Commit Graph

98 Commits

Author SHA1 Message Date
ChrisBeWithYou
5bfe508642 docs: add plugin-author theming migration guide + scope the reconciliation rule
- docs/plugin-theming.md — the how-to for plugin authors: the golden rule
  (reference roles + recipe slots, never hardcode a device), what the host
  provides (--fbv-* role tokens incl. on-accent/focus-ring + window.feedBack.theme),
  and two paths — Path A (no own skin → derive surfaces from host + pick devices
  from capabilities) and Path B (own deliberate skins → own surfaces, adopt only
  the per-skin device pattern), plus accessibility + the pre-merge matrix check.
  Workstream item 4 of #644.
- Refines the contract's reconciliation rule: "derive surfaces from host" applies
  to plugins WITHOUT their own identity; plugins WITH deliberate skins (note_detect)
  own their surfaces (deriving would erase metal's steel) and adopt only the
  role/recipe pattern. Records the 2026-06-29 decision to keep note_detect's skins
  self-owned + their current button text — so item 2 is the per-skin pattern + the
  verification gate, not surface-derivation.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF
2026-06-29 16:50:36 -05:00
ChrisBeWithYou
2a15f6e757 docs: host theme contract proposal (prevent features carving into one theme)
Charrette output after a plugin UI feature (note_detect results card) was built
against only the default skin and broke on the others — the colours adapted via
tokens but the visual *devices* (glow ring, gradient) did not, because themes are
design languages, not palettes, and nothing governs whether a theme does glow.

Proposes a host theme contract: always-present semantic role tokens (incl. the
missing on-accent + focus-ring), intent-named capability recipe slots where "off"
is legal (an EMPHASIS recipe + an ACCENT-TEXT recipe), a window.feedBack.theme
read/capability API + theme:changed event, a derive-surfaces-from-host
reconciliation rule, accessibility baked in, and a skin-matrix verification gate.
All additive + feature-detected.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF
2026-06-29 07:53:40 -05:00
ChrisBeWithYou
90fb2ee3bc
feat(v3): content-dependent playlist covers + custom art (#626)
* feat(v3): content-dependent playlist covers + custom art upload

Playlist cards were a tiny 🎵 emoji on an empty square. Now the cover reflects
the playlist's contents, and you can override it with a custom image.

Cover (in priority order):
- custom uploaded cover, else
- empty playlist  -> the icon
- a few songs     -> the first song's album art
- 4+ songs        -> a 2x2 album-art mosaic

Backend (server.py):
- MetadataDB.list_playlists() returns each playlist's first few still-present
  songs' art URLs (`art_urls`) for the content cover.
- GET /api/playlists and GET /api/playlists/{id} add `cover_url` when a custom
  cover exists.
- POST/GET/DELETE /api/playlists/{id}/cover — store a small PNG thumbnail under
  CONFIG_DIR/playlist_covers/ (PIL-converted, mirroring song-art upload); the
  cover is deleted with the playlist. Cover mutators added to _MUTATING_ROUTES.

Frontend (static/v3/playlists.js): playlistCoverHtml(p) renders the rules above;
the playlist detail view gets "Cover" (pick an image) + "Remove cover".

Tests: tests/test_playlists_api.py (art_urls + cover roundtrip / reject-non-image
/ delete-removes-cover — 11 pass) and tests/js/v3_playlist_cover.test.js.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(playlists): 400 (not 500) on non-string cover image + bust same-second cover cache

Two review follow-ups on the playlist-cover endpoints:

- POST /cover did `if "," in b64` before any type check, so a non-string
  image (e.g. {"image": 123} / null) raised TypeError -> 500. Guard with
  isinstance (mirrors the avatar/song-art upload) for a clean 400. +regression
  test covering number/null/object/list.

- The cover URL busted only on int(st_mtime) (1s granularity) and GET /cover
  sent no cache headers, so a same-second replace/remove/re-upload could serve
  a stale image. Use st_mtime_ns in the cache-bust token and add the shared
  no-cache header (_ART_CACHE_HEADERS), matching song art.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 14:10:15 +02:00
ChrisBeWithYou
3d97c07b2b
feat(v3): add "Add to playlist" to a song's ⋮ More menu (#625)
* feat(v3): add "Add to playlist" to a song's ⋮ More menu

You could only add a song to a playlist via select-mode (checkbox → batch bar).
Add an "Add to playlist" row to each song card's ⋮ overflow menu that targets
that one song, reusing the same picker (pick a listed number or type a new name
to create the playlist).

The select-mode batch flow and the single-song menu now share one extracted
`addFilenamesToPlaylist(filenames)` helper; the menu is `openCardMenu`, shared by
grid cards and tree rows, so both views get it. Tests:
tests/js/v3_add_to_playlist_menu.test.js.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(v3): don't clear the batch selection when the playlist picker is cancelled

The extract-helper refactor made batchAddToPlaylist() call finishBatch()
unconditionally, so cancelling (or a failed create) cleared the multi-select
and reloaded the grid — a regression from the original early-return-on-cancel
behaviour. addFilenamesToPlaylist() already returns null on cancel/failure;
gate finishBatch() on a truthy playlist id so the selection is preserved for
a retry. Adds a regression assertion.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 13:58:14 +02:00
ChrisBeWithYou
b103a722ce
fix(v3): refresh Songs grid after a Settings rescan / DLC-folder change (#624)
Reported on macOS: on a fresh install, pointing at a DLC folder in Settings and
running a scan showed NO songs until an app restart. The scan itself was fine —
_background_scan re-reads config.json fresh, so it scans the new folder and
populates the library — but the v3 Songs grid never reloaded.

The Settings Rescan / Full Rescan handlers only refreshed the classic (v2)
library via loadLibrary(); the v3 grid (static/v3/songs.js) had no listener for
a scan it didn't initiate (only its own upload path self-refreshes via
watchUploadScan). So its cached, pre-DLC (empty) DOM/snapshot survived a sidebar
return until a full reload (restart).

Fix: the rescan handlers now emit `library:changed` (static/app.js). The v3 grid
listens and reloads if it's the active screen, else sets `_libraryDirty` so the
next onV3SongsScreenEnter does a full re-fetch — a short-circuit placed ahead of
every cached-DOM fast-path so it can't restore the stale grid.

Tests: tests/js/v3_library_refresh.test.js guards the emit + the reload/dirty
wiring (DOM/event glue isn't headlessly unit-testable; end-to-end wants an
in-app run of the reporter's flow: set DLC in Settings → scan → Songs populate
without restart).


Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 13:52:48 +02:00
ChrisBeWithYou
d841813e0b
fix(library): Edit Metadata modal — editable Year + don't close on drag-release outside (#623)
* fix(library): Edit Metadata modal — editable Year + no close on drag-release

Two fixes to the Songs -> Edit Metadata modal (openEditModal/saveEditModal in
static/app.js), both reported on macOS for 0.3.0.

1) Year is now editable. A year can be set when authoring a pak but the modal
   had no Year field, so it could never be changed. The backend
   (POST /api/song/<f>/meta) already accepts + normalizes `year` and writes it
   into the file via songmeta (survives a rescan) -- only the UI omitted it.
   Add a Year input (populated from the song's current year) and include
   `year` in the save POST body. Both the v3 card menu and the legacy edit
   button already pass the year through, so both surfaces get the field.

2) The modal no longer closes when a click-drag is released on the backdrop.
   Selecting text inside a field and releasing the mouse past the modal edge
   dismissed the form without warning (the `click` event's target resolves to
   the backdrop, the common ancestor) -- discarding the edit. Backdrop
   dismissal now also requires the mousedown to have STARTED on the backdrop,
   tracked per-modal and decided by a new pure helper
   _editModalShouldClose(clickTarget, modalEl, downOnBackdrop). Cancel / X
   still close on a normal click.

Tests: tests/js/edit_metadata_modal.test.js extracts the real functions from
app.js and asserts (a) openEditModal renders #edit-year, (b) saveEditModal's
meta POST body carries `year`, and (c) the backdrop-close decision table
(Cancel always closes; backdrop needs down+up on the backdrop; a drag from a
field released on the backdrop does NOT close).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(library): wire Edit Metadata Save via listener, not an inline onclick

encodeURIComponent does not escape "'", so embedding the filename in the
single-quoted inline onclick="saveEditModal('…')" handler produced a
malformed handler for any song whose filename contains an apostrophe
(e.g. Bob's Song.sloppak) — clicking Save threw a syntax error and the
edit silently failed. Replace the inline onclick with a data-edit-save
hook wired in JS from the closure filename (mirrors the existing Delete
button pattern), so the filename never has to survive attribute-string
embedding. Pre-existing bug surfaced during review of this modal.

Adds a regression assertion (no inline saveEditModal onclick; Save wired
via data-edit-save).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 13:42:02 +02:00
ChrisBeWithYou
a0f5435854
perf(highway): stop the adaptive renderScale from visibly hunting up/down (#622)
Alpha testers reported the 3D-highway "quality going up and down to try to
compensate" as passages got busier (#618 charrette). That's core's
load-adaptive render scale (_adaptRenderScale, #654) ping-ponging across the
7-12ms deadband: it downscales when a busy frame blows the budget, then the
now-cheaper frame dips under the low watermark so it upscales, which blows the
budget again — a visible resolution pop on a loop.

Fix: keep downscaling prompt (protect the frame rate), but make UPSCALING lazy
and predictive:
- smaller up-step (x1.06 vs x1.1) on a longer, separate cooldown
  (_AUTO_UPSCALE_COOLDOWN_MS = 2500ms vs the 600ms general adjust cooldown),
  reset on any downscale so we never bounce straight back up;
- a predictive guard: only upscale when the projected cost AFTER the step
  (~cost * step^2, since draw cost tracks pixel count) still clears the high
  budget. The scale settles just inside the deadband instead of oscillating.

No public API change; the user-facing "Min res" floor (_autoScaleMin) is
untouched. Pairs with the in-plugin AA-under-bloom fix in feedBack#618.

