# Changelog All notable changes to this project will be documented in this file. The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). ## [Unreleased] ### Added - **The v3 Songs grid is now DOM-virtualized — card-node count stays bounded no matter how big the library is or how far you scroll.** The grid used to append every scrolled page and never let go, so a 2000-song library grew the DOM from 24 → 624 → 2001 card nodes as you scrolled (layout/memory cost scaling with depth). It now renders only the **visible window** of cards (± a small overscan); a sizer element sized to the whole library (`ceil(total/cols) × rowH`) gives the scrollbar its full geometry while the grid is absolutely positioned to the first visible row. `state.songs` is a sparse, absolutely-indexed store fetched a page at a time on demand — using the stage-1 **keyset cursor** for contiguous forward scroll (O(page)) and falling back to `OFFSET page=` for jumps/restore/non-keyset providers (collections, remote). Verified bounded (~60 nodes for a 2001-song library while the count still reads "2001 songs"). The **A–Z rail now seeks directly**: `sort_letters` gives a letter's first-row index (cumulative of prior buckets), converted to a scrollTop in O(1) — no more paging through every intervening row (a bounded forward scan covers the rare legacy provider without `sort_letters`). Select-mode selections, accuracy badges, the ⋮ card menu, plugin card actions, scroll-restore (now scrollTop-based, since geometry is stable), and the tree/folder views all survive cards leaving and re-entering the DOM. Plugins that decorate cards get a stable `window.v3Songs.visibleCards()` accessor + a `v3:library-window-rendered` event instead of assuming every card is present (the highway-stutter lesson). Stage 2 of the virtualized-grid project (got-feedback/feedBack#636 item 3), building on the stage-1 keyset data layer below. Frontend-only: `static/v3/songs.js`, `static/v3/v3.css`. Tests: `tests/browser/v3-grid-virtualization.spec.ts` (bounded-DOM invariant across a 2001-song scroll + direct rail jump), updated `tests/js/v3_az_rail.test.js` + `tests/js/v3_songs_scroll.test.js`. - **Keyset (cursor) pagination for the library grid — the data layer for an upcoming virtualized grid, and a latent paging bug fixed along the way.** Every library sort now carries a unique `filename` tiebreak, making the order **total** — which fixes a latent bug where rows sharing a sort key (e.g. two songs by the same artist) could be skipped or duplicated across `OFFSET` pages. `GET /api/library` gains an opaque `after` cursor + a `next_cursor` in the response: passing the cursor back fetches the next page with a **WHERE-seek** instead of `OFFSET`, so deep paging is O(page) regardless of depth. The seek is NULL-aware and exactly `OFFSET`-equivalent (verified across artist/title/recent, ascending + descending, including the legacy `dir=desc` shape and NULL sort keys); unknown/compound sorts and bad cursors fall back to `OFFSET`, and only the local provider is handed a cursor (collections/remote page by `OFFSET`). New composite `(artist NOCASE, filename)` / `(title NOCASE, filename)` / `(mtime, filename)` indexes cover the order. This is stage 1 of the virtualized-grid project (got-feedback/feedBack#636 item 3); the DOM-recycling render window builds on it next. Tests: `tests/test_library_keyset.py` (keyset==OFFSET parity, stable tiebreak, dir=desc, NULL keys, cursor fallback). - **Smart collections — save a set of library filters as a live, auto-updating source.** A collection is a saved `/api/library` query (e.g. "Drop-D tunings", "sloppak only", "recently added") that stays live: it's registered as a **library provider**, so it shows up in the v3 Songs source picker and inherits the whole grid UI — paging, stats, the A–Z rail, art — for free, with **no new screen**. Storage reuses the playlist subsystem (a `playlists.rules` JSON blob = a smart collection; membership is the live filter result, not stored songs, and collections are excluded from the manual-playlist list + read-only to playlist mutations). New `GET`/`POST`/`PUT`/`DELETE /api/collections`; a per-collection `SmartCollectionProvider` delegates `query_page`/`query_stats`/`query_artists` to the local DB with the stored rules applied; providers are re-registered from a boot scan so collections survive a restart. Rules mirror the raw `/api/library` query params (unknown keys dropped, never 500). Frontend: a "+ Save as collection" action in the v3 filter drawer (shown when filters are active) names the current filter set and switches to it. The charrette's "the homelab primitive FeedBack was missing" pick (got-feedback/feedBack#636 item 2); richer rule fields (accuracy, genre, difficulty) follow as the metadata work lands. Tests: `tests/test_collections_api.py`, `tests/js/v3_collections.test.js`. - **The settings backup now includes your library database + custom art — your scores, favorites, playlists, and play history are no longer the one thing a backup can't save.** `GET /api/settings/export` gains an additive `core_server_files` section carrying a **consistent snapshot of `web_library.db`** (taken via the SQLite online-backup API, so it's a complete single file even while the server is running) plus any custom **playlist covers** and **avatar** (`CONFIG_DIR/playlist_covers/`, `CONFIG_DIR/avatars/`). On `POST /api/settings/import` the database is **staged** to `web_library.db.restore` rather than written over the live, open DB; it's swapped in at the next startup (`_apply_pending_db_restore`, before the connection opens), which also clears the old WAL sidecars so a stale `-wal` can't be replayed onto the restored file — the import response sets `restart_required: true` and warns accordingly. Custom art is written immediately. The bundle stays backward-compatible (older servers ignore the new section). Came out of the library design charrette (dev-ops lens's top "protect irreplaceable data" pick, got-feedback/feedBack#636). _Known gap:_ custom uploaded **song** art is still commingled with the rebuildable thumbnail cache in `art_cache/`, so it isn't bundled yet (a tracked follow-up). Tests: `tests/test_settings_export_library_db.py` (snapshot consistency, staged-not-live restore, sidecar clearing, traversal rejection, full round-trip). - **A persisted wishlist — keep a list of songs you want but don't own yet.