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docs/host-theme-contract
18 Commits
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b103a722ce
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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> |
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d841813e0b
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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> |
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fef870047b
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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> |
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3b2d83d406
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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> |
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d1f7f12293
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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> |
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6dbcc5861b
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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> |
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97dae88860
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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>
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b70fde9b02
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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> |
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82db8e56b1
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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>
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64801d5735
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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> |
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287c23a532
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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>
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3b485fe62b
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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> |
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7399a2ac63
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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> |
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af2949677a
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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> |
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32127bc70b
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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> |
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4dc5936712
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feat(player): global autoplay & auto-exit option (songs + lessons) (#558)
* fix(v3): pedal click opens the plugin's screen, not its settings The v3 Pedalboard's settingsTarget() resolved settings-first, so a plugin that ships both a screen and a settings panel (notably the bundled Audio Engine) could only ever reach its settings from the pedalboard — its actual page was unreachable. Flip to screen-first (stompbox metaphor: step on the pedal, see the pedal), falling back to settings when there is no screen. Keep a settings fallback in openPluginSettings() when a declared screen isn't mounted yet (installing/failed) so settings-bearing plugins are never stranded on a toast. Drive the pedal aria-label off the same target so it never promises the wrong surface. Update the unit test contract to screen > settings > none. Fixes #555 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(player): global autoplay & auto-exit option (songs + lessons) Single Settings toggle (autoplayExit, default ON) that auto-starts a song once it's ready and returns to the launching menu when it ends. Auto-exit defers while a results/score overlay is on top (heuristic + holdAutoExit() contract) so a scoring plugin's screen drives the exit. Player origin is now context-aware (lessons return to the lessons screen via setReturnScreen()), fixing lesson completion bouncing to the library. Core-only; songs and lessons share the playSong -> highway path. Adds a read-only window.slopsmith.autoplayExit getter + holdAutoExit()/setReturnScreen() for plugins. Unit tests for the pure helpers (_autoplayExitEnabled, _resolvePlayerOrigin, _resultsOverlayVisible). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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4148b0e72e |
Purge external-format terminology from code, tests and docs
Reword comments/docstrings/strings and rename identifiers that referenced the external game and its file formats: - format-id "psarc" -> "archive"; local vars psarc_path -> song_path, psarc_base -> tone_base - lyrics provenance value "sng" -> "notechart" (legacy "sng" still accepted) - highway_3d fret-ghost scope value "rocksmith" -> "chords" (invalid/legacy values fall back to the default, preserving behaviour) - neutralise references in prose, test names/data, .gitattributes and docs No functional change beyond the renamed identifiers; all Python compiles. |
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6c110398b4 | Clean release snapshot |