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 13:05:34 +02:00
ChrisBeWithYou
2a43d5b494
fix(diagnostics): rebuild diagnostic sloppak so song name reads "FeedBack", not "Slopsmith" (#621)
PR #586 renamed the bundled diagnostic to
docs/diagnostics/feedBack-diagnostic-basic-guitar.sloppak but only git-mv'd
the file -- it never regenerated the zip. So the manifest INSIDE still
carried `title: Slopsmith Diagnostic — Basic Guitar` / `artist: Slopsmith`
(and the same heading in DIAGNOSTIC.md), which is the name testers saw in
the library/player and the onboarding calibration step. Meanwhile the build
script, server `_BUILTIN_DIAGNOSTIC_SOURCES`, README, and docs all already
say "FeedBack Diagnostic — Basic Guitar" -- only the committed binary was
stale.

Regenerate the artifact from its own generator
(docs/diagnostics/build_diagnostic_basic_guitar.py) so the committed sloppak
matches the source of truth: title/artist/heading now "FeedBack"; the chart
(5 notes / 7 chords / 5 sections), the click-track stem, and the
`diagnostic:` metadata block are unchanged. Verified the rebuilt manifest
parses, carries a real U+2014 em-dash, and contains no "Slopsmith".

No code change -- the #586 rename just needed the rebuild it skipped.


Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 12:47:12 +02:00
ChrisBeWithYou
ee7bafbb47
fix(v3): decode stats:recorded filename so post-play score badge refreshes (#620)
PR #574 added a `stats:recorded` -> in-place accuracy-badge repaint so a
just-earned score shows without restarting the app. But the repaint never
matched a card, so the badge stayed stale until a full render() (app
restart / search / re-enter the screen) -- exactly the "only updates after
a restart" report.

Root cause is a filename key-space mismatch. The event (like song:loading)
carries the filename `encodeURIComponent`'d, because that is what playCard
hands to playSong (the highway WS decodeURIComponent's it). Library cards,
though, key on the DECODED localFilename (data-fn), and /api/stats/best is
server-canonicalized to that same decoded key (server.py
_canonical_song_filename). So repaintAccuracy's `data-fn !== key` check
rejected every card and `state.accuracy[encoded]` was undefined.

Decode the event filename back into the card / state.accuracy key space via
a small `decFn` helper before marking dirty and repainting, fixing both the
immediate repaint and the onV3SongsScreenEnter deferred path. decFn is
idempotent for already-decoded names and falls back to the original on
malformed input, so a real filename containing a literal '%' is never
corrupted.

Tests: tests/js/v3_songs_score_badge_refresh.test.js extracts the real
decFn from the shipped source and proves the encoded event filename
round-trips to the raw card key (incl. spaces and subfolder '/').


Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 12:39:13 +02:00
ChrisBeWithYou
fef870047b
fix(player): reliable Escape "Back" + resumable, optionally-confirmed song exit (#619)
* fix(player): make Escape a reliable Back; resumable + optionally-confirmed song exit

Escape didn't always leave a song: clicking a transport control (play/FF/RW/
restart) left that <button> focused, and _shortcutDispatchBlocked() bails the
shortcut dispatcher for any focused INPUT/SELECT/TEXTAREA/BUTTON — so the
player-scope Escape=Back shortcut never fired until the user clicked empty
canvas to blur the control. Space already had a player-screen carve-out (#593);
Escape did not. That asymmetry was the bug.

Phase 1 — focus fix: generalize the Space carve-out in _shortcutDispatchBlocked
to Escape, on the player AND settings screens (both register Escape=Back;
settings had the identical latent bug). The earlier guards still win: text
inputs are exempted first, the Section Practice popover already claims Escape,
and a true modal (role=dialog aria-modal=true / .feedBack-modal) still traps it.
Plugins' player-scope Escape shortcuts are fixed identically.

Phase 2 — resume: leaving the player snapshots {song, arrangement, position,
speed} to localStorage; a non-blocking "Resume practice" pill offers it back on
the next non-player screen / next launch. playSong() gains a {resume} option
that restores speed + seeks to the saved position on song:ready instead of the
normal autostart. Conservative (ignores <3s / near-end), cleared on natural
song-end and once consumed, expires after 24h.

Phase 3 — opt-in "Ask before leaving a song" (Gameplay tab, default OFF). A
true-modal confirm with monotonic Escape (the second Escape leaves) and
Space/Enter = Leave. The player Escape shortcut and the v3 close button route
through window.requestExitSong(); auto-exit on song-end and a results screen's
own Close stay unguarded.

Design rationale: a multi-seat design charrette (engagement, learning-design,
operability, codebase-reality) — leaving a song should be reliable and
recoverable, not gated; the confirm is opt-in only.

Tests: tests/browser/{keyboard-shortcuts,resume-session,exit-confirm}.spec.ts.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* test(browser): suppress first-run onboarding in keyboard/resume/exit specs

The first-run onboarding overlay (#v3-onboarding) is a modal that intercepts
pointer/keyboard events; on a fresh profile it covers the player and breaks any
test that presses Escape or clicks. Stub GET /api/profile to an onboarded
profile in each beforeEach so the app behaves like a returning user (the state
these tests assume).

Also tighten the Section Practice Escape test to assert the guarantee the fix
actually provides — Escape does not exit the song while the popover is open (the
line-447 guard wins over the carve-out) — rather than asserting the popover's
own close handler fires, which isn't wired for a synthetic bar.

Verified locally against a worktree server (Chromium): all 16 new specs pass
(5 Escape + 6 resume + 5 exit-confirm) plus the existing #593 Space tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(player): exit-confirm — Escape cancels back to song, pause on open/resume on stay

Refinements from tester feedback on the exit-confirm (default stays OFF):

- Escape on the open prompt now = Stay (dismiss + return to the song), matching
  every other modal and the generic _confirmDialog (Esc=cancel). A second
  Escape therefore returns to the song instead of leaving it. Leaving stays the
  explicit, default-focused "Leave" button, so Space/Enter/click = "just get me
  out" (the OP's "Space always hits leave").
- Opening the prompt PAUSES the song (via the canonical togglePlay path, HTML5
  + _juceMode) so it isn't running/being scored behind the modal; Stay resumes
  exactly what we paused. Guards: cancel any count-in on open; resume only if we
  paused (wasPlaying), only if still the same live song on the player
  (_audioSeekGen unchanged), and never auto-resume a song the user had paused.
- Trap Tab inside the dialog; backdrop click was already Stay.

Specs: exit-confirm.spec.ts updated — the monotonic "second Escape leaves" test
becomes "second Escape stays", plus a backdrop-click-stays test. The audio
pause/resume itself is verified manually on web + desktop (the mock song has no
backing track); these specs lock the navigation + keyboard semantics.

NOTE: the pause/resume adds a new pause→resume cycle on the desktop JUCE
transport (known play/pause-desync path) — smoke-test on the desktop build
before merge.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(player): accurate exit-confirm copy + keep resume snapshot on failed load

Two review follow-ups on the Escape/resume/confirm work:

- Settings copy said "a second Escape (or Space/Enter) still leaves",
  but Escape dismisses the confirm (Stay) like every other modal — only
  Space/Enter/Leave exit. Corrected the Gameplay-tab description so it
  matches the implementation (and the committed exit-confirm specs).

- resumeLastSession() cleared the snapshot BEFORE awaiting playSong(), so
  a transient load/connect failure permanently lost the Resume pill with
  no retry. Clear only after the load resolves; on failure keep the
  snapshot (and drop the pending in-memory resume) so the pill re-offers
  it on the next non-player screen.

All 16 Escape/resume/exit-confirm Playwright specs still pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 12:32:33 +02:00
ChrisBeWithYou
290783b80b
feat(highway_3d): hit-feedback juice + Hit-sparks toggle (#618)
* feat(highway_3d): hit-feedback juice — cinematic lighting, strike line, sparks, intensity dial

Charrette wave 1 (additive, default-tasteful, all behind settings):
- #8 Hit-feedback settings: hitFx (0..1), cinematic, verdictMarks, timingFx,
  streakFx in BG_DEFAULTS + h3dBgSet* setters + settings.html (intensity slider +
  cinematic toggle). hitFx=0 → colour verdict only.
- #2 Cinematic lighting: ambient 0.85→0.35 + stronger key light when cinematic on,
  so emissive gems have a dark surround to pop against. Live-toggleable.
- #1 Strike line: a glowing bar at the hit line (Z=0) that flashes green on a
  verified hit / red on a miss, eased from the per-frame verdict alpha.
- #3 Hit sparks: a pooled additive Points burst at the gem on a verified hit
  (deduped one burst per note), scaled by hitFx; disposed on teardown.

Staged for wave 2 (after dogfooding): bloom+ACES (#4), colorblind verdict glyphs
(#6), early/late timing tint (#5), streak heat + clean-bar (#7), gem scale-punch.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* feat(highway_3d): wave 2 — gem scale-punch, streak heat, colorblind verdict marks

- #3 (completion) gem scale-punch: the hit gem briefly grows (1 + 0.22·hitFx·alpha),
  biggest at the strike and easing with the verdict — the per-gem impulse.
- #7 streak heat: a renderer-side consecutive-hit counter eases a 0..1 "heat"
  (plateau at 16) that grows the spark burst + warms the strike-line idle glow;
  a miss eases it back down. Behind the Streak-feedback toggle.
- #6 colorblind verdict marks: a redundant ✓ (hit) / ✗ (miss) glyph on the verdict
  via the existing 2D label overlay, so the green/red pair isn't the only signal —
  notably also covers the provider path (where the timing labels don't show).
- settings.html: Streak-feedback + Accessible-marks toggles.

