Commit Graph

116 Commits

Author SHA1 Message Date
ChrisBeWithYou
df367e5cce feat(v3): play a playlist as a queue with auto-advance
Playing a playlist previously played one song and returned to the menu -- a
play-queue was never implemented. Add window.feedBack.playQueue (start / advance
/ hasNext / clear) and a "Play all" button on the playlist detail.

Advancing rides the same exit choke point as auto-exit and a results-card close:
song-end paths call window.closeCurrentSong() (the auto-exit grace timer and a
results screen's release()), so wrapping it plays the next track instead of
returning to the menu -- advancing AFTER the user dismisses a score card, not
through it. A user-initiated exit (Escape / the close button) uses the bareword
closeCurrentSong(), left untouched, so leaving the player still leaves and
abandons the queue. playSong gains a fromQueue guard (a manual play abandons a
stale queue) and closeCurrentSong clears the queue on a real close. Binds via
song:ended / the choke point, not the <audio> element, so it advances on the
desktop (JUCE) route too. The no-queue path is unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF
2026-07-01 05:34:35 -05:00
Byron Gamatos
f9607c5c94
Port the Min res (minimum auto-resolution) selector into the v3 player (#663)
The v2 control bar exposes a "Min res" selector next to Quality that sets
highway.setMinRenderScale — capping how far the load-adaptive resolution
scaler (feedBack#654) may downscale, or disabling it entirely (Full). The
v3 UI only ported the Quality selector, so v3 users had no way to stop the
highway auto-downscaling to as low as quarter-res on heavy scenes / weak-
GPU launches — pixelated even at Quality = HD, with no workaround (worse
than v2).

Add the Min res row to the v3 viz/quality rail popover, under Quality,
mirroring the v2 control (same options, handler, title, aria). The handler,
the setMinRenderScale/getMinRenderScale API, and the shared app.js init
that syncs the selector's value (guarded by element id) all already exist —
only the v3 markup was missing.

Fixes #662

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-30 20:19:08 +02:00
K. O. A.
3e3a98a0d0
Aspect-aware framing for ultra-wide 3D highway panes (#652)
* Add aspect-aware framing for ultra-wide highway panes

On a top/bottom 2-player split each 3D highway pane is full-width /
half-height (~32:9). The camera's vertical FOV was locked at a single
value, so at that aspect the horizontal cone ballooned past 130deg and
squeezed the fixed-width neck into a thin central sliver with large dead
margins on either side.

Add a "horizontal-FOV-hold" path: past a configurable start aspect the
effective vertical FOV is lowered so the horizontal cone stays roughly
constant, letting the neck fill a wide pane. At/under the start aspect it
is an exact no-op, so normal ~16:9 single-player and most 2x2 panes are
unchanged. Optional pose nudges (height / dolly / pitch / look-depth)
further flatten the view toward a low, immersive angle.

Everything is driven by a runtime bridge (window.__h3dAspectTune) with a
live tuner panel (Shift+A in the player) exposing every knob plus a live
aspect/FOV readout, localStorage persistence, and a Copy button. Toggling
the feature off restores the exact prior framing, so it doubles as an A/B
control. Shipped on by default for wide panes for testing feedback.

Source-pinned by tests/js/highway_3d_wide_fov.test.js.

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

* fix(highway_3d): ship wide-pane framing default-OFF with a coherent config

Review fixes for the aspect-aware framing. The first cut shipped
_ASPECT_DEFAULTS = { enabled:true, baseVfov:30, blend:0, minVfovDeg:36 },
which contradicted the PR's own "default off → byte-for-byte prior behaviour"
claim:

- enabled:true made the tune active for everyone, and baseVfov:30 forced every
  pane's vertical fov from 70° to 30° (normal single-player/2x2 panes included —
  a drastic global zoom, not the advertised no-op).
- blend:0 collapsed the Hor+ math back to base, so the actual horizontal-FOV-
  hold did nothing even on wide panes — the only net effect was the zoom.
- minVfovDeg:36 > baseVfov:30 was an inverted floor (clamped wide panes UP to
  36° rather than flooring a real reduction).

New defaults: { enabled:false, baseVfov:BASE_VFOV(70), blend:1,
minVfovDeg:HORPLUS_MIN_VFOV(28) }. Now:

- OFF by default → camUpdate passes a null tune → effectiveVfov returns
  BASE_VFOV → exact no-op on every pane (verified: 70° at 16:9 and 32:9).
- When a tester enables it (Shift+A), baseVfov==BASE_VFOV keeps normal/≤start
  panes at 70° (still a no-op there) and blend:1 makes the hold actually engage
  on genuinely wide panes (47.7° at 32:9, flooring toward 28° as aspect grows).
- minVfovDeg < baseVfov is a real floor.