** New `wanted` table + `GET`/`POST`/`DELETE /api/wanted` give FeedBack the *arr-style "Wanted/Monitored" primitive it was missing: an entry is a *not-owned* song (artist/title/source/source_ref/note), so it lives in its own table rather than the playlist subsystem (which references owned local files). The API is idempotent on identity (case-insensitive artist+title, plus source+source_ref), so a producer — the `find_more` ownership-diff, or a manual add — can re-post without duplicating. Newest-first. Backend primitive for the charrette's wishlist finding (got-feedback/feedBack#636 item 4); the consuming UI lives in the producing plugin. Tests: `tests/test_wanted_api.py`. - **Practice-aware library home — a "Repertoire" meter + a "Keep practicing" shelf on the v3 Songs page.** The library opened cold into a flat sorted grid; now the unfiltered grid front door leads with two practice-aware surfaces built entirely from data already on hand (no new endpoints or stored state). A **Repertoire meter** shows how much of your library you can actually play — *"Repertoire: 12 of 80 songs · 7 in progress"* with a progress bar — counting songs at or above the same mastery threshold the green accuracy badge uses (≥ 90% best accuracy) over the unfiltered library total. A **"Keep practicing" shelf** is a horizontal row of your recently-played-but-not-yet-mastered songs (newest first, click to play) — the practice-accuracy-driven "continue" rail a media server can't do. Both reuse `/api/stats/best` (already loaded for the card badges) + `/api/stats/recent`; they show **only** on the grid view when you aren't searching/filtering/selecting, refresh after a song is scored, and collapse to nothing on an empty library. Soft-gamification only — descriptive encouragement (goal-gradient / endowed-progress), never content-gating, decay, or nagging. Frontend-only: `static/v3/songs.js` (`renderLibraryHome`/`_repertoireCounts`), `static/v3/v3.css`. Came out of the library design charrette (the UX + gamification lenses' top pick). Tests: `tests/js/v3_keep_practicing.test.js`. - **A–Z fast-scroll rail on the v3 Songs grid.** A vertical letter rail (Plex/Radarr/iOS-contacts pattern) pinned to the right edge next to the scrollbar lets you jump the library to a starting letter — tap a letter, drag to scrub with a live letter bubble, or arrow-key between letters. It shows **only** for the grid view + alphabetical (artist/title) sorts, and only offers letters actually present in the current sort **and filter set**, so a tap always lands on a real card (absent letters are dimmed + non-interactive). Because the grid is forward-only, server-paged infinite scroll, a jump pages through to the target card and scrolls to it (a newer jump supersedes an in-flight one); a keyset-seek + virtualized window is the noted scaling follow-up for very large libraries. Backend: `/api/library/stats` now accepts `sort` and returns an additive `sort_letters` map (songs-per-first-letter of the active sort column — artist or title), filter-synced; the legacy `letters` (distinct-artist) field is unchanged for the dashboard + classic tree. Frontend: `static/v3/songs.js` (`refreshRail`/`jumpToLetter`, cards tagged with `data-letter`), `static/v3/v3.css` (`.v3-azrail`). The classic (v2) tree already had letter selection; this brings the new grid to parity. Tests: `tests/test_library_filters.py` (sort_letters artist/title + song-vs-artist counting), `tests/test_library_providers.py` (sort forwarded to providers), `tests/js/v3_az_rail.test.js`. - **Playlists get content-dependent covers + custom art.** Playlist cards were a tiny `🎵` emoji on an empty square. Now a playlist's cover reflects its contents: **empty → the icon**, **a few songs → the first song's album art**, **4+ songs → a 2×2 art mosaic**. You can also **upload a custom cover** (a "Cover" button in the playlist detail view → image picker; "Remove cover" reverts to the content view). `MetadataDB.list_playlists()` now returns each playlist's first few song `art_urls`; `GET /api/playlists` and `GET /api/playlists/{id}` add `cover_url` when a custom cover exists. New routes `POST` / `GET` / `DELETE /api/playlists/{id}/cover` store a small PNG thumbnail under `CONFIG_DIR/playlist_covers/` (PIL-converted, like song-art upload); the cover is removed with the playlist. Frontend: `playlistCoverHtml(p)` in `static/v3/playlists.js`. Tests: `tests/test_playlists_api.py` (art_urls + cover roundtrip / reject-non-image / delete-cleanup), `tests/js/v3_playlist_cover.test.js`. - **v3 Songs: "Add to playlist" is now on each song's ⋮ "More" menu.** Previously a song could only be added to a playlist through select-mode (the checkbox → batch bar). The per-card overflow menu now has an **Add to playlist** row that targets that one song, reusing the same picker (choose a listed number or type a new name to create it). The select-mode batch flow and the single-song menu now share one extracted `addFilenamesToPlaylist(filenames)` helper in `static/v3/songs.js` (both grid and tree rows, since they share `openCardMenu`). Tests: `tests/js/v3_add_to_playlist_menu.test.js`. - **Resume where you left off — leaving a song now snapshots your place so an exit is recoverable, not a restart-from-zero.** Exiting the player (`showScreen()` teardown, before audio unload) writes `{song, arrangement, position, speed}` to `localStorage` (`feedBack.resumeSession`), and a non-blocking **"Resume practice"** pill offers it back on the next non-player screen (and on the next app launch). Clicking Resume re-enters the song, restores the arrangement + playback speed, and seeks to the saved position via the existing `_audioSeek` funnel; `playSong()` gains a `{ resume: {position, speed} }` option that arms a `song:ready`-consumed restore instead of the normal autostart, so the two never fight over playback. The snapshot is deliberately conservative — ignored for a song you barely started (< 3s) or had basically finished (within 5s of the end), cleared on natural song-end and once consumed, and expired after 24h. The pill is self-contained (inline-styled, body-appended, works identically in the classic and v3 shells with no Tailwind rebuild), never blocks, and a dismiss forgets the current snapshot for the session. This pairs with the Escape focus fix: now that Escape reliably leaves regardless of focus, an *accidental* exit is one tap to undo. Public surface: `window.resumeLastSession()` / `window.feedBack.resumeLastSession`. (The broader nav-state work — returning to a song after wandering into Settings → Tone Builder — is a separate, larger track; this lands the player-session slice.) Tests: `tests/browser/resume-session.spec.ts` (snapshot guards, staleness, pill show/hide/dismiss, resume consumption). - **Optional "Ask before leaving a song" confirm (Gameplay tab, default OFF).