Deferred: #4 bloom+ACES (needs the Three.js postprocessing addons vendored into
core static/vendor/three/ — not present; warrants its own infra change), and #5's
timing tint (the early/late ±ms labels already render on the event path; surfacing
them on the provider path needs a notedetect verdict field — a cross-plugin item).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* feat(highway_3d): #4 bloom + ACES — vendored Three.js postprocessing, perf-gated

The single biggest fidelity lever from the charrette. Core had only
three.module.min.js (no postprocessing addons), so this vendors the r170
EffectComposer/RenderPass/UnrealBloomPass/OutputPass + their shader deps into
static/vendor/three/addons/, with every `from 'three'` rewritten to the SAME
vendored three (../../three.module.min.js) so the addons share the plugin's
three instance (a CDN copy would be a second, non-interoperable module).

highway_3d wiring:
- Lazy-loads the addons only when the new `bloom` setting is on (dynamic import),
  builds EffectComposer(RenderPass → UnrealBloomPass(strength .65/radius .5/
  threshold .82 — high so only emissive gems + the hit flash bloom) → OutputPass).
- Render loop uses composer.render() with ACES tone-mapping when bloom is active,
  else the unchanged direct ren.render() with NoToneMapping (bloom-off = today's look).
- Perf-gated: OFF in splitscreen; graceful fallback to direct render if the modules
  or composer fail; composer.setSize on canvas resize; disposed on teardown.
- settings.html: "Glow bloom" toggle (default on).

Verified the import chain resolves + renders via a same-origin module-load test
(EffectComposer built + a bloom frame rendered, three r170).

Charrette status: 7/8 (only #5's early/late timing tint remains — a notedetect
verdict-field change, outside the highway).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* feat(highway_3d): #5 early/late timing — colour the hit feedback by timing

Surfaces the detector's timing on every hit (the charrette's last item), fully
highway-side: notedetect already dispatches the judgment (timingState/timingError)
on notedetect:hit/miss, so we carry timingState onto the event mark and tint the
hit's spark burst + the ✓ verdict glyph by it — on-time green, early cyan, late
amber. Gracefully falls back to green when no timing is known (pure-provider path),
so it never invents data. Behind the new "Timing feedback" toggle (default on).

Charrette: 8/8 complete.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* feat(highway_3d): add a "Hit sparks" on/off toggle (note-hit particles)

The on-hit spark burst (the particle effect that fires the instant
note_detect confirms a hit) could previously only be removed by dragging
Hit-feedback intensity to 0 — which also kills the strike-line flash and
the scale-punch. Add a dedicated "Hit sparks" toggle (default on) under
3D Highway settings, in the hit-feedback group beside the intensity
slider, that gates ONLY the spark particles; the strike flash and colour
verdict are unaffected.

Wired the same way as the sibling juice toggles: a `sparks` boolean in
BG_DEFAULTS, in _BG_BOOL_KEYS, a window.h3dBgSetSparks setter, the
per-instance _sparks state + settings re-read, and a guard on the
_sparkBurst spawn. Reuses existing Tailwind utility classes, so
assets/plugin.css is unchanged; plugin.json version bumped to 3.28.0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(highway_3d): act on tester charrette — strike line, fog readability, AA

Addresses the alpha-tester 3D-highway feedback thread via the design panel's
recommendations:

- Strike line (panel rec 1a): now a HIT-ONLY faint "now" line — flashes green
  on a confirmed hit, no red miss branch (misses already show at the gem: red
  wash + ✗). Moved off the bottom edge to the vertical CENTRE of the string
  field, which was the "incorrectly placed" complaint (it read as the board's
  lower border and fused with open-string gems on a miss). Added a "Strike
  line" on/off toggle (`strikeLine`, default on).

- Horizon readability (#2): the note gems + their outlines are now fog-exempt
  (`material.fog = false` on mStr/mGlow/mStrHitOutline/mHitBright/mWhiteOutline/
  mMissOutline), so upcoming notes punch through the distance fog and stay
  legible as they render in — the board, lane, sustains and scenery keep their
  atmospheric fog, so depth is preserved.

- Cinematic lighting softened: cinematic ambient 0.35 -> 0.45 so the dark stage
  doesn't crush note/fret legibility.

- Anti-aliasing under bloom (perf rec): give the bloom EffectComposer a
  multisampled (WebGL2 MSAA x4) HalfFloat render target. The default target had
  no `samples`, so bloom-on bypassed MSAA — the "too HD / jagged on Windows,
  fine on Mac" report (Mac only won via Retina supersampling). This is the
  highest-value, smallest fix for the jaggies.

plugin.json -> 3.29.0. The renderScale quality-oscillation is core
(static/highway.js) and will be a separate feedBack PR.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(highway_3d): remove the strike line; sparks-only hit feedback, subtler

Second tester-charrette pass. The strike line (even hit-only/centred from the
last pass) was still too distracting/confusing on a hit, so it's removed
entirely — strings + fret markers already orient the player, and the hit is
fully carried at the gem (bright outline + scale-punch + spark burst) with the
timing-coloured ✓/✗ verdict as the knowledge-of-results channel.

- Deleted the strike-line mesh, its per-frame update, the `strikeLine` setting
  (BG_DEFAULTS / _BG_BOOL_KEYS / setter / settings-load), the settings.html
  toggle, and the now-dead `_strikeLine`/`_ndHitFlash`/`_ndMissFlash` state +
  their verdict-block feeds.
- Made the spark burst subtler now that it's the sole celebration: point size
  1.7→1.0·K, opacity 0.95→0.8, burst count (7+13·hitFx)→(4+7·hitFx), radial
  speed (7+r·20)→(5+r·12)·K, life (0.40+r·0.28)→(0.30+r·0.16)s.
- Toggles for Hit sparks and the ✓/✗ verdict marks already exist in settings
  (kept).

Minimal hit-feedback set now: gem bright + subtle spark (celebration) +
timing-coloured ✓/✗ (the KR) + ambient streak heat. plugin.json -> 3.30.0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* fix(highway_3d): hydrate hit-feedback settings controls from saved state

The 7 new juice controls (Hit sparks, Cinematic, Streak, Verdict marks,
Bloom, Timing, Hit-feedback intensity) were hard-coded to their default
markup and never read back from localStorage when the settings panel
reopened — so a saved non-default (e.g. Hit sparks off) showed as the
default (checked) even though the renderer correctly honored it. The
sibling controls in the same panel were already hydrated; this restores
that pattern for the new ones.

Reads h3d_bg_* directly; defaults mirror BG_DEFAULTS (all bools on,
hitFx 0.70) and the _bgCoerceBool 'true'/'1' vs 'false'/'0' coercion.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 11:53:48 +02:00
Byron Gamatos
b206633131
fix(v3): keep Section Map's leftmost section clickable under the rail catcher (#617)
The section_map plugin pins a ~20px clickable bar (#section-map, z-index:5)
to the top of #player. The v3 left-rail hover-catcher (.v3-railzone::before)
is full-height at z-index:30 with pointer-events:auto, so its top-left
corner swallowed every click on the section map's first section — the
left-most section was never clickable on the v3 desktop (macOS/Windows) UI.

Drop the catcher below the 20px bar when the section map is present,
mirroring the existing #section-map ~ #player-hud special-case in
static/style.css. The rail still reveals from anywhere below the bar.

Adds a Playwright regression test (hit-test of the top-left corner) with a
negative control that re-raises the catcher to reproduce the bug.

Fixes #616

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 21:07:44 +02:00
Byron Gamatos
a57d0e3f85
fix(v3): replace broken window.prompt() in Playlists with in-app uiPrompt modal (#614)
window.prompt() is a silent no-op in the Electron desktop shell, so the
Playlists "New Playlist" and "Rename" buttons and the library's bulk
"add selected songs to a playlist" action did nothing. Route all three
through the existing window.uiPrompt() modal (resolves to the string, or
null on cancel; the handlers were already async). window.confirm() works
in Electron and is left as-is.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 20:35:30 +02:00
Byron Gamatos
4480ac2732
feat(v3): promote Audio Engine to a first-class sidebar entry (after Settings) (#613)
The desktop Audio Engine plugin (input device selection, VST hosting, pitch
detection, and the new config Reset/repair UI) was reachable only via the
generic Plugins gallery — per-plugin manifest nav entries aren't surfaced in
the v3 sidebar unless the plugin is promoted. Add it to PROMOTED_PLUGINS
anchored after Settings, plus the matching NAV registry entry so the slot
resolves its label/screen. Desktop-only by construction: the slot is filled
only when /api/plugins reports audio_engine installed, so the web app shows
no dead entry.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 18:16:36 +02:00
Kyle
3b2d83d406
feat(folder_library): Folder Library core plugin (#610)
Adds the bundled Folder Library plugin (browse the DLC library by its on-disk
folder tree, in-app folder CRUD, drag-and-drop + dialog song moves, sort/filter,
live search), wired into the classic v2 toolbar and the v3 Songs page.

Includes the screen.js IIFE dedup (unified surface factory) and review fixes:
path-traversal guard on /song/move, folder-delete data-loss fix, plural
/api/plugins/<id> namespace, loose-folder song recognition, error-text escaping,
v3 setLibView null-guard, and tests.

Co-authored-by: Kyle <kyle.j.t@live.co.uk>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 16:03:54 +02:00
ChrisBeWithYou
d1f7f12293
fix(v3): add "Show 'Up Next'" toggle so the player pill can be turned off (#612)
The v0.3.0 player chrome's persistent upcoming-section pill (#v3-upnext,
drawn by static/v3/player-chrome.js's updateUpNext) shipped with no off
switch: it always showed during playback whenever a section was upcoming,
overlapping the top-right FPS HUD and ignoring the 3D-highway "Show 'Up
Next' section card" checkbox (a different, in-canvas widget demoted to
default-off precisely because this pill is the canonical readout). Users
reading the pill as that same setting saw "disabled in settings but still
there."

Add a real core toggle, following the autoplayExit idiom:
- static/app.js: client-only `showUpNext` localStorage pref (absence =
  enabled), _showUpNextEnabled()/setShowUpNext(), loadSettings()
  hydration, and a read-only window.feedBack.showUpNext getter. Disabling
  mid-playback hides the pill immediately.
- static/v3/index.html: a "Show 'Up Next'" switch in the Gameplay tab.
- static/v3/player-chrome.js: gate updateUpNext() on the pref.
- static/v3/settings.js: add showUpNext to RESET_MAP.gameplay.local.