Also bumps the localStorage key (h3d_aspect_tune → h3d_aspect_tune2) so a
machine that persisted the old broken default gets the corrected one, and adds
source-pin tests guarding default-off + the coherent base/blend/floor so this
can't silently regress to default-on again. The pose-nudge values are left as
the author's in-progress wide-pane look (dormant until enabled). 110/110 tests
pass; node --check clean.

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>
2026-06-30 17:36:32 +02:00
K. O. A.
db81d7dafb
Add progress bar to v3 "Up Next" pill (#649)
The persistent top-right "Up Next" pill showed the upcoming section name
and a countdown ("in 12.3s") but no at-a-glance sense of how far through
the current section the song is. Add a thin progress bar directly under
the existing text that fills as the current section elapses toward the
next, reaching full when the section flips.

The text row is wrapped unchanged in a flex row and the pill stacks the
bar beneath it; nothing else about the pill's content or styling changes.
Progress is computed in updateUpNext() as the fraction elapsed between the
previous section boundary (last section at/before now, else song start)
and the next section. The fill uses the same gradient as the section name
for visual cohesion.

Signed-off-by: topkoa <topkoa@gmail.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 23:44:09 +02:00
Byron Gamatos
a732e1f9d2
perf(tuner): idle the always-on tuner viz rAF when there's no signal (#647)
The v3 home tuner card runs continuously, and every tuner visualization
drove a self-rescheduling 60fps requestAnimationFrame loop that never
stopped — pinning a renderer core even on a silent home screen with the
needle/strobe at rest.

Make each viz idle its loop once there's nothing left to animate, and
re-kick it from update() on the next reading that actually moves it:

- analogue-gauge: stop when the needle + drum strip have settled on their
  targets (|target-current| below a sub-visible epsilon); restart when a
  new reading moves the target.
- strobe / mace-fx-iii / chef-mt3: stop when there's no live signal and the
  strobe drift (and glow fade) have fully decayed; restart on the next note.
- toilet-tuner: stop when silent and the plunger has eased back to centre;
  restart on the next reading (guarded so repeated no-signal updates don't
  re-kick a parked loop).

Active tuning is unchanged — the loop runs whenever a note is sounding or
the indicator is still moving. Bumps tuner 1.3.1 -> 1.3.2.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 23:12:42 +02:00
ChrisBeWithYou
dfa825b4ab
docs: host theme contract proposal (#645)
* 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

* docs(host-theme-contract): make the proposal normative (review fixes)

Address the review of #645 (manual + Codex) — the doc was a sound design
sketch but not yet the precise *contract* it claims to be:

- P1 Token contract pinned: one public namespace `--fb-*` written on :root by a
  host-owned contract stylesheet (present themed-or-not); `--fbv-*` explicitly
  demoted to internal Tailwind-override plumbing (plugins must not read it).
  Added a normative role table + value grammar (colour roles = `r g b` triplets
  consumed via `rgb(var(--fb-x))`; recipe slots = full CSS device values). The
  §5 example now uses `--fb-*` throughout (was bare `--accent`/`--emph-*`).
- P1 Invisible-text bug removed from the spec: `--fb-acc-text-fill` is the one
  slot where `none` is ILLEGAL (always a real paint, defaulting to the solid
  accent); the example feature-detects `background-clip: text` and keeps a solid
  `color` base, so the accuracy number can never render transparent — honouring
  the DoD "a device stays legible when its slot resolves to none".
- P1 capabilities() booleans removed: they contradicted "never branch on
  glowy?" and were too lossy for canvas. The JS API is now CSS/DOM-forbidden and
  exposes RESOLVED token values (`get().tokens`) for canvas/WebGL renderers only.
- P1 Physical home decided: a static `theme-contract.css` (outside the prebuilt
  Tailwind artifact, so no tailwind-fresh CI churn) holds the :root `--fb-*`
  defaults + the single focus-visible + reduced-motion rules; existing v3.css
  focus/motion rules are a tracked reconciliation, not day-one magic.
- P2 Full on-fill family (`--fb-on-accent/-good/-warn/-bad`) + good/warn/bad ↔
  existing good/mid/low mapping; `theme:changed` lifecycle pinned (get() sync +
  valid pre-apply, event after commit + once on hydration, plugins read on
  mount); same-document-light-DOM scope + shadow/iframe bridge stated;
  prefersReducedMotion() named the single JS motion gate.