** A new client-only toggle (`confirmExitSong` in `localStorage`, in the v3 Gameplay settings + the Gameplay "Reset" set) for players who want a guard against an accidental exit. **Off by default — Escape leaves instantly, zero change for everyone else.** When on, a *user-initiated* exit (the player-scope Escape shortcut, or the player's ✕) opens a small true-modal confirm instead of leaving; auto-exit on song-end and a results screen's own Close are unaffected (they call `closeCurrentSong()` directly, which stays the unguarded actual-exit). The confirm honors the team's refined asks: **opening it pauses the song** (so it isn't running or being scored behind the prompt) and **Stay resumes exactly what was paused**; **Escape = Stay** — the dialog's capture-phase handler *dismisses* it (now consistent with every other modal and the generic `_confirmDialog`'s Esc=cancel), so a second Escape returns you to the (resumed) song rather than leaving; **Space/Enter (or click) Leave** by natively activating the default-focused "Leave" button ("just get me out"). Pause/resume run through the canonical `togglePlay()` path (HTML5 + `_juceMode`), guarded so a count-in, an already-paused song, or a teardown/seek/end behind the modal can't mis-resume. It's a real modal (`role="dialog" aria-modal="true"` / `.feedBack-modal`) with **Tab trapped inside it** and a **backdrop click that also Stays**, so the Escape/Space focus carve-outs treat it as a trap and don't fire player-back / play-pause behind it. The player Escape shortcut and the v3 ✕ route through a shared `window.requestExitSong()` gate (the ✕ also becomes origin-aware, matching Escape). Tests: `tests/browser/exit-confirm.spec.ts` (default-off instant exit, confirm-on opens + stays, second-Escape stays, backdrop stays, Stay/Leave, Enter-leaves); the audio pause/resume is verified manually on web + desktop (the mock song has no backing track). - **Folder Library — a bundled core plugin (`plugins/folder_library/`) that browses the DLC library by its on-disk folder tree.** Surfaces top-level folders → subfolders → songs (root-level songs land in `(Unsorted)`), with in-app folder management (create / rename / delete nested folders), song moves via dialog or drag-and-drop, and sort/filter that mirrors the host library's filter state. Wired into both the classic (v2) library toolbar and the v3 Songs page as a third **Folders** view alongside grid/tree; the plugin's `screen.js` is loaded once by the host and reused (idempotent IIFEs). Supersedes the former standalone "Folder Organizer" community plugin (removed from the README list). Backend (`routes.py`) registers `/api/plugins/folder_library/{tree,folder/create,folder/rename,folder/delete,song/move}`; **all filesystem mutations are confined to `DLC_DIR` and validated against path traversal** (per-segment name validation plus a resolved-containment check on `song/move`), and folder deletion relocates every song — de-duplicating colliding names — so a name clash never destroys a song. A two-level cache keeps re-opening folders fast. Tests: `tests/plugins/folder_library/test_routes.py` (path-safety helpers + move-traversal and delete-no-data-loss end-to-end). - **Full-screen (immersive) plugin screens — opt-in via `"fullscreen": true` in `plugin.json`.** DAW-style plugin UIs (e.g. a practice studio) need the whole viewport, not a scrolling content page below the topbar — embedded in the v3 shell they get cut off at the bottom with dead space up top. A plugin can now declare a top-level `"fullscreen": true`; `plugins/__init__.py` surfaces it as the `fullscreen` boolean on `/api/plugins` (mirroring the `settings_category` plumbing). When such a plugin's screen is active, `static/v3/shell.js` toggles `html.fb-immersive` from `syncActive()` (so it tracks every navigation incl. deep-link), and `static/v3/v3.css` 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. Tests: `tests/test_plugins.py::test_fullscreen_flag_parsed_from_manifest`. - **Achievements wall sync — background drain worker (epic PR3, client side).** The bundled `achievements` plugin gains a dead-letter sync worker that POSTs queued Feat unlocks (and removals) to the hosted **feedback-achievements** wall service (separate repo). Idle unless a wall URL is configured (`FEEDBACK_ACHIEVEMENTS_WALL_URL`); uses `requests` with the baked-in client-token header, mirroring `lib/lyrics_transcribe`'s outbound pattern (explicit timeout, no raise on non-2xx). **Dead-letter, never drop** (pure `engine.drain_decision`): network error / `429` / `5xx` → keep `pending` (retry); other `4xx` → `dead_letter` (diagnosable, replayable); `2xx` → delete on server ack. A row leaves the queue only on ack or a user opt-out. `remove-me` now 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. Tests: `tests/plugins/achievements/test_sync.py` (decision table + ack/retry/dead-letter retention + four-field payload on the wire). The hosted service itself (FastAPI + SQLite-on-disk, Feats-only, hidden-until-first-global-unlock, profanity filter, in-memory rate limit, Render blueprint, migration tool) lives in the new `feedback-achievements` repo. - **Achievements wall — opt-in, privacy controls & data-minimization gate (epic PR2).** Sharing earned **Feats** on the (forthcoming) public wall is strictly opt-in. A new **onboarding step** (`static/v3/profile.js`, inserted after song-directory / before instrument paths — the wizard is now five steps) presents a plain-language card: it publishes only your display name and the Feats you earn, never songs/skills/scores, and is **off by default**. The bundled plugin's Settings panel (`plugins/achievements/settings.html`, mounted under the **System** tab via `settings.category`) carries the same toggle plus a **"Remove me from the wall"** button (`POST /api/plugins/achievements/remove-me` — wipes local synced state offline + enqueues a wall removal). Core adds `achievements_enabled` (bool, default `false`) to `_default_settings()` + the `/api/settings` validation block + `_RESETTABLE_SETTINGS_KEYS` in `server.py`, mirrored to `localStorage` in `app.js loadSettings()`. **Data-minimization contract (binding, code-enforced):** every outbound payload is built by a single explicit-dict serializer (`engine.build_wall_payload`, never `dict(row)`/`**model`) whose key-set is **exactly** `{display_name, player_hash, achievement_id, unlocked_at}` with `achievement_id` always a **Feat** id — a unit test asserts the four-field set and goes red on a fifth. Enqueue is doubly gated: it happens only when opted-in **and** a profile identity (name + the reused `player_hash`) exists; **competency unlocks never enqueue** (integration law). Tests: `tests/plugins/achievements/test_datamin.py` (key-set, opt-out/identity/competency gating) + `tests/test_settings_api.py` (flag persists/validates/resettable). - **Achievements & Feats of Power — local engine + tabbed Profile (epic PR1).