Default ON, so behaviour is unchanged for existing users. v3-only (the
pill is v3 core chrome); no Tailwind rebuild.


Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 13:16:31 +02:00
ChrisBeWithYou
6dbcc5861b
fix(player): keep play/pause button in sync when a JUCE reroute aborts autoplay's play() (#611)
On the first song after a fresh load on desktop, the audio engine is often
still starting when the song loads, so the song begins on the HTML5 <audio>
element and the engine-reroute watcher then migrates it to the JUCE backing
transport. The reroute's first step is a deliberate audio.pause(), which
rejects autoplay's in-flight togglePlay() audio.play() with an AbortError —
even though playback continues on JUCE.

togglePlay()'s catch then reset isPlaying=false and the button to "Play"
while the song kept playing: the button showed Play during playback, so it
took two clicks to actually pause (one to resync the flag, one to pause).
The reroute already guards the <audio> 'play'/'pause' DOM listeners with
window._juceRerouteInProgress; this extends the same guard to togglePlay()'s
catch and the count-in catch, so a play() rejection caused by the reroute's
own pause doesn't clobber the button. A genuine failure (outside a reroute)
still resets correctly.

Adds a regression test that drives togglePlay() through a reroute-aborted
play() and asserts the button stays Pause; it fails without the guard.


Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 13:16:28 +02:00
Byron Gamatos
8f0625e1f7
fix(v3): reset live performance HUD on backward seek / restart (#607)
The v3 live performance HUD (the visible top-right score tracker) keeps
its own hits/misses/streak counters from note:hit / note:miss events and
only reset them on song load / stop / ended — not on a seek. So pressing
Restart (or scrubbing back), which only repositions the playhead and
emits song:seek, left the tracker showing the stale cumulative score
(tester report).

Mirror the notedetect HUD fix: keep a per-note {t,hit} ledger (note:hit/
note:miss carry the judgment incl. noteTime) and, on a BACKWARD song:seek,
rebuild the tally to reflect only the notes up to the new playhead
(Restart -> "Waiting for notes" / 0). Forward seeks keep earlier notes;
loop-wrap (drill mode) is skipped so a practiced A-B loop still
accumulates, matching the notedetect HUD.

Tests: +3 in tests/js/live_performance_hud.test.js (backward rebuild,
restart-to-0, forward no-op, loop-wrap ignored). Existing 10 still pass.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 00:47:43 +02:00
Byron Gamatos
c8e0ad3f75
fix(gp-import): correct bass string count, lead/rhythm roles, preview note count (#601)
Four tester-reported GP-import issues, all in the converter/parse layer:

* String count (bugs 2 & 4): <tuning> is padded to 6 slots, so a 4-string
  bass, 5-string bass and 6-string guitar were byte-identical and the real
  count was lost — a 5-string bass played on 4 strings and a 4-string bass
  showed a phantom B in the editor. Record the authoritative count in a new
  <tuning stringCount=N> attribute (gp2rs._build_xml) and trim the padded
  tail back to it on read (song.parse_arrangement). All consumers already
  trust a non-6 tuning length (arrangement_string_count, the editor's
  _stringCountFor and build-time _normalize_tuning_to_count), so this fixes
  the create-mode preview AND the built sloppak with no consumer changes.

* Lead/Rhythm reversed (bug 3): guitar arrangements were named by appearance
  order (first guitar -> Lead), swapping roles for files that list Rhythm
  before Lead. Honor 'lead'/'rhythm' in the GP track name; unhinted tracks
  keep positional fallback. Applied to both convert_file's fallback (the
  editor's track_indices-without-names path) and _auto_select_gpx, with
  cross-role dedup so name-based and positional labels can't collide.

* Preview note count (bug 1): the importer's per-track count included
  tie-continuation notes, which are folded into the previous note's sustain
  and never become separate RS notes (260 shown vs 241 imported). Exclude
  tie destinations so the preview matches the imported result.

Adds regression tests for all three. Bug 5 (no stems from synced audio) is
environment-dependent (best-effort demucs backend) and not addressed here.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 18:58:35 +02:00
Byron Gamatos
13bbfc0b3d
refactor(highway_3d): move Butterchurn controls into settings.html (#600)
Addresses the altitude finding from the Butterchurn review: the visualizer's
on/off + slider options shipped as a parallel UI (a ~140-line floating
in-canvas control panel) separate from the plugin's standard settings panel.

Move the standard controls (Background on, opacity, dim-behind-lane + strength,
chart accents + strength, color tint + strength, guitar gain, song gain) into
settings.html, using the plugin's normal settings UI. They persist into the
same 'viz3d_settings' blob the controller already reads; a new module-scope
window.h3dBcApplySettings() hook lets settings.html push changes to a mounted
highway live (it invalidates the controller's settings cache and re-applies).

The in-canvas panel is now ONLY the live preset browser (pick / favorite /
ban / cycle / hold / meters) — things that are inherently live tools and don't
belong in a static settings form. cyclePool/hold and the favorites/bans lists
stay there; reads were made cache-safe (read fresh via _bcLoadSettings) so a
settings.html write can't be clobbered by a stale captured reference.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 14:09:16 +02:00
Byron Gamatos
6fa5aabba8
fix(highway_3d): re-home Butterchurn panel to a surviving highway (splitscreen) (#599)
The Butterchurn control panel is a singleton, created only when a controller
is created and parented to that controller's wrap. In splitscreen the panel
followed the last-created controller; when that controller was torn down,
destroy() only removed the panel DOM if it was the LAST controller, so with
another highway still alive the panel stayed orphaned on the destroyed wrap
and the surviving highway was left with no visualizer controls.

Track each controller's wrap (ctrl.wrap) and, on destroy with another
controller still alive, re-home the panel+pane onto the surviving primary's
wrap via _bcEnsurePanel (which moves them when connected, or rebuilds them on
the survivor if the old wrap was already detached).

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 14:08:13 +02:00
Byron Gamatos
3bb55ab854
feat(highway_3d): Butterchurn visualizer background style (#598)
* feat(highway_3d): add Butterchurn visualizer background style

Adds an opt-in "Butterchurn (visualizer)" option to the 3D Highway plugin's
Background-style dropdown. When selected, the highway renders over a WebGL
MilkDrop (Butterchurn) canvas that reacts to your playing (guitar input on
desktop, the song <audio> spectrum in the browser) and the chart (beat/note/
chord accents + instrument-color tint). The default stays 'particles', so
existing users see no change until they pick it.

Integrates the standalone "3D Highway + Butterchurn" mod into the bundled
renderer as the 'butterchurn' bg-style (not a fork):
- a self-contained _bc* controller that lazy-loads the vendored butterchurn
  libs only when the style is selected; mount/unmount is driven idempotently
  by the existing bg-style lifecycle (_bcSyncMode in _bgMountStyle) plus an
  explicit teardown in destroy()
- the renderer uses alpha:true with the transparent clear gated on the mode,
  so every other bg style stays byte-identical (opaque clear)
- the fog-scenery <audio> tap is disabled while active to avoid a double
  createMediaElementSource on #audio
- the mod's slopsmith* globals are adapted to the current feedBack* names and
  the vendored asset URLs repointed to /api/plugins/highway_3d/assets/

Vendors butterchurn.min.js + butterchurnPresets.min.js (MIT) + viz-worklet.js
under assets/vendor/; see plugins/highway_3d/NOTICE for attribution.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* fix(highway_3d): anchor Butterchurn panel to the highway, centered

Addresses three issues found testing the visualizer control panel:
- Attach the panel + preset pane to the 3D highway's `wrap` (position:absolute,
  pointer-events:auto) instead of position:fixed on document.body, so they sit
  on the highway's right edge and only exist while the highway is on-screen
  (no longer linger on the main menu / float at the app edge).
- Re-home the singleton panel to the active highway wrap on mount, so it follows
  whichever highway is showing (e.g. moves off Virtuoso's embedded highway onto a
  normal song's highway) instead of sticking to the first one created.
- Center it vertically (top:50% + translateY(-50%), folded into the slide
  transform) so a top overlay element no longer covers it.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* fix(highway_3d): harden Butterchurn audio + lifecycle (review #597)

Browser audio reactivity now REUSES the highway's existing shared analyser
(the fog scenery's #audio / stems side-chain tap) instead of opening a
second createMediaElementSource on #audio. The old _bcBrowserSource path:
  - threw InvalidStateError when the fog tap already owned #audio (default
    config), leaving the visualizer non-reactive in the browser, and could
    permanently disable fog reactivity if it tapped first (one-shot/element);
  - rerouted the song through a fresh, possibly-suspended AudioContext, which
    could MUTE playback when butterchurn was selected mid-song;
  - ignored the stems analyser, so it saw only silence on sloppak songs.
_bcCreateController now takes an audioProvider (wired to _bgGetAnalyser) and
connectAudio()s the shared AnalyserNode (a passthrough, so the fog's own
reads are undisturbed).

Also:
- destroy() now closes the AudioContext when we own it (desktop / browser
  fallback), fixing a per-mount leak that hit the browser ~6-context cap
  after a few style toggles. The shared (fog-owned) context is never closed.
- _bgApplyVenueSceneFog keeps the clear transparent while butterchurn is
  active, so the venue scene no longer occludes the visualizer.
- _bcLoadLib no longer caches a rejected promise, so a transient vendor-load
  failure can be retried instead of disabling the feature for the session.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(highway_3d): Butterchurn lifecycle + audio re-bind (Codex preflight)

Local Codex preflight on the Butterchurn feature flagged four issues; all fixed:

- WebGL context leak on teardown: destroy() (and the async-init failure path)
  now call _bcReleaseCanvasGL() to force WEBGL_lose_context before dropping the
  canvas, so repeated mount/toggle cycles can't exhaust the browser's WebGL
  context cap.
- Stale shared analyser across songs: the browser path captured the analyser
  once at mount, so a sloppak stems swap (new analyser, often new context) left
  the visualizer reacting to a dead node. update() now compares the live
  _bgGetAnalyser() against what the controller actually bound (boundAnalyser(),
  guarded by ready()) and either reconnects (same context) or rebuilds the
  controller (context changed) via the proven destroy()+_bcSyncMode paths.
- Half-mounted controller on createVisualizer failure: the async .catch now
  cleans up (closes an owned AudioContext, removes layers, marks dead) and
  _bcSyncMode retries when bcCtrl.dead(), instead of leaking and never recovering.
- _bcFfIdx off-by-one dropped accents landing exactly on a seek/loop target
  time; it now uses strict < so the update walkers fire the boundary event.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: ChrisBeWithYou <christian.a.cowan@gmail.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 14:07:29 +02:00
ChrisBeWithYou
97dae88860
feat(highway_3d): colour theming — string presets + Background/Highway scene themes (#596)
* feat(highway_3d): add one-click string-color presets

Adds 12 named string-color presets (Warm→Cool, Vivid, Colorblind-friendly,
Neon, Accessible, Warm Ember, Tape Deck, CRT Green/Amber, Pitch Ramp, Sunrise)
selectable from the 3D Highway settings panel.