Resolved open questions folded into the body; the two genuine ones (skins-as-
host-themes, component-recipe bundles) remain.

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>
2026-06-29 15:48:35 +02:00
ChrisBeWithYou
3120ae3e71
fix(highway_3d): dolly back so the fret-number row can't clip off the bottom (#633)
The heat-coloured fret-number row is drawn as a band BELOW the board
(sY(lowest) - S_GAP*1.4), but camUpdate's self-correcting framing only
anchors the board CENTRE to the lower third of the screen and reserves no
headroom for that row. So a tight zoom on a centred active span (worst
mid-neck; fine at either end of the neck) pushes the numbers past the
bottom edge -- which is why testers saw it "only when centered" and "not
every song." Tilt can't fix it (it would only trade a bottom clip for a
top clip); the vertical-extent problem at tight zoom needs camera distance.

Add a fret-row fit guard: project the row band with the final camera and,
when it falls below FRET_ROW_FIT_NDC_MIN, raise a capped, hysteretic
_fretRowFitBoost applied to the curDist lerp target (the span-driven
tgtDist still owns zooming IN). The boost rises promptly (proportional to
the deficit), relaxes lazily past a deadband, and is capped at
FRET_ROW_FIT_BOOST_MAX (+60%) so the zoom can't pop or hunt. It cooperates
with the tilt loop (pull-back shrinks the scene, tilt keeps the centre
anchored) and yields entirely to the Camera Director free-cam. Surgical:
passages where the row is already visible never trigger it, so framing is
unchanged everywhere it already worked.

plugin.json 3.30.0 -> 3.30.2 (screen.js cache-buster; 3.30.1 is taken by the
FPS-counter PR). Tests: tests/js/highway_3d_camera_framing.test.js
(guard constants, the boosted curDist lerp, the projected-row hysteresis,
free-cam yield).

Fixes #632


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

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 15:31:24 +02:00
ChrisBeWithYou
199550e5fb
fix(v3): dismiss Section Practice popover when another player popover opens (#638)
* fix(v3): dismiss Section Practice popover when another player popover opens

The Section Practice popover (Songs > Song > Practice pill) stayed open
when the user then clicked a v3 player-rail icon (Plugins, Audio, …),
leaving two popovers stacked on top of each other. Reported on 0.3.0
(macOS) and still reproducing in the 2026-06-28 build.

Root cause: the popover's outside-click dismiss was bound in the
bubbling phase, but the v3 rail's icon buttons call e.stopPropagation()
in their click handler (player-chrome.js wireRail), which kills bubbling
before the click reaches document. So the dismiss listener never fired
for a rail-icon click and the popover was orphaned open.

Fix: bind the outside-click dismiss in the capture phase, which runs
before the target's handler so stopPropagation() can't swallow it. This
mirrors the audio mixer popover (audio-mixer.js), which already
dismisses outside-clicks via capture-phase listeners for exactly this
reason. Esc handling stays in the bubble phase (no rail handler stops
keydown propagation, and capturing it would reorder it ahead of the
player's Escape-to-exit handling).

Shared app.js code, so v2 is covered too; v2 has no stopPropagation rail,
so its outside-click dismiss behaviour is unchanged.

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

* chore(#638): add CHANGELOG entry + capture-phase regression test

Review follow-ups for the Section Practice popover dismiss fix:
- CHANGELOG [Unreleased] → Fixed entry (repo workflow requires one).
- tests/js/section_practice_dismiss.test.js pins the fix: the outside-click
  dismiss binds in the CAPTURE phase (so a rail icon's stopPropagation can't
  swallow it), exactly one capture binding (Escape keydown stays bubble-phase),
  and the #section-practice-control containment guard (no self-close). A revert
  to bubble-phase fails the test.

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>
2026-06-29 15:00:28 +02:00
ChrisBeWithYou
8fbbc761fc
fix(v3): reject accidental text-selection of UI chrome (user-select policy) (#637)
* fix(v3): reject accidental text-selection of UI chrome (user-select policy)

Dragging/double-clicking across the v3 UI marquee-highlighted buttons, labels,
the sidebar, transport, and the note-highway HUD — looks broken (reported Mac +
Windows). Default the v3 shell to user-select:none on html, then opt CONTENT
back in. Decided by a 4-lens panel (UX / a11y / dev-ops / plugin-ecosystem);
their guardrails are baked in:

- Form fields ALWAYS re-enabled (input/textarea/select/[contenteditable]) so the
  caret + IME composition never break. No `* { user-select:none }` (WebKit input
  bug 82692).
- Plugin screens (.screen[id^="plugin-"]) stay selectable BY INHERITANCE (no `*`,
  so a plugin's own non-select chrome still wins) — a plugin's copyable text
  (lyrics, chords, results), including community/out-of-tree plugins that never
  adopt the class, isn't silently locked.
- Core read-only content opts back in by CONTAINER via a hand-authored
  `.fb-selectable` (not a Tailwind utility — so runtime-installed plugins get it
  too): the whole Settings panel (paths, device names, version, diagnostics,
  About) and the now-playing song metadata. Answers the open "keep settings
  copyable?" question: yes, at the container.

Cosmetic only — never used to lock copy-worthy text (errors/IDs/paths/versions/
metadata stay selectable; WCAG 2.2 allows copy-paste as a mechanism). v3-only
(v2 unchanged; v3.css loads only on /v3); plain CSS, no Tailwind rebuild; no
desktop/Electron changes (standard OS-framed window). `.fb-selectable` is
documented in CLAUDE.md for plugin authors.

Tests: tests/js/v3_user_select_policy.test.js (html default, form-field
re-enable, plugin-screen carve without `*`, .fb-selectable, container opt-ins,
and the no-`*`-rule guardrail).

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

* fix(v3): address review of the user-select policy (#637)

Review (manual + Codex) of the v3 text-selection policy:

- P1 (real bug): the now-playing HUD metadata opted into `.fb-selectable` but
  its `#player-hud` parent is `pointer-events: none`, so the mouse could never
  reach the text to select it — the opt-in was inert. Add `pointer-events-auto`
  to the metadata block (verified in-browser: user-select:text + pointer-
  events:auto, while the HUD parent stays pointer-events:none).
- Coverage: the PR's a11y guardrail promised copyable text stays selectable
  "incl. in modals/toasts", but only Settings + the HUD were opted in. Blanket-
  opt the focused copyable surfaces back in by selector — `.feedBack-modal`,
  `[role="dialog"]`, `#fb-notify-stack`, `#v3-fb-toast`, `#scan-banner` — so
  errors / IDs / paths / file names in dialogs, toasts, and the scan banner stay
  copyable. These are focused panels, not dense card lists, so re-enabling
  selection there can't recreate the across-cards marquee mess.
  (Deliberately NOT opting in the library grid / dashboard / profile card lists:
  making dense card text selectable would reintroduce exactly that marquee mess
  on a drag — copy song metadata from the now-playing HUD / Settings instead.)
- Test (P3): assert the selectable rule's selectors order-independently, cover
  the new modal/toast/banner surfaces, and check the HUD block carries BOTH
  fb-selectable and pointer-events-auto (class-order independent).

Verified in a real browser (chromium): html=none, sidebar chrome=none, input=
text, Settings=text, HUD meta=text+pointer-events:auto, dialog/modal=text.

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>
2026-06-29 14:44:56 +02:00
Byron Gamatos
a791a0d8fe
feat(v3): DOM-virtualize the Songs grid (#636 item 3 stage 2) (#643)
The v3 Songs grid appended every scrolled page and never released nodes,
so card-node count grew unbounded with scroll depth (24 → 624 → 2001 for a
2000-song library). Replace it with a windowed/recycled render: only the
visible window (± overscan) is in the DOM while a #v3-songs-gridsizer
element sized to ceil(total/cols)*rowH gives the scrollbar full-library
geometry; #v3-songs-grid is absolutely positioned to the first visible row.

- state.songs is a sparse, absolutely-indexed store filled a page at a time
  by ensureWindow(): the stage-1 keyset cursor for contiguous forward scroll
  (O(page)), OFFSET page= for jumps/restore/non-keyset providers. _loadPage
  shares an in-flight promise per page and an epoch guard discards a stale
  fetch that lands after a reset.
- A–Z rail seeks directly via sort_letters cumulative counts (O(1), no
  page-through); bounded scan fallback for legacy providers without it.
- Snapshot/restore is now scrollTop-based (geometry is stable). Select mode,
  accuracy badges, ⋮ menu, plugin card actions, and tree/folder coexistence
  survive cards recycling; renderWindow re-renders when select mode toggles.
- Plugins get window.v3Songs.visibleCards() + a v3:library-window-rendered
  event instead of assuming all cards are present (highway-stutter lesson).