** The Profile screen (`static/v3/profile.js`) becomes **tabbed** exactly like the v3 Settings page (`.fb-tabbar` / `.fb-tab[data-tab]` / `.fb-tabpanel[data-tab]`, active-tab persisted in `localStorage 'v3-profile-tab'`): a **Profile** (main) tab carrying the existing header + best-scores cards plus a new **Feats of Power** trophy shelf mount (`#v3-profile-feats-slot`, earned-only / hidden-until-earned), and an **Achievements** tab with a plugin mount (`#v3-profile-achievements-mount`) + `[data-empty-for]` empty note. Core dispatches a new **`v3:profile-rendered`** event after every render (mirrors `v3:settings-rendered`) so the plugin re-injects on each profile entry. A new bundled **`plugins/achievements/`** plugin owns the engine: SQLite under `/achievements/achievements.db` (`unlocks` / `counters` / `comp_ledger` / `sync_queue`), pure threshold/criterion math in the testable sibling `engine.py` (P-V), and routes under `/api/plugins/achievements/` (`activity`, `report-unlock`, `report-criterion`, `catalog`, `earned`, `feats`, `remove-me`). **Two surfaces, one engine, structurally separated (integration law):** **Feats** (activity/volume — Note Hunter, Marathon, Untouchable, Road Warrior, Time Served, Encore, two 🥚 secrets) read activity counters only, evaluated from a batched `song:ended` activity POST (notes only when **notedetect** is present — graceful degradation, no fake progress); **competency Achievements** (baseline: First Steps / Ascendant / Steady Hands / Renaissance + per-instrument Apprentice·Journeyman·Master / Personal Best / Challenger) are evaluated from **progression events only** and never re-derived from activity. The Achievements catalogue is always shown (locked = greyed), grouped by a secondary pill row over the **real progression paths** (Global / Guitar / Bass / Drums / Keys — auto-extends to new paths) with a per-category "X / Y earned" badge, defaulting to the player's primary path. Source plugins contribute their own competency defs and report unlocks through a versioned **`window.feedBack.achievements`** API (`register`/`registerAll`/`unlock`/`progress`), load-order-safe via the `window.__feedBackAchievementsPending` queue + an `achievements:ready` event (minigames pending-queue pattern); an absent source contributes nothing (no dead greyed rows). Opt-in publishing to a hosted Feats wall, the Settings privacy toggle, and the data-minimization gate land in epic PR2/PR3. Tests: `tests/plugins/achievements/test_engine.py` + `test_routes.py` (incl. the integration-law assertion that a competency unlock never reaches the Feats shelf). - **v3 settings page redesigned as a tabbed, card-row layout.** The single long scrolling settings screen becomes a horizontal tab bar (Gameplay / Audio / Graphics / Keybinds / Progression / Mic / Plugins / System) over card rows — each a leading icon + title + description with the control (toggle/dropdown/slider) on the right, plus a per-category "Reset" action. The markup lives in `static/v3/index.html` (so existing element ids keep hydrating through the unchanged `app.js` `loadSettings()`/`persistSetting()` path); a new `static/v3/settings.js` owns tab switching + active-tab persistence (`localStorage 'v3-settings-tab'`), the per-category reset, and a read-only **Keybinds** reference built from the live shortcut registry (`window.getAllShortcuts()`); styling is plain CSS in `static/v3/v3.css` (no Tailwind rebuild). **Plugins choose their settings tab** via a new optional `settings.category` field in `plugin.json` (`plugins/__init__.py` surfaces it as `settings_category`; `app.js` mounts each plugin's `
` panel into `#plugin-settings-`, falling back to the generic Plugins tab) — `highway_3d` ships `category: "graphics"`; the out-of-repo notedetect/progression plugins should declare `"mic"` / `"progression"`. **New gameplay settings:** **Countdown before song** (a four-beat count-in before playback, wired end-to-end via the existing count-in engine + the song-start autostart path; key `countdown_before_song`, default off); **Miss penalty** (`miss_penalty`) and **Fail behavior** (`fail_behavior`) are persisted now but not yet consumed by scoring (shown with a "Not yet active" badge). "Note highway speed" surfaces the existing `master_difficulty` and stays in sync with the player-popover difficulty slider. New `POST /api/settings/reset` clears chosen keys back to defaults. Tests: `tests/test_settings_api.py` (new keys + reset), `tests/test_plugins.py::test_settings_category_parsed_from_manifest`, `tests/browser/settings-tabbed.spec.ts`. - **Full-mix audio exposed alongside stems for the stem mixer's auto-switch.** `lib/sloppak.py::load_song` now parses the optional manifest `original_audio:` key (the single pre-separation mixdown, e.g. `original/full.ogg`) into a new `LoadedSloppak.original_audio` field, with the same path-traversal guard and permissive "missing → disabled" posture as the `drum_tab` loader. The highway WS `song_info` frame additively carries three new fields next to `stems`: `original_audio_url` (served by the existing `/api/sloppak/{filename}/file/{rel_path}` endpoint, `None` when the pack ships stems only), `has_original_audio`, and `has_stems` (mirroring the `has_drum_tab`/`has_keys` flag convention). The stems plugin consumes `original_audio_url` to play the untouched single file while every stem slider is at unity and switch to the separate stems the moment one drops below 100%. **Migration notes:** the `song_info` message shape is a stable contract — these are purely additive; all existing fields are unchanged. `audio_url` still points at stem[0] when stems exist (it is only the degraded native fallback); the one behavioural change is that a stem-less, full-mix-only sloppak now sets `audio_url` to the full mix instead of emitting `audio_error`, so it plays natively. - **Autoplay & auto-exit — a global "click it, it plays; finish, you're back at the menu" option (default ON).