Extends the existing core HWC (highway-color) subsystem in static/app.js with
HWC_PRESETS + applyHighwayStringPreset(), exposed on the existing facade as
window.feedBack.highwayColors.{presets, applyPreset}. The plugin settings page
renders the preset buttons from that core list and refreshes the per-string
pickers on apply. Purely additive — stock behavior is unchanged.

Scope: core static/app.js (the shared HWC facade both highways consume) plus the
highway_3d plugin's settings.html / screen.js / CLAUDE.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* fix(highway_3d): address review of colour-theming PR

- Rebuild assets/plugin.css so the new `flex-wrap` (preset row) and
  `text-[10px]` (theme-dropdown helper) Tailwind classes are actually
  compiled, and bump plugin.json 3.26.0 -> 3.27.0 so the <link>'s ?v=
  cache-buster fetches the fresh CSS (per the plugin's build rule).
- Replace the mirror-at-every-read hwTheme migration with a one-time
  backfill (persist hwTheme := bgTheme on first load, no emit). The two
  scene-color axes are now genuinely independent: changing the Background
  dropdown no longer silently retints the Highway surface/lane, and the
  rendered highway can't disagree with the Highway dropdown value.
- Collapse the duplicated theme id-set in settings.html (two identical
  <option> lists + VALID_BG_THEMES) into a single SCENE_THEMES source the
  dropdowns and validator are generated from; sync points 4 -> 2.
- Update CLAUDE.md to document the backfill + reduced sync contract.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-26 11:05:31 +02:00
OmikronApex
b70fde9b02
fix(player): new song no longer seeks to previous song's stop position (#595)
audio.currentTime does not reset synchronously when audio.src is cleared
— it only resets when audio.load() is called (later, in highway.js).
The jump-fix guard (setInterval ~line 8979) held lastAudioTime at the
old position and, once the new song started playing from t=0, saw a 30s+
jump and sought the new song to the previous position. If the new song
was shorter, song:ended fired immediately, showing the score screen.

Reset lastAudioTime = 0 in playSong() so the guard has no stale anchor.

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 10:05:52 +02:00
ChrisBeWithYou
4c3ec2ff66
feat(plugins): full-screen (immersive) plugin screens via manifest opt-in (#590)
DAW-style plugin UIs (e.g. a practice studio) need the whole viewport, not a
scrolling content page below the v3 topbar — embedded in the shell they get
cut off at the bottom with excess padding up top.

Add an opt-in top-level `"fullscreen": true` plugin.json field, surfaced as the
`fullscreen` boolean on /api/plugins (mirrors the settings_category plumbing in
plugins/__init__.py). When a fullscreen plugin's screen is active, static/v3/
shell.js toggles `html.fb-immersive` from syncActive() so it tracks every
navigation incl. deep-link; static/v3/v3.css then hides the topbar, collapses
the sidebar to a functional icon rail (kept reachable — Escape is bound only on
player/settings scopes, so a fully hidden sidebar would trap the user), and
lets the active plugin screen fill #v3-main. Mirrors the existing
ss-follower-pre chrome-hide pattern. Additive + opt-in: plugins without the
flag are unaffected.

Test: tests/test_plugins.py::test_fullscreen_flag_parsed_from_manifest


Claude-Session: https://claude.ai/code/session_01BmWopMsRjdZyD6RwmZAQBv

Signed-off-by: ChrisBeWithYou <christian.a.cowan@gmail.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-25 00:02:16 +02:00
Sin
8b4c9b0050
Fix list/tree view: select mode, parts visibility, song actions (#585)
* Fix list/tree view: select mode, parts visibility, song actions

Bring the v3 list/tree view to parity with the grid card:
- Select mode now renders a per-row checkbox + selected-ring, preserves
  expanded artist groups across re-render, and a capture-phase guard
  makes a row/chip click select the song instead of starting playback.
- Always-on favourite / save-for-later / overflow-menu cluster on each
  row, same actions as the grid card.

Rebuild static/tailwind.min.css so the new utilities are compiled in -
notably .sm:flex behind the arrangement chips' "hidden sm:flex" wrapper.
Without it the chips (and #582's badges) render display:none on the
Docker build, which serves the committed CSS; the desktop build looked
fine only because it rebuilds Tailwind from source at bundle time.

Signed-off-by: Sin <deathlysin@outlook.com>

* fix(v3): regenerate tailwind.min.css from source + add tree select tests + CHANGELOG

The committed tailwind.min.css was over-built: 135,578 bytes / 1,428
selectors, with 294 selectors (accent-amber-400, bg-cyan-500,
animate-spin, after:bg-gray-400, …) used in zero core source files —
bloat from a local build scanning outside the repo's content globs. It
would fail CI's rebuild-and-diff and violates the byte-stable rule in
scripts/build-tailwind.sh.

Regenerate via `scripts/build-tailwind.sh` (pinned tailwindcss@3.4.19):
111,491 bytes / 1,134 selectors, byte-identical to a clean rebuild,
still containing the .sm\:flex fix plus every new tree class
(ring-fb-primary, accent-fb-primary, pointer-events-none, …). Docker
chips now render and CI stays green.

Add tests/browser/v3-tree-select.spec.ts:
- select mode keeps expanded artist groups open across the tree
  re-render (fails without loadTree's openArtists capture/restore)
- clicking a row in select mode selects instead of playing

Record the fix under CHANGELOG [Unreleased] -> Fixed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Signed-off-by: Sin <deathlysin@outlook.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 21:49:02 +02:00
OmikronApex
82db8e56b1
chore(hotkeys): remove sloppak-convert library hotkey (#594)
* chore(hotkeys): remove sloppak-convert library hotkey

Removes the 'c' keyboard shortcut for converting library entries to
.sloppak. The shortcut was defined in two places:

- The no-op registerShortcut() entry that only existed to show in the
  ? help panel (the Sloppak Converter plugin handles conversion and
  can register its own shortcut via window.registerShortcut).
- The c dispatch in the library-entry keydown handler
  ({ c: 'button.sloppak-convert-btn', ... }) that triggered the
  plugin button.

* test+docs: update tests & CHANGELOG for removed `c` convert hotkey

The previous commit removed the `c` library hotkey but left three
assertions in tests/browser/keyboard-shortcuts.spec.ts that require it,
which fail deterministically (the two registry tests read window._panels
directly, independent of environment):
- should list all registered shortcuts (required {key:'c',scope:'library'})
- should have correct shortcut scopes (expected library::c)
- should show library shortcuts in help modal (Convert library entry / c)

Drop those assertions and record the removal under CHANGELOG
[Unreleased] -> Removed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: byrongamatos <xasiklas@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 21:24:31 +02:00
OmikronApex
64801d5735
fix(player): Space bar play/pause when focus is on sidebar or rail buttons (#593)
* fix(player): Space bar play/pause when focus is on sidebar or rail buttons

When any <button> in the player rail (viz, audio, mixer, etc.), a sidebar
nav link, or a popover control has keyboard focus, pressing Space was
blocked by _shortcutDispatchBlocked → _isInsideInteractiveControl, which
returns true for BUTTON elements. The Space shortcut never reached the
shortcut dispatcher and togglePlay() was never called.

The fix extends the same carve-out pattern already used for the section
practice bar: when the player screen is active, Space is always dispatched
through the shortcut system. The shortcut handler's preventDefault() stops
the focused element from also activating, so this is not a double-trigger.

* test(player): cover Space play/pause carve-out + add CHANGELOG entry

Adds two Playwright regression tests for #593 in
tests/browser/keyboard-shortcuts.spec.ts:
- Space toggles play/pause when a player rail <button> has focus, and
  the focused button does NOT also activate (dispatcher preventDefault).
  Fails on base (Space blocked, played=0), passes with the carve-out.
- Space in a player-screen text input still types a space and never
  reaches play/pause (locks the _isTextInput exemption ordering).

Also records the fix under CHANGELOG [Unreleased] -> Fixed, per the
project workflow that every PR updates the changelog.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(player): don't override Space inside modal dialogs over the player

The player-screen Space carve-out keyed off the active *screen*, so it
also hijacked Space inside a true modal dialog layered over the player
(e.g. the keyboard-shortcuts help modal, edit modal): Space toggled
playback behind the modal and preventDefault blocked the modal's focused
control (Close) from activating — contradicting aria-modal semantics.

Narrow the carve-out to skip focus inside a modal
(role="dialog" aria-modal="true" or .feedBack-modal). Non-modal player
popovers/toasts (loop A/B, arrangement pin, role=dialog aria-modal=false)
are not dialogs and stay covered, so the original fix is unchanged for
the cases it targeted. Adds a Playwright regression test (Space inside a
modal reaches the modal's button, not play/pause) and updates the
CHANGELOG entry.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: byrongamatos <xasiklas@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 21:12:55 +02:00
Byron Gamatos
d2569cc2a8
feat(achievements): wall sync drain worker + review fixes (epic PR3) (#592)
* feat(achievements): wall sync drain worker (epic PR3, client side)

Background dead-letter worker that POSTs queued Feat unlocks/removals to the
hosted feedback-achievements wall. Idle unless FEEDBACK_ACHIEVEMENTS_WALL_URL
is set; uses requests + the client-token header (mirrors lyrics_transcribe).