Verified in a browser against a seeded 2001-song library: DOM bounded to
~60 nodes while the count reads "2001 songs", rail jump lands on the target
row, selection survives recycling, scroll-restore exact. Codex-reviewed
(3 findings fixed: stale-fetch epoch guard, await-in-flight page promise,
select-mode resync on cached re-entry).

Frontend-only. Tests: tests/browser/v3-grid-virtualization.spec.ts pins the
bounded-DOM invariant + direct rail jump; tests/js/v3_az_rail.test.js and
v3_songs_scroll.test.js updated to the new wiring.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 12:26:29 +02:00
Byron Gamatos
5ed6f454e7
feat(library): smart collections as a library provider (#641)
Implements feedBack#636 item 2 (P1) — saved library filters that stay live,
the homelab primitive FeedBack was missing (Plex smart collections / Navidrome
.nsp / *arr custom filters).

A collection is a saved /api/library query surfaced as a registered library
provider, so it appears in the v3 source picker and inherits the whole Songs
UI (paging, stats, A–Z rail, art) with no new screen.

- Storage reuses the playlist subsystem: a `playlists.rules` JSON column
  (additive, idempotent migration). A row with rules != NULL is a smart
  collection; list_playlists + get_playlist filter `rules IS NULL`, so
  collections are excluded from the manual-playlist list and read-only to
  every playlist mutation that gates on get_playlist.
- SmartCollectionProvider (kind="local" — matched songs are local rows, so the
  client's play/art paths stay on the local branch) delegates query_page/
  query_stats/query_artists to the local DB with the stored rules applied;
  tuning_names/get_art delegate straight through. Registered via a boot scan +
  on create/update (replace=True) / delete.
- Rules mirror the raw /api/library query params; `_sanitize_collection_rules`
  drops unknown keys and is applied at API ingress AND on provider load, so a
  hand-edited / imported bad value can't crash a query.
- API: GET/POST/PUT/DELETE /api/collections. Frontend: a "+ Save as
  collection" action in the v3 filter drawer (local provider + active filters
  only) that names the current filter set and switches to it.

Reviewed by Codex; 3 findings fixed (local-kind playback path, save gated to
local provider, re-sanitize persisted rules).

Tests: tests/test_collections_api.py (CRUD, provider filtering, restart
re-registration, kind=local, corrupt-rule tolerance, playlist isolation),
tests/js/v3_collections.test.js.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 10:42:41 +02:00
Byron Gamatos
331857ff2a
feat(library): keyset cursor pagination + stable sort tiebreak (#636 item 3, stage 1) (#642)
Stage 1 of the virtualized-grid project (got-feedback/feedBack#636 item 3):
the data layer the DOM-recycling render window will build on, plus a latent
paging bug fixed on the way.

- Every grid sort now appends a unique `filename` tiebreak → a TOTAL order.
  Without it, rows with an equal sort key (e.g. two songs by the same artist)
  could be skipped or duplicated across OFFSET pages.
- query_page gains an opaque `after` keyset cursor: when supplied and the sort
  can keyset (artist[-desc], title[-desc], recent), the page is fetched with a
  WHERE-seek instead of OFFSET — O(page), independent of depth. The seek is
  NULL-aware (NULLs first in ASC / last in DESC) so it's EXACTLY OFFSET-
  equivalent; the legacy `dir=desc` shape is canonicalized so its cursor seeks
  the right direction. Unknown/compound sorts + bad cursors fall back to OFFSET.
- /api/library exposes `after` + `next_cursor`. Only the true local provider is
  handed a cursor (a collection may pin a different sort; remote don't keyset),
  so both page by OFFSET safely.
- Composite (artist NOCASE, filename) / (title NOCASE, filename) /
  (mtime, filename) indexes cover the order; `after` added to the optional
  provider kwargs so legacy providers drop it.

Codex-reviewed; 3 findings fixed (dir=desc canonicalization, NULL-key seek,
cursor only for the local provider).

Tests: tests/test_library_keyset.py (keyset==OFFSET parity for 5 sorts, stable
tiebreak on equal keys, dir=desc, NULL sort keys, bad-cursor + compound-sort
fallback).

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 10:40:47 +02:00
Byron Gamatos
8ca7ea4002
feat(library): persisted wishlist / "wanted" list (#640)
Closes feedBack#636 item 4 — the *arr "Wanted/Monitored" analogue FeedBack
was missing. A wishlist entry is a song the user does NOT own yet, so unlike
a playlist (which references owned local songs by filename) it can't reuse the
playlist subsystem; it lives in a new `wanted` table keyed by descriptive
identity (artist, title, source, source_ref, note, created_at).