** New single Settings toggle (`autoplayExit` in `localStorage`, surfaced in both the v3 and classic settings screens; absence of the key = enabled) that closes the friction at both ends of the play loop. **Autoplay:** `playSong()` previously loaded a chart paused, requiring a Play press; a one-shot flag armed per fresh load is now consumed by the next `song:ready` (highway.js) to auto-start via the existing `togglePlay()` path (HTML5 + `_juceMode` + count-in). Arrangement switches / seeks reuse the same `song:ready` event but never arm the flag, so they don't auto-restart. **Auto-exit:** on `song:ended`, core returns to the launching menu after a short grace delay — unless a visible full-screen results/dialog overlay is on top (detected via `[role=dialog][aria-modal]` / `.fixed.inset-0` with a `getClientRects()` visibility test that works for `position:fixed`), in which case the return is deferred so that score screen's own Close button (calling `window.closeCurrentSong()`) drives the exit. A plugin can also defer explicitly via the new `window.feedBack.holdAutoExit()` (called synchronously from its own `song:ended` handler — core's listener runs first). Both paths mean **no external plugin PR is required** for a results screen to be respected. **Context-aware destination:** the player's remembered origin (`_playerOriginScreen`) now honours any real launch screen instead of clamping to library/home/favorites, and a one-shot `window.feedBack.setReturnScreen(id)` override lets the lessons catalog (`static/v3/lessons.js`) send a finished lesson back to the lessons screen — not the song library — even though the external tutorials plugin owns the `playSong` call. Also exposes a read-only `window.feedBack.autoplayExit` getter for plugins. Songs and lessons share the same `playSong` → highway path, so both inherit the behaviour. Core-only (`static/app.js`, `static/v3/lessons.js`, both `index.html`s); the end-of-song score screen itself remains a plugin. Optional polish (not required — the overlay heuristic already covers it): external scoring/note-detection plugins (e.g. SlopScale) may call `holdAutoExit()` + `closeCurrentSong()` for an exact, heuristic-free handoff. - **"Song Editor" promoted to a first-class v3 sidebar item.** The editor plugin (`id: editor`) now gets its own dedicated sidebar entry — under the Library group, just below Songs — via the existing `PROMOTED_PLUGINS` mechanism in `static/v3/shell.js`, instead of being reachable only through the generic Plugins gallery. Gated on the plugin actually being installed (`renderPromotedNav` checks `/api/plugins`), so it appears only when the editor is loaded. The displayed label comes from the plugin's manifest `nav.label`. - **Guitar Pro → notation importer (`lib/gp2notation.py`)** (feedBack#825 WS4b, epic #828). Piano/keys tracks imported from Guitar Pro (GPIF: `.gpx` GP6 / `.gp` GP7-8) now produce real Sloppak Notation Format data (sloppak-spec §5.3) alongside the `midi = string*24 + fret` guitar wire encoding. `gp2rs_gpx.convert_file` writes a `.notation.json` sidecar next to each keys arrangement XML (best-effort — a notation bug never breaks the RS-XML conversion), and `gp2notation.attach_notation_to_sloppak()` is the assembly-side helper that renames it into `notation_.json` + adds the per-arrangement `notation:` manifest sub-key. Voice→staff routing salvages the logic from PR #703 (whose `stf` wire-field approach this supersedes): GP voice position 0 → `rh` staff (`G2`), positions ≥ 1 → `lh` (`F4`); a forced-LH track (the merged `Piano LH` partner from `_find_piano_pairs`, or a standalone track named `… LH`) routes everything to `lh` — preserving authored hand crossings instead of inferring hands from pitch. Emits measures with absolute `t` from the bar-indexed tempo map, change-only `ts`/`tempo`/`ks`, and `beat_groups` for compound/irregular meters (6/8 → `[3,3]`, 9/8 → `[3,3,3]`, 5/8 → `[2,3]`, 7/8 → `[2,2,3]` — cf. the feedBack#261 denominator pitfalls); beats carry `dur`/`dot`/`tu`/`rest` from GP rhythms and notes carry absolute `midi` (String+Fret resolves via the string template's concert pitches, Tone+Octave via `(octave+1)*12 + step`) with `tied` continuations kept as real beats (engraving needs the tied notehead — unlike the RS-XML walk, which drops them and extends sustain). Timing reuses the `gp2rs_gpx` machinery (bar-indexed tempo map, per-beat rhythm durations, `_note_midi`) so notation lines up with the RS XML the highway plays — with one deliberate divergence: double dots advance time ×1.75 (vs. the RS-XML walk's single-dot ×1.5 approximation) so a written `dot: 2` agrees with the emitted beat times; sharing the walk itself stays tracked in feedBack#618. Tests: `tests/test_gp2notation.py`. - **Legacy keys → notation lifter (`scripts/lift_keys_notation.py`)** (feedBack#825 WS4c, epic #828). One-time batch converter that lifts existing **directory-form** piano/keys sloppaks from the legacy guitar wire encoding (`midi = s*24 + f`) into real Sloppak Notation Format files (sloppak-spec §5.3). Candidates are arrangements whose name matches `\b(keys|piano|keyboard|synth)\b` (case-insensitive); each gets a `notation_.json` plus the per-arrangement `notation:` manifest sub-key. Measures derive from the song-level `beats` downbeats (`measure >= 0`; `song_timeline.json` preferred, first-arrangement fallback), with per-measure tempo from downbeat spacing (emitted only on a > 1 BPM change). Durations come from the wire sustain (`sus`, legacy `l` alias) when present, else the gap to the next onset in the same hand — quantized to the nearest plain/single-dotted `{1,2,4,8,16,32}` denominator at the local tempo, floored at a 32nd. Hands are split heuristically: onsets within 10 ms form a group; a group spanning > 12 semitones splits at its largest internal interval gap (low side → `lh`), otherwise the whole group goes by mean pitch vs middle C — single-staff output when everything lands on one hand. Idempotent (arrangements already carrying `notation:` are skipped; an orphan `notation_.json` without the manifest key is refused, not overwritten) with `--dry-run` support; every payload