Dead-letter, never drop (pure engine.drain_decision):
  network err / 429 / 5xx -> keep pending (retry)
  other 4xx               -> dead_letter (diagnosable, replayable)
  2xx                     -> delete on server ack
remove-me enqueues a wall removal keyed by the reused player_hash.

Verified by an end-to-end staging round-trip (earn a Feat -> drains onto the
wall with name + short hash -> remove-me -> wall empties) with no IP in tables
or access logs. 42 plugin tests pass (test_sync.py adds the decision table +
ack/retry/dead-letter retention + four-field on-the-wire payload).

The hosted service lives in the new feedback-achievements repo.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(achievements): address local review findings (epic)

Bugs caught in the pre-merge review loop:

- secret_witching Feat was DEAD: post_activity wrote witching_nights_run to the
  DB before snapshotting prev_tiers, so diff_unlocks never saw the fresh unlock.
  Fold the run into the activity delta instead (same asymmetry chart_encore
  uses) so the 7th-night unlock is detected. +regression tests.
- chart_encore broke across restarts: per-chart counter keyed on abs(hash(str)),
  which Python salts per-process (PYTHONHASHSEED). Use a stable sha1 digest so
  the same chart accumulates across sessions. +regression test.
- Bounded the per-activity counter read: _read_counters no longer pulls the
  unbounded chart_plays:* rows (they're bumped/read individually).
- screen.js: gate note:hit/miss on an active-song flag so tuner/calibration note
  events can't inflate Feats or flush a phantom chart:null session.
- screen.js: P-III — prefix the plugin localStorage key (achievements:profile-cat).
- screen.js: extract the duplicated local-ISO-date helper.

45 plugin tests pass (3 new). Wall-side review fixes are in the
feedback-achievements repo.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(achievements): default the drain worker to the hosted wall

Point FEEDBACK_ACHIEVEMENTS_WALL_URL's default at the live got-feedback wall
(https://feedback-achievements.onrender.com) so the drain worker targets it out
of the box; still env-overridable for self-hosting/staging. Nothing publishes
unless the user opted in AND has a profile identity, so a default URL alone
sends nothing.

Tests disable the default (autouse fixture) so no test ever POSTs to production;
drain logic is covered via _drain_once() with an injected poster. 45 pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 17:01:48 +02:00
Byron Gamatos
287c23a532
feat(achievements): opt-in, privacy controls & data-min gate (epic PR2) (#591)
Sharing earned Feats on the (forthcoming) public wall is strictly opt-in,
default OFF, with a binding data-minimization contract.

- Onboarding (static/v3/profile.js): a new opt-in step (now a 5-step wizard)
  after song-directory / before paths — publishes only display name + earned
  Feats, never songs/skills/scores; off by default.
- Settings (plugins/achievements/settings.html, System tab via
  settings.category): the same toggle + a "Remove me from the wall" button
  (POST remove-me — wipes local synced state offline + enqueues removal).
- Core (server.py): achievements_enabled (bool, default false) in
  _default_settings + /api/settings validation + _RESETTABLE_SETTINGS_KEYS;
  mirrored to localStorage in app.js loadSettings().
- Data-minimization gate: engine.build_wall_payload is the single explicit-dict
  serializer; key-set is EXACTLY {display_name, player_hash, achievement_id,
  unlocked_at}, achievement_id always a Feat id. Enqueue is gated on
  opted-in AND profile identity (reused player_hash); competency never
  enqueues (integration law).

Verified natively: settings round-trip + validation + remove-me; opted-in
activity enqueues exactly one 4-field Feat payload; Playwright confirms the
5-step wizard + opt-in card (default unchecked), zero console errors.
29 plugin tests + new settings tests pass.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 17:00:30 +02:00
Byron Gamatos
05dd3d227a
feat(achievements): local engine + tabbed Profile shell (epic PR1) (#587)
Adds the Achievements & Feats of Power local engine, fully offline.

Core (static/v3/profile.js): the Profile screen becomes tabbed exactly
like v3 Settings (.fb-tabbar/.fb-tab/.fb-tabpanel, active tab persisted in
localStorage 'v3-profile-tab'). A Profile (main) tab carries the existing
cards + a Feats trophy-shelf mount (#v3-profile-feats-slot, earned-only),
and an Achievements tab carries a plugin mount
(#v3-profile-achievements-mount) + empty-state note. A new
`v3:profile-rendered` event fires after every render so the plugin
re-injects (mirrors v3:settings-rendered).

New bundled plugin (plugins/achievements/): SQLite engine
(unlocks/counters/comp_ledger/sync_queue) with pure threshold/criterion
math in the testable sibling engine.py (P-V); routes activity/
report-unlock/report-criterion/catalog/earned/feats/remove-me. Feats read
activity counters only (batched song:ended POST; notes only when notedetect
present — graceful degradation); competency Achievements evaluate from
progression events only — the integration law, never crossed. Catalogue is
always shown (locked=greyed), grouped by the real progression paths
(Global/Guitar/Bass/Drums/Keys, auto-extending) with per-category earned
badges. Versioned window.feedBack.achievements registration API with the
__feedBackAchievementsPending load-order queue + achievements:ready event.

Verified natively (uvicorn) end-to-end + Playwright (tabbar, earned-only
Feats shelf, greyed catalogue, registration API, zero console errors);
24 plugin tests pass incl. the integration-law assertion.

Opt-in/privacy/data-min gate (PR2) and the hosted wall (PR3) follow.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 16:57:37 +02:00
Byron Gamatos
873ee3d5f2
fix(onboarding): rename diagnostic sloppak to feedBack- so "Play it now" finds it (#586)
The slopsmith→feedBack rename updated the diagnostic constant in server.py
(_BUILTIN_DIAGNOSTIC_SOURCES), the build script, README, and the calibration
test to `feedBack-diagnostic-basic-guitar.sloppak`, but the committed data
file was never regenerated/renamed — it stayed `slopsmith-diagnostic-...`.

Result: _seed_builtin_diagnostic_sloppaks() finds no matching source, silently
skips seeding, and the onboarding "Play it now" button (profile.js step 4 →
window.playSong) loads a file that isn't in the library. The server replies
{"error":"File not found"} and highway.js surfaces it as a native
`Error: File not found` popup. Affects all platforms.

Pure file rename to match the (already-renamed) code; no logic change.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 23:38:22 +02:00
Sin
d91995fec3 Revert "Fix list/tree view: select mode, parts visibility, song actions"
This reverts commit ac3c89493d.
2026-06-23 21:12:55 +01:00
Sin
ac3c89493d Fix list/tree view: select mode, parts visibility, song actions
- Preserve expanded artist groups across re-renders (was collapsing
  all groups whenever select mode toggled)
- Add select checkbox + ring highlight to tree rows, matching grid
- Add capture-phase select guard on tree clicks so rows/chips toggle
  selection instead of falling through to play
- Always show favorite/save-for-later/overflow-menu buttons on tree
  rows instead of hover-only (matches grid card behaviour)
- Always show arrangement chips on tree rows (no longer hidden below
  the sm breakpoint)

Signed-off-by: Sin <deathlysin@outlook.com>
2026-06-23 21:02:27 +01:00
Byron Gamatos
3b485fe62b
feat(v3): tabbed, card-row settings page + per-plugin settings category (#584)
Replace the single long scrolling v3 settings screen with a horizontal tab
bar (Gameplay / Audio / Graphics / Keybinds / Progression / Mic / Plugins /
System) over card rows (icon + title + description, control on the right) with
a per-category Reset.

- static/v3/index.html: tab bar + card-row markup (ids keep hydrating through
  the unchanged app.js loadSettings()/persistSetting() path).
- static/v3/settings.js (new): tab switching + active-tab persistence
  (localStorage 'v3-settings-tab'), per-category reset, read-only Keybinds
  reference from window.getAllShortcuts().
- static/v3/v3.css: plain CSS, no Tailwind rebuild.
- Per-plugin settings tab: new optional settings.category in plugin.json →
  plugins/__init__.py surfaces settings_category; app.js mounts each plugin
  <details> into #plugin-settings-<category> (fallback: Plugins tab).
  highway_3d ships category: "graphics".
- New gameplay settings: countdown_before_song (wired end-to-end, default off);
  miss_penalty + fail_behavior (persist-only stubs); "Note highway speed"
  surfaces existing master_difficulty.
- New POST /api/settings/reset clears whitelisted keys back to defaults.

Tests: test_settings_api.py, test_plugins.py::test_settings_category_parsed_from_manifest,
tests/browser/settings-tabbed.spec.ts. 179 passed locally.

Ported from the pre-rename feat/v3-settings-tabbed WIP onto current main
(slopsmith→feedBack rename applied; settings-screen markup conflict resolved
in favour of the new tabbed layout — all prior setting ids preserved).

Closes #579

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:06:46 +02:00
Byron Gamatos
f3a5cb9ed3
feat(sloppak): expose full-mix original_audio alongside stems (#583)
Lets a .sloppak ship the single pre-separation full mixdown next to its
per-instrument stems, so the player can use the pristine original when nothing
is isolated (demucs recombination is lossy) and switch to separated stems only
when a slider drops below unity.

- lib/sloppak.py::load_song parses the optional manifest `original_audio:` key
  into a new LoadedSloppak.original_audio field, with the same path-traversal
  guard + permissive "missing → disabled" posture as the drum_tab loader.
- The highway WS song_info frame additively carries original_audio_url (served
  by the existing /api/sloppak/{filename}/file/{rel_path} endpoint, None for
  stems-only packs), has_original_audio, and has_stems.
- A stem-less, full-mix-only sloppak now sets audio_url to the full mix (plays
  natively) instead of emitting audio_error.

Message shape stays a stable contract — all additions are purely additive.
Tests: tests/test_sloppak_original_audio_load.py (6 passing).