- New table + a UNIQUE index on (artist NOCASE, title NOCASE, source,
  source_ref); additive + idempotent (CREATE … IF NOT EXISTS).
- MetadataDB.add_wanted (INSERT OR IGNORE + re-select under the write lock,
  so a re-run of an ownership-diff returns the existing row, never a dup),
  list_wanted (newest first), remove_wanted, count_wanted.
- Routes GET/POST/DELETE /api/wanted. POST requires artist or title and
  defaults source to "manual"; idempotent on identity so producers (the
  find_more ownership-diff, or a manual add) can re-post freely.

This is the core persistence primitive the charrette flagged as the missing
piece; the consuming UI lives in the producing plugin (find_more / the_daily).

Tests: tests/test_wanted_api.py (round-trip, identity idempotency incl.
case-insensitive, distinct source_ref, ordering, validation, additive schema).

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 09:36:02 +02:00
Byron Gamatos
07ab902604
feat(settings): back up the library DB + custom art in the export bundle (#639)
Closes the dev-ops lens's #1 finding from the library charrette
(got-feedback/feedBack#636 item 1): scores, favorites, playlists, and play
history — the only library state a rescan can't rebuild — were absent from
the settings backup. Now GET /api/settings/export carries an additive
`core_server_files` section:

- a CONSISTENT snapshot of web_library.db via the SQLite online-backup API
  (a complete single file even while the server runs; taken under the
  MetadataDB write lock), base64-encoded;
- custom playlist covers + avatar (CONFIG_DIR/playlist_covers, /avatars),
  walked with the existing _walk_export_paths machinery.

Restore is DB-safe:
- POST /api/settings/import STAGES the DB to web_library.db.restore (never
  over the live, open file); _apply_pending_db_restore swaps it in at the
  next startup BEFORE the connection opens, clearing stale -wal/-shm so a
  stale WAL can't be replayed onto the restored file. Response sets
  `restart_required` + a warning; custom art applies immediately.
- The staged DB is integrity-checked (open + PRAGMA quick_check) at import
  AND again at startup before the live DB is touched — a corrupt/truncated
  restore is refused/discarded and the live DB is left intact, so a bad
  bundle can never brick startup or lose data.
- Export hard-fails (500) if the snapshot can't be produced (no silent
  DB-less backup); a partial import disarms its own staged restore.

Backward-compatible: older servers ignore the new section; a bundle without
it imports as before. Known gap: custom uploaded *song* art is still
commingled with the rebuildable thumbnail cache in art_cache/, so it isn't
bundled yet (tracked follow-up on #636).

Tests: tests/test_settings_export_library_db.py (snapshot consistency,
staged-not-live restore, sidecar clearing, corrupt-DB refusal at import +
startard, traversal rejection, export hard-fail, disarm-on-failure, full
round-trip).

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 09:34:47 +02:00
ChrisBeWithYou
6a6efc793a
feat(v3 library): practice-aware home — Repertoire meter + "Keep practicing" shelf (#635)
* feat(v3 library): practice-aware home — Repertoire meter + "Keep practicing" shelf

The Songs page opened cold into a flat sorted grid. This adds a practice-aware
front door on the unfiltered grid, built entirely from data already on hand
(no new endpoints, no new stored state):

- Repertoire meter — "Repertoire: N of M songs · K in progress" + a bar,
  counting songs at/above the same mastery threshold the green accuracy badge
  uses (>= 0.9 best accuracy) over the unfiltered library total. Reads
  state.accuracy (/api/stats/best, already loaded for the card badges) and the
  unfiltered /api/library/stats total.
- "Keep practicing" shelf — a horizontal row of recently-played, not-yet-
  mastered songs (newest first, click to play). Reads /api/stats/recent.

Both show ONLY on the grid view when not searching/filtering/selecting (the
front-door context), refresh after a song is scored (applyScoreRefresh), and
collapse on an empty library. Soft-gamification only: descriptive encouragement
(goal-gradient / endowed-progress), never content-gating, decay, or nagging —
the practice-accuracy "continue" rail a media server can't do.

Frontend-only: static/v3/songs.js (renderLibraryHome / _repertoireCounts /
libHomeVisible, wired through reload() + applyScoreRefresh), static/v3/v3.css.
Came out of the library design charrette (UX + gamification lenses' top pick).

Stacked on the A–Z rail branch (feat/v3-library-az-rail) since both touch
static/v3/songs.js; merge that PR first (or retarget).

