/* * fee[dB]ack v0.3.0 — song-stats recorder (core glue). * * Bridges the highway note-detection scorer to the core song_stats store * (POST /api/stats). The scorer lives in the OPTIONAL external plugin * feedBack-plugin-notedetect, which emits `note:hit` / `note:miss` per note * on window.feedBack — note-detection is a DEFERRED capability domain, so we * use those legacy events directly (design/05-capability-pipelines.md). If the * plugin isn't installed, no note events fire and nothing is recorded * (graceful degrade — the dashboard simply shows no accuracy). * * Two paths: * • Scored session: tally hits/misses (or accept an explicit * `note_detect:session-ended` summary), then POST on song end. * • Resume position: a lightweight POST of the play position (as the * `lastPlayPosition` field, which /api/stats accepts alongside * `last_position`) on pause/stop so Continue-Playing works for non-scored * plays. * * Score/accuracy formula mirrors lib/song_score.py so badge == server. */ (function () { 'use strict'; const sm = window.feedBack; if (!sm || typeof sm.on !== 'function') return; let cur = null; // active session let recordedThisSession = false; // Wall-clock play time (career hours odometer). Accrued across // play/resume ↔ pause/stop/ended spans — wall time, NOT song position: // position deltas double-count A-B loops and mis-read seeks. let playingSince = 0; // performance.now() at span start, 0 while not playing let accruedSeconds = 0; // played time not yet sent // Failed seconds keep their song identity — restoring them into the // global accumulator would let the NEXT song claim them after a session // switch. Bounded; oldest dropped beyond the cap (honest loss beats // misattribution). let pendingSeconds = []; // [{filename, arrangement, seconds}] awaiting retry function queuePendingSeconds(filename, arrangement, seconds) { pendingSeconds.push({ filename, arrangement, seconds }); if (pendingSeconds.length > 20) pendingSeconds.shift(); } function retryPendingSeconds() { if (!pendingSeconds.length) return; const batch = pendingSeconds; pendingSeconds = []; for (const body of batch) { post(body).then((r) => { if (r == null) queuePendingSeconds(body.filename, body.arrangement, body.seconds); }); } } function clockStart() { if (!playingSince) playingSince = performance.now(); } function clockStop() { if (!playingSince) return; const delta = (performance.now() - playingSince) / 1000; playingSince = 0; // A single unbroken span beyond 2h of wall clock is a suspend/sleep // artifact, not practice — clamp it. if (Number.isFinite(delta) && delta > 0) accruedSeconds += Math.min(delta, 7200); } // Take whatever has accrued (closing any open span) for sending; the // caller restores it if the POST fails so the time isn't lost. function takeSeconds() { clockStop(); const s = Math.round(accruedSeconds); accruedSeconds = 0; return s > 0 ? s : 0; } // Unsent seconds belong to the outgoing song/arrangement — flush before // a session reset would re-attribute them. function flushSeconds() { const s = takeSeconds(); if (!s) return; if (!cur || !cur.filename) return; // no session to attribute to — drop const body = { filename: cur.filename, arrangement: cur.arrangement, seconds: s }; post(body).then((r) => { if (r == null) queuePendingSeconds(body.filename, body.arrangement, s); }); } function reset(filename, arrangement) { flushSeconds(); cur = { filename: filename || null, arrangement: Number.isFinite(arrangement) ? arrangement : 0, hits: 0, misses: 0, streak: 0, bestStreak: 0, scored: false, lastTime: 0, }; recordedThisSession = false; } // accuracy = hits / max(1, hits+misses); score = round(hits*100*accuracy) function accuracyOf(hits, misses) { return hits / Math.max(1, hits + misses); } function scoreOf(hits, misses) { return Math.round(hits * 100 * accuracyOf(hits, misses)); } async function post(body) { try { const r = await fetch('/api/stats', { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify(body), }); // A 4xx/5xx JSON error body must read as FAILURE — callers // re-queue accrued seconds on null, and a parsed error object // would silently drop them. if (!r.ok) return null; try { return await r.json(); } catch (e) { return null; } } catch (e) { return null; /* offline / endpoint absent — non-fatal */ } } // Fan the scored-POST outcome out to the progression core (challenge/quest // completion events + state refresh). Summary may be null (older server). // `posted` is the stats body we sent; `natural` is true when the song ran // to its end (vs. the user stopping early). async function