Closes #580

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:05:45 +02:00
Byron Gamatos
db4a30085b
feat(v3 library): clickable arrangement badges in tree view (#582)
The v3 library tree rows showed no arrangement badges, unlike the grid/card
view. Render the same clickable chips in tree rows so both views match, and
clicking a specific arrangement opens THAT arrangement in the highway.

Extract the grid's chip markup into a shared arrChipsHtml(song) (one
<button data-arr="<index>"> per arrangement, capped at 4) and use it in both
songCard and the tree row. No new wiring needed: wireCards() already binds
[data-arr] → playCard(song, index) → playSong(filename, index) for any
[data-fn] scope, and the arrangement index is preserved through
/api/library/artists. Chips are hidden on the narrowest viewports
(hidden sm:flex) so they don't crowd the dense single-line tree row.

Closes #581

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:05:41 +02:00
Byron Gamatos
b123ab3258
fix(minigames): drain legacy slopsmith pending queue + alias SDK (#578)
After the slopsmith→feedBack rename (#537) the minigames SDK publishes
window.feedBackMinigames and only drains window.__feedBackMinigamesPending.
Minigame plugins that still use the pre-rename shim register against
window.slopsmithMinigames and queue to window.__slopsmithMinigamesPending
when the SDK isn't up yet, so their specs are stranded in the legacy queue
and never register. In v3, FeedBarcade renders those games as non-launchable
"Loading…" tiles that do nothing on click (the tile itself comes from the
server registry, so it appears even though the JS spec never registered).

Publish window.slopsmithMinigames as an alias and drain the legacy pending
queue too (register() is keyed on spec.id, so double-queued specs register
once). Also fire the legacy slopsmith-minigames-ready event. Bump the plugin
version so the desktop renderer cache-busts the updated screen.js.

This rescues every not-yet-migrated minigame plugin, including community
ones we don't control.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 16:30:00 +02:00
Byron Gamatos
a43e7b13be
fix(onboarding): calibration Tuner step no longer exposes the input-select overlay (#577)
Tester: "at the tune step, pressing the Tuner button starts a second wizard at
the input-select step."

Root cause is stacked full-screen overlays. During onboarding the input-setup
flow runs as #input-setup-overlay (z-210) on top of the onboarding modal
#v3-onboarding (z-200), and note_detect's Calibration Wizard (z-300) launches on
top of that. When the player opens the Tuner, that wizard minimizes itself to
transparent + pointer-events:none so the Tuner (z-1000) is usable — but the
input-setup overlay underneath, still showing its "select your input" card, then
shows through behind the floating tuner and reads as a second wizard.

Two targeted hides so only the active surface is visible:
- input_setup: hide #input-setup-overlay while launchCalibration runs; restore on
  its onDone/onCancel (one always fires on close), so the calibration wizard /
  tuner own the screen.
- onboarding runInputSetup: hide #v3-onboarding for the whole input-setup phase
  (its own overlay replaces it visually); restore in finally before advancing to
  the calibration-challenge step.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 12:51:59 +02:00
K. O. A.
7399a2ac63
Edit region: Loop-in-3D round-trip between player and Song Editor (#575)
* Add "Edit region" + Loop-in-3D handoff between player and Song Editor

Wires the player half of the Editor ⇄ 3D Highway region round-trip
(editor half is in feedback-plugin-editor).

Highway → Editor:
- New "✎ Edit region" button in the loop controls (v2 and v3) opens the
  Song Editor scrolled to the active A–B loop — or, when none is set, the
  section under the playhead (or a short window around it).
- A "↩ Editor" button appears after a Loop-in-3D handoff to return to the
  exact edit position you came from.
- Both are hidden unless the editor plugin is loaded (typeof
  window.editSong) and gated by _updateEditRegionBtn.

Editor → Highway:
- A one-shot song:ready listener consumes window._pendingHighwayLoop set
  by the editor's "Loop in 3D" button — after playSong()'s own clearLoop()
  has run — arming setLoop(a,b) over the region and auto-starting playback.
  Filename-guarded so a cancelled handoff can't arm a stale loop on an
  unrelated song.

Reuses the existing A/B loop API; no new looping engine. Buttons added to
both static/index.html (v2) and static/v3/index.html (separate file —
v2 markup doesn't carry over), using already-scanned Tailwind classes.

New globals editRegionInEditor / returnToEditorFromHighway; helpers
_resolveEditRegion / _updateEditRegionBtn.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Signed-off-by: topkoa <topkoa@gmail.com>

* fix(loop-in-3d): use canonical window.feedBack namespace (post-#537)

The new song:ready loop-applier landed on the legacy window.slopsmith
alias because the branch predated the slopsmith->feedBack rename (#537).
Normalize it to window.feedBack like the rest of core; the alias would
have worked but leaves the lone slopsmith reference in the file.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Signed-off-by: topkoa <topkoa@gmail.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-23 11:38:51 +02:00
Byron Gamatos
7fb568c727
docs: correct plugin URL casing after the feedBack rename (#576)
Cosmetic follow-up to #537 (doc-only).

- Virtuoso: README + CHANGELOG used lowercase
  `got-feedback/feedback-plugin-virtuoso`; the canonical repo (like every
  other got-feedback repo) is capital-B `feedBack-plugin-virtuoso`. Brought
  it in line with the sibling rows.
- Community plugin references in CLAUDE.md, TODO.md, docs/, and the bundled
  tuner README were over-renamed to `feedBack-*` by the rename, but those
  repos are owned by community members who never renamed them
  (topkoa/stems+notedetect, OmikronApex/tuner, masc0t/update-manager).
  Restored their real `slopsmith-*` names. got-feedback's own `feedBack-*`
  references in the same files are left untouched.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 11:20:23 +02:00
Bret Mogilefsky
af2949677a
rename: slopsmith → feedBack, byron → got-feedBack (#537)
* Update GitHub repo references from feedback* to feedBack*

* rename: slopsmith -> feedBack, byron -> got-feedBack

Renames across the entire codebase:
- slopsmith/Slopsmith/SLOPSMITH/SlopSmith -> feedBack/FeedBack/FEEDBACK/FeedBack
- byron/Byron/Byrongamatos -> got-feedBack/got-feedBack/got-feedBack
- /home/byron/ -> /opt/got-feedBack/
- byron@ougsoft.com -> hi@got-feedBack.org
- github.com/byrongamatos/ -> github.com/got-feedback/
- com.byron. -> com.got-feedback.
- SLOPSMITH_ env vars -> FEEDBACK_ with backward-compat fallback
- Protocol/storage strings migrated with read-old/write-new pattern
- window.slopsmith JS API -> window.feedBack (canonical) + backward-compat alias

Refs: #rename-slopsmith

* rename: complete regen against current main + fix backward-compat alias

Regenerated the slopsmith->feedBack / byron->got-feedBack rename on top of
current main (3 commits had landed since the branch: #572/#554/#574),
resolving the four content conflicts in favour of main's newer content
(autoplay/auto-exit, accuracy-badge, Virtuoso re-home, feedpak badge).

Completion fixes on top of the mechanical rename:
- Re-apply rename to post-branch content the original rename never saw:
  window.slopsmith(.Tour) consumers in lessons.js / notifications.js /
  onboarding-tour.js, and the matching JS + python tests (autoplay_exit,
  progression_*, test_feedpak_extension FEEDBACK_* env vars). The test env
  vars now match server.py (which reads FEEDBACK_SYNC_STARTUP /
  FEEDBACK_SKIP_STARTUP_TASKS), so the sync-startup test exercises the real
  path again.
- Restore the window.slopsmith backward-compat alias dropped during conflict
  resolution, and move the bus aliases to AFTER the _feedBackExisting merge
  block so they reference the fully-assembled object (also fixes the
  loop_api.test.js API-surface regex, which the original PR latently broke).
- Drop the stray empty data/web_library.db (runtime DB lives in CONFIG_DIR)
  and gitignore it.
- Fix stale tone-source test: feed[dB]ack -> fee[dB]ack to match shipped
  source labels.

Verified locally (org CI billing-blocked): JS 819/819 pass; pytest 1669
passed / 1683 collected with 0 import errors; zero residual slopsmith/byron
except the two intentional window.slopsmith aliases.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* rename: implement advertised backward-compat + prune dead community plugins

Address gaps where PR #537's "Backward compatibility" section was advertised
but not implemented, and clean up the community plugin list.

Env vars (FEEDBACK_* canonical, legacy SLOPSMITH_* honoured):
- New lib/env_compat.py (getenv_compat / env_flag_compat) + tests. server.py
  (_env_flag + all FEEDBACK_* reads), diagnostics_hardware, gp2midi and
  tailwind_rebuild now resolve the legacy alias, so existing SLOPSMITH_UI /
  SLOPSMITH_PLUGINS_DIR / etc. deployments keep working.
- Fix the rename collapsing plugins/__init__.py and minigames/routes.py from
  `FEEDBACK_PLUGINS_DIR or SLOPSMITH_PLUGINS_DIR` into a redundant
  `FEEDBACK_ or FEEDBACK_` (the fallback was silently lost).

Storage (app.js update-channel):
- Read feedBack-update-channel, fall back to legacy slopsmith-update-channel,
  and clear the legacy key on write — so a user's update-channel preference
  survives the rename instead of resetting to "stable".

Community plugin list (README): the rename rewrote third-party repo URLs we
don't own. Probed every one; their owners never renamed, so:
- Restore the 13 live community plugins to their real slopsmith-* names.
- Prune 6 that are 404 to the public (topkoa splitscreen/stems, OmikronApex
  tuner, Jafz2001 nam-rig-builder, DeathlySin song-preview, Erikcb91 shuffle).
- Fix a pre-existing Guitar Theory clone-command typo (nam-tone -> guitar-theory).