is checked via `notation.validate_notation` before write. Honest caveat: the manifest is round-tripped through PyYAML (`safe_load` + `safe_dump(sort_keys=False)`) — key order survives, YAML comments/custom formatting do not (the script warns when comments are present). Zip-form `.sloppak` files are reported and skipped. Tests: `tests/test_lift_keys_notation.py`. - **Notation schema v1 freeze — completeness batch** (feedBack#822, epic #828). Adds the low-hanging-fruit fields ahead of content production: top-level credits `rights`/`lyricist`/`arranger`; measure `pickup` (anacrusis); beat `arp` (arpeggiate), `ferm` (fermata), and **typed grace notes** — `grace: "a"` (acciaccatura, MusicXML `grace/@slash=yes`) / `"p"` (appoggiatura); note `stem` (`"up"`/`"down"` force). Pedal is settled as the existing `spd`/`sph`/`spu` trio with a documented MusicXML `` mapping — no separate `ped` field. A new "v1 non-features" spec subsection pins the accepted limitations (microtonal, figured bass, mid-measure key/time/clef changes, `ott`/`barline`/ornaments/`trem`/`glis`) as additive-v1.x territory. `lib/notation.py` gains the `GRACE_TYPES`, `STEM_DIRECTIONS`, and `DYNAMICS` vocabularies; the validator stays permissive by design. - **Notation format — standard musical notation as a first-class sloppak type.** Promotes keys, piano, violin, and any other staff-notation instrument out of the guitar wire format and into their own data structure, following the same promotion path used for drums (feedBack#344). New `lib/notation.py` defines the canonical vocabulary (`CLEFS`, `DURATIONS`, `SCHEMA_VERSION`), a permissive `validate_notation()` check, and `measures_to_wire()` / `measure_to_wire()` wire helpers. `lib/sloppak.py::load_song` reads a new per-arrangement `notation:` sub-key from each arrangement entry in the manifest (Option B: per-arrangement, not song-wide), applies path-traversal guards, validates the parsed JSON via `validate_notation()`, and surfaces all notation payloads on `LoadedSloppak.notation_by_id` (a `dict[str, dict]` keyed by arrangement id). A failed or missing notation file for one arrangement does not abort or skip the arrangement itself — partial-failure isolation mirrors the drum tab loader. `file:` is now optional when `notation:` is present: the loader creates a minimal stub arrangement so a notation-only arrangement entry does not require a guitar wire format JSON. `/ws/highway/{filename}` gains two new message types — `notation_info` (staves, instrument, total measure count) and chunked `notation_measures` (32 measures per chunk) — streamed after `sections` and before `anchors`; `song_info` carries a new `has_notation: bool` flag so viz pickers can auto-activate the notation plugin regardless of arrangement name. The notation file schema is measure-structured (`measure → staff → voice → beat → note`), uses MIDI for pitch (no string/fret/tuning indirection), and carries the full set of effects that alphaTab can render. See `docs/sloppak-spec.md` §5.3 for the full schema. Open questions resolved per the piano/keys epic (feedBack#828 / #822): Option B (per-arrangement `notation:` sub-key) and `file:`-optional-when-`notation:`-present are the endorsed design. - **`song_timeline.json` — beats and sections as a top-level file.** A new optional top-level file pointed at by a new manifest key (`song_timeline: song_timeline.json`) provides the correct home for song-wide beats and sections, replacing the legacy convention of embedding them in the first arrangement JSON. The loader in `lib/sloppak.py` reads and validates the file (must be a dict with `beats` and `sections` as lists), clears and repopulates `Song.beats` / `Song.sections` from it when present, and stores the raw dict on `LoadedSloppak.song_timeline`. The existing arrangement-JSON fallback is fully preserved: all existing sloppaks that omit `song_timeline:` continue to load without any change. This is a prerequisite for notation-only sloppaks, which may have no arrangement JSON at all and therefore no carrier for beats/sections data. New sloppaks should put beats/sections in `song_timeline.json` only. See `docs/sloppak-spec.md` §2 and §5.3. - **`note-detection` capability domain promoted — control plane (spec 009)** (feedBack#727/#728, epic #828). New core host `static/capabilities/note-detection.js`: provider registry (kinds `midi`/`engine`/`js`, primitives `pitch.estimate`/`verify.target`), requester-owned context-scoped detection bindings (`open-binding`/`close-binding`/`set-target`/`clear-target` — each binding carries its own redacted tuning context, independent of the host's loaded song, per spec-009 FR-003), and hit/miss/verdict observability events (consumers own judgment). The legacy chart-coupled `highway.setNoteStateProvider` surface keeps working and is wrapped for compatibility-shim hit accounting. Diagnostics (`feedBack.note_detection_capability.v1`) carry provider/binding summaries and bounded outcomes — no raw audio, device labels, or song identity. Migrating the chart path, Step Mode verify, minigames YIN, and the engine verifier onto bindings is the remainder of the spec-009 slice. - **`visualization` capability domain promoted (cap:6)** (feedBack#828). New core host `static/capabilities/visualization.js` registers a provider-coordinator owning the highway renderer surface: commands `inspect` / `list-providers` / `select-renderer` / `clear-renderer` (selection delegates to the existing picker so persistence, WebGL2 gating, and fallback stay single-sourced), events `providers-refreshed` / `renderer-changed` / `renderer-ready` / `renderer-failed`. Legacy discovery (`type: "visualization"` manifests, `window.feedBackViz_*` globals) keeps working unchanged and is accounted as compatibility shims with hit counts. `static/app.js` attributes every renderer change (auto-match / user-select / fallback) and auto-match outcomes into the domain. Diagnostics (`feedBack.visualization_capability.v1`) carry provider ids/labels/context types, active renderer + selection source, last auto-match outcome, and last failure — no song filenames/titles. Per-panel (splitscreen) selection is a tracked follow-up. - **Viz picker routes notation arrangements** (feedBack#826, epic #828). `window.feedBack.currentSong` gains `hasNotation` (sibling of `hasDrumTab`) from the `song_info` frame's `has_notation` flag, so notation viz plugins (Staff View, Keys Highway 3D) can gate `matchesArrangement` on