Tests: tests/js/v3_keep_practicing.test.js (threshold, front-door gating,
shelf filter, denominator, render/reload/score-refresh wiring, click-to-play).

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

* fix(v3 library): correct practice-aware home for review P1/P2/P3

Addresses the PR #635 review findings (manual + Codex):

P1 correctness
- Gate the Repertoire meter + "Keep practicing" shelf to the LOCAL
  provider (libHomeVisible). They read local practice stats
  (state.accuracy / /api/stats/recent); on a remote provider they mixed a
  local mastered count with a remote song total (e.g. "85 of 80") and the
  shelf played local files while browsing a remote library.
- Shelf now gates on the per-SONG best (state.accuracy[filename] = MAX
  across arrangements, what the green badge shows) and dedupes by filename,
  instead of the per-arrangement recents row — so a "keep practicing" card
  can no longer show a green "mastered" badge, and a song can't appear twice.

P2 robustness
- renderLibraryHome fetches /api/library/stats + /api/stats/recent together
  (Promise.all) and a _homeToken generation guard discards a stale render
  so a slow response can't repaint a home the grid already moved past.

P3 polish
- accuracyBadge references MASTERY_ACCURACY instead of a bare 0.9, so the
  badge and the meter/shelf can't drift from "the same mastery threshold".

Tests updated (v3_keep_practicing.test.js): provider gating, per-song
deduped shelf, Promise.all + token.

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>
2026-06-29 08:56:31 +02:00
ChrisBeWithYou
6a71577e05
feat(v3 library): A–Z fast-scroll jump rail on the Songs grid (#634)
* feat(v3 library): A–Z fast-scroll jump rail on the Songs grid

Adds a vertical letter rail (Plex/Radarr/iOS-contacts pattern) pinned to the
right edge next to the scrollbar so you can jump the library to a starting
letter — tap, drag-to-scrub with a live letter bubble, or arrow-key between
letters. The classic (v2) tree already had letter selection; this brings the
new v3 grid to parity (it was the gap behind the "alphabetical scroll
selection next to the scrollbar" idea).

It shows ONLY for the grid view + alphabetical (artist/title) sorts, and only
offers letters present in the current sort AND filter set, so a tap always
lands on a real card (absent letters are dimmed + non-interactive). The grid
is forward-only, server-paged infinite scroll with no virtualization, so a
jump pages through to the target card then scrolls to it; a token guards
overlapping jumps (drag) so the newest wins. A keyset-seek + virtualized
window is the scaling follow-up for very large libraries.

Backend: /api/library/stats gains an optional `sort` param and an additive
`sort_letters` map — songs-per-first-letter of the ACTIVE sort column (artist
or title), filter-synced — so the rail's present-letters match the grid's real
order. The legacy `letters` (distinct-artist) field is unchanged, so the
dashboard + classic tree are unaffected. `sort` is dropped for providers whose
query_stats predates it (existing kwarg-filter), so third-party library
providers keep working (rail simply falls back / hides).

Frontend: static/v3/songs.js (refreshRail / jumpToLetter / pointer-drag +
keyboard, cards tagged data-letter), static/v3/v3.css (.v3-azrail + bubble).

Tests: tests/test_library_filters.py (sort_letters artist/title, song-vs-
distinct-artist counting), tests/test_library_providers.py (sort forwarded),
tests/js/v3_az_rail.test.js (gating, data-letter, load-through, drag/keys).

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

* fix(v3 library): harden A–Z jump rail (review P2/P3)

Addresses the PR #634 review findings (manual + Codex):

P2 correctness
- refreshRail prefers the active-sort `sort_letters`; falls back to the
  artist-based `letters` only on an artist sort, and hides the rail on a
  title sort when a legacy provider returns none (was mislabeling letters).
- reload() bumps `_jumpToken` so an in-flight letter jump can't scroll a
  grid that's being rebuilt from page 0.
- songBucket no longer trims, matching the server SQL + grid ORDER BY raw
  first-char bucketing (a leading-space title now buckets under '#' on both
  sides).

P3 polish
- Paging guard is total-derived (ceil(total/PAGE_SIZE)+2) instead of a
  magic 4000, keeping large libraries reachable while still bounded.
- Roving tabindex: only the first present letter is tabbable; arrow keys
  move it. Removes up to 27 page tab stops.
- `sort_letters` is computed only when the caller opts in
  (want_sort_letters / route `sort_letters=1`); the dashboard + v2 tree
  skip the extra GROUP BY. Added sort + want_sort_letters to the optional
  provider-kwargs so non-introspectable legacy providers drop them.
- _railToken supersedes stale refreshRail responses; hide the rail when no
  letters are present instead of rendering disabled buttons.