Verified: env_compat 7/7, JS 819/819, pytest 1690 collected / 0 import errors,
rename-sensitive + startup suites green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: byrongamatos <xasiklas@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 11:03:01 +02:00
Byron Gamatos
a8ad02739a
fix(v3): refresh library accuracy badge right after a song is scored (#574)
The v3 library loaded the best-accuracy map (/api/stats/best) once into
state.accuracy at render time and only refreshed it on a full re-render.
The play->return flow takes the screen-entry fast-path that restores the
cached grid DOM without re-fetching, so a just-earned score stayed
invisible on the card until the next app restart re-ran render().

stats-recorder now emits a `stats:recorded` event (filename/arrangement)
once the scored POST /api/stats resolves on the server -- the correct
moment, since song:stop fires before the POST completes. songs.js
listens: if the library is the active screen it re-fetches
/api/stats/best and patches the affected card/row badge in place;
otherwise it marks the filename dirty and onV3SongsScreenEnter applies
it on return. A failed fetch keeps the entry dirty so a later trigger
retries instead of silently dropping the update.

Badge markup is factored into a shared accuracyBadge(filename, variant)
(grid pill + tree-row percentage, both tagged .fb-acc-badge) so the
in-place repaintAccuracy can find and replace them without a full list
re-render, preserving scroll and pagination. The old empty song:stop
"refresh lazily next render" placeholder is replaced.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:55:57 +02:00
ChrisBeWithYou
ea25cfe541
fix(v3): promote Virtuoso to the first-class sidebar slot (was slopscale) (#554)
* fix(v3): promote Virtuoso to the first-class sidebar slot (was slopscale)

The bundled practice plugin was rebranded/re-homed from the SlopScale fork
(id: slopscale) to feedback-plugin-virtuoso (id: virtuoso); the desktop
bundle swap is feedBack-desktop#31. shell.js still promoted `slopscale`,
whose id no longer ships, so renderPromotedNav() (gated on the plugin
appearing in /api/plugins) would find no match: the dedicated sidebar slot
goes dark and Virtuoso drops to the generic Plugins gallery.

Swap the NAV entry + PROMOTED_PLUGINS slot slopscale -> virtuoso
(screen: plugin-virtuoso, label "Virtuoso - Practice", same FeedBarcade
anchor + target icon) so the practice plugin keeps its first-class entry.
Same pattern as the editor promotion (#546). Must land with the bundle swap
or the practice plugin regresses in the UI.

Signed-off-by: ChrisBeWithYou <16130099+ChrisBeWithYou@users.noreply.github.com>
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* fix(v3): clear dead slopscale id from Plugins gallery + refresh docs

Review follow-up (topkoa) — same dead-id bug class on a second surface:
- static/v3/plugins-page.js: drop the now-dead `slopscale: 'game'` from the
  CURATED category map and add `virtuoso: 'practice'`. The Virtuoso manifest
  sets `category: "practice"` (authoritative in categoryOf), so it already
  lands on the practice board; the curated entry is a defensive fallback so a
  manifest without `category` wouldn't drop to 'other'.
- README.md: SlopScale row -> Virtuoso (new repo URL + description + clone).
- docs/plugin-capability-inventory.md: slopscale row -> virtuoso (Active).

No behavior change beyond gallery categorization for the dead id.

Signed-off-by: ChrisBeWithYou <16130099+ChrisBeWithYou@users.noreply.github.com>
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

---------

Signed-off-by: ChrisBeWithYou <16130099+ChrisBeWithYou@users.noreply.github.com>
Co-authored-by: ChrisBeWithYou <16130099+ChrisBeWithYou@users.noreply.github.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 15:07:00 -05:00
Sin
37aedd4251
Restore GP6/7/8 tremolo picking on import (#572)
* Map GP7/8 tremolo picking on import

GP7/8 (GPIF) encodes tremolo picking as a beat-level <Tremolo> element,
which the importer ignored — so tremolo was silently dropped on .gp import,
while note vibrato and the GP3-5 path were unaffected. Read the beat-level
<Tremolo> and set the note tremolo flag across the beat, independent of
vibrato (a note can carry both).

Signed-off-by: Sin <deathlysin@outlook.com>

* test: cover GP6/7/8 tremolo-picking import

Extract the beat-level <Tremolo> detection into a pure _beat_has_tremolo
helper (mirroring the tested _note_has_vibrato) so it's unit-testable in
this suite's fixture-free style, then add:

- 4 unit tests on _beat_has_tremolo: direct <Tremolo> child detected
  (rate-agnostic), absent -> False, direct-child-only (nested Tremolo
  ignored), independent of the VibratoWTremBar whammy property.
- 1 end-to-end test driving convert_file via a crafted GPIF (monkeypatched
  _load_gpif): a tremolo-picked beat's note serializes tremolo="1" while a
  plain beat stays "0".

Both the detection and integration tests fail without the fix; full GP
suite 238 passed. Refactor is behavior-identical.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Signed-off-by: Sin <deathlysin@outlook.com>
Co-authored-by: Byron Gamatos <xasiklas@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 21:14:43 +02:00
K. O. A.
32127bc70b
feat: save as .feedpak; discover and load both .feedpak and .sloppak (#553)
* feat: save songs as .feedpak; discover and load both .feedpak and .sloppak

The open song format was renamed sloppak -> feedpak (public spec lives in
the feedback-feedpak-spec repo), but the server still wrote and recognized
only `.sloppak`. The two are byte-identical on disk.

Read both suffixes everywhere songs are discovered, uploaded, and loaded;
writing the new `.feedpak` suffix is handled in the editor plugin repo. Keep
the internal `format` tag `sloppak` so existing feature gates (stems, drums,
keys) are untouched, matching the "internal rename not landed yet" stance.

- lib/sloppak.py: add FEEDPAK_EXT / SLOPPAK_EXT / SONG_EXTS; is_sloppak()
  now matches either suffix (covers all 7 callers).
- server.py: union scan glob over SONG_EXTS; widen loose-folder exclusion,
  settings DLC count, upload gate (_ALLOWED_SONG_EXTS) and zip-magic check;
  refresh user-facing messages to .feedpak.
- static: library format filter relabeled Sloppak -> Feedpak (value stays
  sloppak, matches both); badge text SLOPPAK -> FEEDPAK in v2 + v3;
  filename-suffix detection and upload drag-drop filter accept both.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Signed-off-by: topkoa <topkoa@gmail.com>

* test: cover .feedpak/.sloppak dual-suffix support

Add tests/test_feedpak_extension.py pinning the four paths PR #553
widened so a refactor can't drop .sloppak back-compat or stop
accepting .feedpak:

- is_sloppak / SONG_EXTS suffix detection (file + dir form, case-insensitive)
- _background_scan discovery glob unions over both suffixes
- POST /api/songs/upload accepts both, rejects wrong suffix + non-zip
- save_settings DLC count includes both suffixes

19 tests, all passing; reuses the existing scan_module / TestClient /
isolate_logging fixtures.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Signed-off-by: topkoa <topkoa@gmail.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-22 20:47:56 +02:00
Byron Gamatos
a07edd9971
fix(v3): make equipped theme recolor the sidebar background (#570)
Equipping a cosmetic theme recolored text, fb-* utility surfaces, and
body, but the left sidebar's navy radial wash stayed on its default — so
the interface read as "only the fonts change, not the backgrounds".

Cause: #v3-sidebar is painted with a hardcoded radial-gradient in v3.css
and carries no fb-* utility class, so theme-core's per-utility override
loop never reaches it (#1e293b == default card, #0f172a == default bg).

Extend cssFor() — which already special-cases body — to re-point the
sidebar gradient at the theme, gated by html[data-fb-theme] so the
default (no-theme) look is untouched. Only background-image is overridden,
preserving v3.css's background-attachment:fixed.

Verified in Chromium against the real tailwind.min.css + v3.css +
theme-core.js: default = navy gradient (unthemed), apply() recolors the
sidebar to the theme's card->bg stops, apply(null) reverts to navy.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:25:39 +02:00
Byron Gamatos
5d0229fc82
fix(onboarding): midi-input multi-provider discovery + home-tour lifecycle (#568)
Addresses Codex review of #526/#528:
- midi-input discover(): one provider's enumerate() rejection no longer aborts
  the whole discovery — other providers (e.g. a native/desktop MIDI provider)
  are still queried; denial is only reported when NO provider enumerates.
- Home tour now waits for a 'v3:dashboard-rendered' event (dashboard.js emits
  it after the #v3-home innerHTML swap) before attaching Shepherd, instead of a
  single animation frame that could latch onto pre-render nodes the async
  dashboard render then replaces.
- "Play it now" onboarding now arms the tour (armPendingFirstRun) to run the
  first time the user returns to v3-home, instead of silently never showing it.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:06:28 +02:00
Byron Gamatos
820a18648a
fix(player): stop song name/timer overlapping the section map bar (#567)
The section_map plugin injects #section-map as #player's first child — a
~20px bar pinned to top:0 (z-index:5). #player-hud is also top:0/absolute
but at z-index:10 with only py-3 (12px) top padding, so its song name
(top-left) and timer (top-right) paint on top of that bar.

Push the HUD's content below the bar when it is present. The general-
sibling combinator only matches when #section-map precedes #player-hud —
exactly how the plugin inserts it — so the bar-less layout is untouched.
ID-on-ID specificity overrides Tailwind's .py-3 top padding.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:04:06 +02:00
Byron Gamatos
187d0bb978
fix(highway): stop stale viz frame bleeding through after switching visualizations (#565)
Switching between the 3D drum highway (renders onto #highway) and the 3D
guitar highway (renders into its own .h3d-wrap overlay) left the previous
drum frame showing through the gap the overlay did not cover.

Core: _setRenderer now replaces #highway on a genuine viz change (keyed on
viz id via _rendererVizKey, not object identity, so benign same-viz
re-installs don't churn the canvas) as well as on a context-type change.

highway_3d: applySize pins the .h3d-wrap overlay to #highway's exact box,
derived from the same getBoundingClientRect measurements that size the
renderer (sub-pixel correct under zoom). Re-pins once the canvas lays out
(init race) and resets to the static anchor in the not-laid-out fallback.

Reviewed locally via codex (5 rounds, converged clean). CI checks are the
known org Actions billing block, not real failures.
2026-06-22 13:27:21 +02:00