data presence instead of arrangement-name heuristics. When a notation-only arrangement (no wire notes — `file:` omitted per sloppak-spec §5.3) falls through Auto with no notation plugin installed, the built-in highway still takes the canvas but the Auto label reads "no notation view installed" and a one-shot dismissable hint points at the visualization picker — never a silently blank board. - **Keys instrument path in progression** (feedBack#828). New `data/progression/paths/keys.json` (5 levels / 15 challenges at parity with the guitar path) plus keys-flavoured daily/weekly quest pool entries (`d.keys-one` "Ivory Tower", `w.keys-three` "Grand Recital"). `lib/progression.py::instrument_for_arrangement()` now attributes `type: piano|keys` arrangements — and names matching `keys`/`piano`/`keyboard`/`synth` on a word boundary — to the new `keys` instrument, so scored keys runs advance the path automatically. Purely content + attribution: no schema or API changes. - **v3 library: exact artist/album filters + scroll/page-depth restore** (feedBack#857). The v3 Songs toolbar gains Artist and Album dropdowns (Album populates from the selected artist and stays disabled until one is chosen), backed by new exact, case-insensitive (`COLLATE NOCASE`) `artist` / `album` query params threaded through `MetadataDB._build_where` → `query_page` / `query_artists` / `query_stats` and the `/api/library`, `/api/library/artists`, `/api/library/stats` endpoints (the free-text `q` search stays fuzzy and composes with the exact filters). The artist/album catalog is fetched independently of the active artist/album selection so the dropdowns always list the full set for the current provider/search. The toolbar is now sticky so filter controls stay reachable when browsing deep libraries, and returning from the player restores the previous scroll position **and** the loaded infinite-scroll page depth via a `sessionStorage` snapshot keyed by a filter/sort/view state hash (invalidated whenever those change, so a filter change still resets to the top). Tests: `tests/test_library_filters.py` (backend artist/album filters), `tests/js/v3_songs_scroll.test.js` (state-hash + snapshot helpers). ### Fixed - **v3 player: opening another rail popover now closes the Section Practice popover (no more two stacked popovers).** Opening the **Practice** pill's popover and then clicking a different player-rail icon (e.g. **Plugins**) left the Practice popover open underneath the new one — looked broken (reported on macOS, 0.3.0 / 2026-06-28). The rail icons call `e.stopPropagation()` in their click handler (`static/v3/player-chrome.js`), which killed bubbling before it reached the Practice popover's outside-click dismiss bound on `document`. The dismiss (`_installSectionPracticeDismiss` in `static/app.js`) now binds in the **capture phase**, which runs before the target's handler so a descendant's `stopPropagation()` can't swallow it — mirroring how the audio-mixer popover already dismisses. Esc handling stays bubble-phase (the player's Escape-to-exit ordering is unchanged). v2 shares `app.js` and is only hardened (no rail `stopPropagation` there). Tests: `tests/js/section_practice_dismiss.test.js`. - **v3 UI no longer lets you accidentally text-select the chrome.** Dragging or double-clicking across the interface used to marquee-highlight buttons, labels, the sidebar, the transport, and the note-highway HUD — which looks broken (reported on Mac + Windows). The v3 shell now defaults to `user-select: none` on `html` (`static/v3/v3.css`), then opts *content* back in — so chrome is non-selectable but the text you actually copy still works. Decided by a 4-lens panel (UX / accessibility / dev-ops / plugin-ecosystem); the guardrails are deliberate: **form fields are always re-enabled** (never break the caret / IME — no `* { user-select:none }`, which trips a WebKit input bug); **plugin screens (`.screen[id^="plugin-"]`) stay selectable by default** so a plugin's copyable text (lyrics, chord names, results) — including community plugins that don't know about this — isn't silently locked; and **core read-only content opts back in by container** via a new hand-authored **`.fb-selectable`** class — applied to the whole **Settings** panel (paths, device names, version, diagnostics, About — answering "is settings still copyable?": yes), the **now-playing song metadata** (with `pointer-events` re-enabled so the HUD text is actually reachable), and the focused **modals / dialogs / toasts / scan banner** that carry copyable errors, IDs, paths, and file names. It's cosmetic only (it protects nothing) and never used to lock copy-worthy text — errors, IDs, paths, versions, and metadata stay selectable per WCAG 2.2 (copy-paste as a permitted mechanism). Dense card lists (library grid, dashboard, profile) stay non-selectable by design — making them selectable would reintroduce the marquee-mess across cards. **v3-only** (v2 unchanged); plain CSS, no Tailwind rebuild; no desktop changes (standard OS-framed window). Plugin authors: `.fb-selectable` is documented in `CLAUDE.md` for re-enabling copyable content rendered outside a plugin screen. Tests: `tests/js/v3_user_select_policy.test.js`. - **Input-setup wizard no longer collapses an audio device's driver-type variants into one entry.** On Windows the desktop engine enumerates the same interface once per host API (ASIO / Windows Audio / DirectSound), and the wizard's audio picker (`plugins/input_setup/screen.js`) de-duped the source list by display **label** — so the variants (which share a name) collapsed to a single choice, silently keeping whichever sorted first (often *not* the low-latency ASIO one the player wants). The audio-input capability already collapses true duplicates by `logicalSourceKey` (`_visibleInputSources` in `static/capabilities/audio-session.js`), and the variants each have a **distinct** key, so the wizard's extra label-collapse was redundant for real dupes and destructive for these — it also could drop the variant that was actually `selected`. Removed it; the picker now lists every selectable input. Pairs with feedBack-desktop's change to label each source with its driver type (e.g. "Focusrite (ASIO)") so the now-distinct entries are legible. - **3D Highway FPS counter no longer hides behind the v3 "Up Next" pill.