Tests updated accordingly (v3_az_rail.test.js, test_library_filters.py).

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>
2026-06-29 08:49:01 +02:00
ChrisBeWithYou
b29bab1884
fix(highway_3d): keep the FPS counter from hiding behind the v3 "Up Next" pill (#630)
The on-highway FPS readout (Settings -> Graphics -> 3D Highway -> Show FPS
counter) is pinned to the top-right of the highway overlay -- the same
corner the v3 player chrome stacks its persistent Up Next pill and
live-performance HUD into, on a higher layer that paints over the canvas.
So the readout sat behind that chrome and couldn't be read, exactly when a
tester turned it on to judge performance (and because the pill is default-on
it covered the counter regardless of the separate "Up Next won't turn off"
report).

Keep it top-right (where testers look) but drop it just below whichever of
that chrome is showing: measure the lowest visible top-right v3 HUD element
(#v3-upnext / #v3-live-performance-hud / #hud-time) and floor the FPS box's
Y beneath it. Element refs are resolved once and cached (no per-frame
querySelector, per the plugin perf rules) and only read while the counter is
actually drawn; gated on window.feedBack.uiVersion === 'v3' so classic v2 is
byte-for-byte unaffected. Bump plugin version 3.30.0 -> 3.30.1 (the screen.js
cache-buster).


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

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 00:50:36 +02:00
Byron Gamatos
8a2175aa1c
feat(onboarding): amp-sim opt-in choice + use_amp_sims setting (#631)
Second half of feedBack-desktop#46. The desktop app monitors through an
in-app amp-sim/tone chain that, once loaded, auto-restores every launch —
an idle high-gain amp on the input is a constant distorted buzz, and the
dry-only monitor mute can't silence it. This adds the "own-rig first"
opt-in so players using their own external amp/rig never get a processed
monitor in the first place.

Core changes:
- New `use_amp_sims` setting (default OFF / own-rig first): GET default,
  POST boolean validation, and resettable key — mirroring achievements_enabled.
- Onboarding wizard: a DESKTOP-ONLY step ("How do you want to hear
  yourself?") between instrument paths and the calibration challenge. The
  web build has no native amp sims, so the step is skipped there (5 steps
  on web, 6 on desktop) — gated on window.feedBackDesktop, dot count and
  setStep bounds are derived from it. Ticking "Use in-app amp simulations"
  POSTs use_amp_sims; default unticked.

The desktop renderer consumes this setting to gate its saved-tone-chain
restore (feedback-desktop PR, paired).

Verified by booting core locally and walking the wizard with Playwright:
web shows 5 dots/no amp step, desktop shows 6 dots, the amp step is
reachable, calibration stays the final "Play it now" step, ticking the box
persists use_amp_sims=true, and there are no page errors. Server-side
GET default / POST validation / reset confirmed via curl.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 00:13:28 +02:00
Byron Gamatos
5a0b62599d
feat(highway): show feedpak author/editor credits on song load (#629)
Surface the feedpak manifest `authors` list (spec §5.4) on the highway: a credits card ("Charted by Azure") shown over the highway when a song loads, riding the count-in / a ~3s hold and dismissed when playback starts. Gated to fresh feedpak plays only (minigames, loose/archive, arrangement switches, seeks, replays excluded). Includes a 12s backstop so the overlay never lingers if playback fails to start.

Closes #628. Reviewed by Codex (3 passes, converged). Verified locally: pytest 9/9, node --test 23/23, headless-browser end-to-end.
2026-06-28 22:08:44 +02:00
ChrisBeWithYou
271fedda55
fix(input_setup): stop collapsing audio driver-type variants in the wizard (#627)
The onboarding audio picker de-duped the device list by display LABEL. On
Windows the engine enumerates one interface once per host API (ASIO /
Windows Audio / DirectSound) with the same name, so the variants collapsed
to a single choice — silently keeping whichever sorted first, often not the
low-latency ASIO one the player wants. It could also drop the variant that
was actually `selected`.

The audio-input capability already collapses true duplicates by
logicalSourceKey (_visibleInputSources), and these variants each have a
DISTINCT key, so the wizard's extra label-collapse was redundant for real
dupes and destructive for the variants. Removed it; the picker now lists
every selectable input.

Pairs with feedBack-desktop's change to tag each source label with its
driver type ("Focusrite (ASIO)" vs "(Windows Audio)") so the now-distinct
entries are legible.


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

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 20:25:49 +02:00
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