effort by design: a library that won't pre-extract must not stop the
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// gig from starting — the play itself surfaces the error the same way it
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// does outside a gig. Slow is better than blocked.
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async function prepareGigSongs(prop, btn) {
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const label = btn && btn.textContent;
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if (btn) { btn.disabled = true; btn.textContent = 'Preparing set…'; }
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// A bare `await fetch(...)` only rejects on a network ERROR — a server
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// that accepts the connection and then never answers hangs forever, and
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// the gig would never start. That would make this optimisation the very
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// thing it promises never to be: the reason you cannot play. Give up
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// waiting and let the first play extract lazily, exactly as before.
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const ctrl = new AbortController();
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const timer = setTimeout(() => ctrl.abort(), PREPARE_TIMEOUT_MS);
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try {
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await fetch(`${API}/gigs/prepare`, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ songs: prop.songs.map((s) => s.filename) }),
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signal: ctrl.signal,
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});
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} catch (_) {
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// abort, offline, non-2xx — all the same: start the gig anyway.
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} finally {
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clearTimeout(timer);
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if (btn) { btn.disabled = false; if (label) btn.textContent = label; }
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}
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}
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async function startGig(btn) {
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const prop = _ppGigProposal;
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const q = window.feedBack && window.feedBack.playQueue;
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if (!prop || !q || typeof q.start !== 'function' || typeof window.playSong !== 'function') return;
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// Extract the setlist BEFORE the stage is borrowed and the queue starts,
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// so a failure here leaves nothing half-applied to unwind.
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await prepareGigSongs(prop, btn);
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// The poster's Play could have been cancelled while we were unpacking.
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if (_ppGigProposal !== prop) return;
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// The gig BORROWS the stage: stash whatever venue/viz the user had so
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// the set ending gives it back (unlike "Play here", which is an
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// explicit persistent choice on the venue card).
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@@ -1146,7 +1192,21 @@
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if (typeof window.setViz === 'function') window.setViz('venue');
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} catch (_) { /* viz optional — restore stays intact */ }
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}
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// Push the gig's venue pack to the crowd layer NOW.
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//
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// crowd.setManifest(venue) is reached only through pushCrowdManifest,
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// and pushCrowdManifest is called only from refresh() — the career
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// tab's own reload. A gig navigates AWAY from the career tab to the
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// player, so refresh() never runs during it, and setting the override
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// above does nothing on its own. The result the testers saw: the venue
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// visualization turns on (3D highway) but its crowd/stage pack never
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// loads, so the song plays over the bare highway backdrop ("standard
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// particles"), or over whatever venue a previous refresh() happened to
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// leave applied. We just changed the override to this gig's venue, so
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// re-push for it. _state is the career state the booking screen already
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// fetched; guard for the rare null.
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_appliedManifestVenue = null;
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if (_state) pushCrowdManifest(_state);
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_ppGigRun = {
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songs: prop.songs,
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venue_id: prop.venue_id,
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@@ -1424,7 +1484,7 @@
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}
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const gigBtn = e.target.closest('[data-pp-gig]');
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if (gigBtn) { bookGig(gigBtn.dataset.ppGig); return; }
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if (e.target.closest('[data-pp-gig-play]')) { startGig(); return; }
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if (e.target.closest('[data-pp-gig-play]')) { startGig(e.target.closest('[data-pp-gig-play]')); return; }
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if (e.target.closest('[data-pp-gig-reroll]')) {
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if (_ppGigProposal) bookGig(_ppGigProposal.genre_key);
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return;
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@@ -12726,8 +12726,19 @@
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const tC = now + (dt0 + dt1) * 0.5 - BEHIND;
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const b = laneBoundsFromAnchor(getChartAnchorAt(anchors, tC));
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if (!b) continue;
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const z0 = dZ(dt0) + TS * BEHIND;
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const z1 = dZ(dt1) + TS * BEHIND;
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// The lane STOPS AT THE HIT LINE (z = 0) — issue #991. The
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// slice window starts BEHIND seconds in the past, so the
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// first slices map to positive z, i.e. past the hit line
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// toward the player. Nothing is ever drawn there: notes and
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// chord frames clamp to Math.min(0, dZ(dt)), so that strip
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// is lane with nothing on it. Clamp the NEAR edge only —
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// the far edge stays at dZ(AHEAD+BEHIND)+TS*BEHIND = -AHEAD*TS,
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// aligned with the note horizon, exactly as before.
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const z0 = Math.min(0, dZ(dt0) + TS * BEHIND);
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const z1 = Math.min(0, dZ(dt1) + TS * BEHIND);
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// Slice lies entirely past the hit line -> zero length, nothing
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// to draw. Skip before the arp probe so it costs nothing.