** 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 — precisely when a tester had turned it on to judge performance (it also made the separate "Up Next won't turn off" complaint worse, since the default-on pill covered the counter regardless). The counter now stays top-right but drops just **below** whichever of that chrome is showing: `highway_3d`'s `screen.js` measures the lowest visible top-right v3 HUD element (`#v3-upnext` / `#v3-live-performance-hud` / `#hud-time`) and floors 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 consulted while the counter is actually drawn; gated on `window.feedBack.uiVersion === 'v3'` so the classic (v2) UI is byte-for-byte unaffected. `plugins/highway_3d/plugin.json` version → `3.30.1` (cache-buster). (For reading raw perf numbers unobstructed, the core perf HUD — `localStorage.highwayPerfHud='1'` — still renders above all chrome and additionally shows the adaptive render-scale.) - **3D Highway fret-number row no longer clips off the bottom edge when the camera zooms in on a centred span.** The heat-coloured fret-number row is drawn as a band *below* the board (`sY(lowest) − S_GAP*1.4`), but the camera's self-correcting framing only anchors the board **centre** to the lower third of the screen — it reserved no headroom for that row. So a tight zoom on a centred active span (worst around mid-neck; fine when the span sits at either end of the neck, which is why testers saw it "only when centered" and "not every song") dropped the numbers past the bottom edge. Tilt can't fix it there (it would only trade a bottom clip for a top clip), so `camUpdate()` now **dollies the camera back just enough to bring the row back into frame**: it projects the row band with the final camera and, when it falls below a safe NDC line (`FRET_ROW_FIT_NDC_MIN`), raises a capped, hysteretic `_fretRowFitBoost` applied to the `curDist` lerp target (the span-driven zoom still owns zooming *in*). The boost rises promptly (proportional to the deficit), relaxes lazily past a deadband, and is capped (`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. `plugins/highway_3d/plugin.json` version → `3.30.2` (cache-buster). Tests: `tests/js/highway_3d_camera_framing.test.js` (guard constants, the boosted `curDist` lerp, the projected-row hysteresis, free-cam yield). - **v3 Songs grid now refreshes after a Settings rescan / DLC-folder change — no app restart needed.** On a fresh install, pointing at a DLC folder in Settings and running a scan left the Songs section empty until a restart (the scan *did* populate the library — `_background_scan` re-reads `config.json` fresh — but the v3 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 start itself (only its own upload path self-refreshed via `watchUploadScan`), so its cached, pre-DLC (empty) DOM/snapshot survived a sidebar return until a full reload. The rescan handlers now emit a **`library:changed`** event (`static/app.js`); the v3 grid listens and **reloads if it's the active screen, else marks itself dirty** so the next entry does a full re-fetch instead of restoring the stale snapshot (a `_libraryDirty` short-circuit ahead of every cached-DOM fast-path in `onV3SongsScreenEnter`). Tests: `tests/js/v3_library_refresh.test.js` (the emit + the reload/dirty wiring). - **Edit Metadata modal: the Year is now editable.** You could set a year when authoring a pak but the Songs → Edit Metadata modal had no Year field, so it could never be changed afterward. The backend (`POST /api/song//meta`) already accepted and normalized `year` (writes it into the file via `songmeta`, survives a rescan) — only the UI omitted it. Added a **Year** input to `openEditModal()` (populated from the song's existing year) and included `year` in `saveEditModal()`'s POST body (`static/app.js`). Both the v3 card menu and the legacy edit button already pass the year through, so both surfaces get the field. - **Edit Metadata 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's edge dismissed the form without warning (the `click` event's target resolved to the backdrop), discarding the edit. Backdrop dismissal now requires the **mousedown to have started on the backdrop** too — tracked per-modal and decided by a new pure `_editModalShouldClose(clickTarget, modalEl, downOnBackdrop)` helper (`static/app.js`). Cancel / ✕ still close on a normal click. Tests: `tests/js/edit_metadata_modal.test.js` (year in the POST body + the backdrop-close decision table). - **Built-in diagnostic sloppak rebranded "Slopsmith" → "FeedBack" in the song name.** PR #586 renamed the file to `feedBack-diagnostic-basic-guitar.sloppak` but never regenerated the archive, so the manifest inside still carried `title: Slopsmith Diagnostic — Basic Guitar` / `artist: Slopsmith` (and the same heading in `DIAGNOSTIC.md`) — the stale name testers saw in the library/player and the onboarding calibration step, even though the build script, server, and docs all already say "FeedBack Diagnostic — Basic Guitar". Regenerated `docs/diagnostics/feedBack-diagnostic-basic-guitar.sloppak` from `docs/diagnostics/build_diagnostic_basic_guitar.py` so the committed artifact matches its source generator (title/artist/heading now "FeedBack"; chart, stem, and `diagnostic:` metadata unchanged). No code change — the rename in #586 just needed the rebuild. - **v3 song/lesson accuracy badges now refresh on the first return from a song — no restart needed.** PR #574 added a `stats:recorded` → in-place badge repaint, but the repaint never matched a card. The event (like `song:loading`) carries the filename **`encodeURIComponent`'d** — exactly as `playCard` hands it to `playSong` (the highway WS `decodeURIComponent`s it back) — whereas library cards 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`, leaving the just-earned badge stale until a full `render()` (app restart / search / re-enter the screen) — which is why it "came back after a restart." `static/v3/songs.js` now decodes the `stats:recorded` filename back into the card / `state.accuracy` key space via a small `decFn` helper before marking dirty and repainting (idempotent for already-decoded names; falls back to the original on malformed input so a real filename containing a literal `%` is never corrupted), so both the immediate repaint and the `onV3SongsScreenEnter` deferred path land on the right card. Tests: `tests/js/v3_songs_score_badge_refresh.test.js`. - **Escape now exits a song (and leaves Settings) even when a transport/rail control button holds keyboard focus.** Clicking a player control (Play / FF / RW / Restart) left that `