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if (z0 === z1) continue;
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const arpSlice = (laneRailArpHsFlags && handShapesRails && handShapesRails.length)
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? arpeggioLaneOuterRailLaneSlice(
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dt0, dt1, now,
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@@ -12876,9 +12887,13 @@
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divMin = dMin;
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divMax = dMax;
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// Same fix: extend to AHEAD+BEHIND so far edge = -AHEAD*TS.
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const laneLen = TS * (AHEAD + BEHIND);
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const zLane = -laneLen / 2 + TS * BEHIND;
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// Far edge at -AHEAD*TS (the note horizon), near edge at the
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// hit line (z = 0) — the lane does not run past it toward the
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// player, where nothing is ever drawn (#991). Spanning
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// AHEAD+BEHIND and shifting by +TS*BEHIND put the near edge at
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// +TS*BEHIND; spanning AHEAD alone keeps the same far edge.
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const laneLen = TS * AHEAD;
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const zLane = -laneLen / 2;
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const laneOp = (HWY_LANE_STRIPE_OP_BASE + highwayIntensity * HWY_LANE_STRIPE_OP_INT)
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* (_venueSceneOverride ? VENUE_LANE_OP_BOOST : 1);
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mLaneOdd.opacity = laneOp;
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@@ -12898,7 +12913,8 @@
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}
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if (highwayIntensity > 0.05) {
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const divLen = TS * (AHEAD + BEHIND);
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// Matches the lane above: ends at the hit line (#991).
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const divLen = TS * AHEAD;
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const yPos = boardY + 0.03 * K;
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const divOp2 = 0.02 + highwayIntensity * 0.1;
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const divOpArp2 = Math.min(0.92, 0.16 + highwayIntensity * 0.42);
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@@ -12911,7 +12927,7 @@
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for (let f = fDivA; f <= fDivB; f++) {
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if (hwyLaneArpOuterDividers && (f === fDivA || f === fDivB)) continue;
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const div = pLaneDivider.get();
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div.position.set(xFret(f), yPos, dZ(0) - divLen * 0.5 + TS * BEHIND);
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div.position.set(xFret(f), yPos, -divLen * 0.5);
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div.material = mLaneDivider;
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div.scale.set(1, 1, divLen);
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div.renderOrder = 2;
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@@ -12930,8 +12946,10 @@
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// ── Fret boundary extension lines ─────────────────────────
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if (mLaneDividerExt && fretDividersVisible) {
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const extLaneLen = TS * (AHEAD + BEHIND);
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const extZMid = -extLaneLen / 2 + TS * BEHIND;
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// Same hit-line stop as the lane (#991) — otherwise these lines
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// would be the only floor geometry still running past it.
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const extLaneLen = TS * AHEAD;
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const extZMid = -extLaneLen / 2;
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const extYPos = boardY + 0.03 * K;
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mLaneDividerExt.opacity = Math.max(0.3, 0.3 + highwayIntensity * 0.15);
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for (let f = 0; f <= NFRETS; f++) {
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@@ -15568,15 +15586,29 @@
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// highway throttled the whole room. Pausing the song dropped the
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// venue, the crowd and the stage to 10 fps.
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//
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// Only claim continuous frames while a crowd video is actually
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// rolling: with no venue pack (the common case) the paused scene IS
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// static and the throttle should still save the GPU.
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// Two independent sources of motion, and BOTH must keep their frames:
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//
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// • a crowd video rolling on its own clock (career venue pack), and
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// • the venue scene's own fake-depth motion — the backdrop breathes,
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// the haze drifts, warmth pulses, the shimmer moves. That is
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// Math.sin(t) in the draw loop (see _venueApplyFakeDepthMotion),
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// so it only moves while we are actually given frames, and it runs
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// with NO pack at all.
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//
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// The throttle fires whenever the CHART CLOCK is stalled — which is
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// not just a pause. A count-in and the credits/author overlay stall it
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// exactly the same way, so the venue was stuttering there too.
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//
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// With no venue at all (plain 3D highway) the paused scene really is a
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// still picture: motion mode reads 'off', we claim nothing, and the
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// throttle still saves the GPU as #654 intended.
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needsContinuousFrames() {
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if (!_isReady || _ctxLost) return false;
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for (const v of _venueCrowdVideos) {
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if (v && !v.paused && !v.ended && v.readyState >= 2) return true;
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}
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return false;
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// 'off' also covers prefers-reduced-motion and "no venue scene".
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try { return _venueEffectiveMotionMode() !== 'off'; } catch (_) { return false; }
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},
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draw(bundle) {
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Reference in New Issue
Block a user