notifyProgression(response, posted, natural) { const summary = response && response.progression; if (window.v3Progression && typeof window.v3Progression.notify === 'function') { // Await the notify promise (which wraps a refresh()) so the profile // badge renders post-award rank/dB rather than stale cached values. try { await window.v3Progression.notify(summary); } catch (e) { /* non-fatal */ } } // Calibration attempt feedback (spec 010): the diagnostic sloppak was // played to the end with scoring but below 100% — surface it so the UI // can offer a retry. Early quits don't prompt (the player bailed on // purpose), and neither do replays once calibration is completed. try { const state = window.v3Progression && window.v3Progression.get && window.v3Progression.get(); const onboarding = (state && state.onboarding) || {}; if (natural && posted && posted.filename && posted.filename === onboarding.diagnostic_filename && onboarding.calibration_status !== 'completed' && !(summary && summary.calibration_completed) && typeof posted.accuracy === 'number' && posted.accuracy < 1) { sm.emit('progression:calibration-attempt', { accuracy: posted.accuracy }); } } catch (e) { /* feedback must never break stats recording */ } } function finalizeScored(position, natural) { if (!cur || !cur.filename || recordedThisSession) return; if (!cur.scored || (cur.hits + cur.misses) <= 0) return; // no real scoring this session recordedThisSession = true; const seconds = takeSeconds(); const body = { filename: cur.filename, arrangement: cur.arrangement, score: scoreOf(cur.hits, cur.misses), accuracy: accuracyOf(cur.hits, cur.misses), hits: cur.hits, misses: cur.misses, bestStreak: cur.bestStreak, lastPlayPosition: Number.isFinite(position) ? position : cur.lastTime, }; if (seconds) body.seconds = seconds; post(body).then(async (response) => { if (response == null && seconds) queuePendingSeconds(body.filename, body.arrangement, seconds); await notifyProgression(response, body, !!natural); // Refresh the profile badge AFTER the progression state moved so // the rank/dB it renders are post-award values. if (window.v3Profile && typeof window.v3Profile.refresh === 'function') { window.v3Profile.refresh(); } // Tell the library the song's best score may have changed so its // card/list badge refreshes without waiting for a restart. sm.emit('stats:recorded', { filename: body.filename, arrangement: body.arrangement }); }); } function touchPosition(position) { if (!cur || !cur.filename) return; // Allow 0: restarting a song and stopping at the very beginning must be // able to clear a stale Continue offset. Only negatives are invalid. if (!Number.isFinite(position) || position < 0) return; const seconds = takeSeconds(); const body = { filename: cur.filename, arrangement: cur.arrangement, lastPlayPosition: position }; if (seconds) body.seconds = seconds; post(body).then((r) => { if (r == null && seconds) queuePendingSeconds(body.filename, body.arrangement, seconds); }); } // ── Session lifecycle ─────────────────────────────────────────────────-- sm.on('song:loading', (e) => { const d = (e && e.detail) || {}; reset(d.filename, d.arrangement == null ? 0 : Number(d.arrangement)); }); sm.on('song:arrangement-changed', (e) => { const d = (e && e.detail) || {}; // Arrangement switch restarts scoring — treat as a fresh session. reset(d.filename || (cur && cur.filename), d.arrangement == null ? 0 : Number(d.arrangement)); }); // ── Per-note tally (from the note_detect plugin) ──────────────────────-- sm.on('note:hit', () => { if (!cur) reset(null, 0); cur.scored = true; cur.hits++; cur.streak++; if (cur.streak > cur.bestStreak) cur.bestStreak = cur.streak; }); sm.on('note:miss', () => { if (!cur) reset(null, 0); cur.scored = true; cur.misses++; cur.streak = 0; }); // Track latest position for finalize fallbacks. sm.on('song:position-changed', (e) => { const t = e && e.detail && e.detail.time; if (cur && Number.isFinite(t)) cur.lastTime = t; }); // ── Authoritative explicit summary (if the plugin emits one) ──────────-- sm.on('note_detect:session-ended', (e) => { const d = (e && e.detail) || {}; if (!d.filename || recordedThisSession) return; recordedThisSession = true; const body = { filename: d.filename, arrangement: d.arrangement == null ? 0 : Number(d.arrangement), score: d.score, accuracy: d.accuracy, hits: d.hits, misses: d.misses, bestStreak: d.bestStreak, lastPlayPosition: d.lastPlayPosition, }; post(body).then(async (response) => { // The plugin's explicit summary is an authoritative session end — // treat it as a natural finish for calibration-retry feedback. await notifyProgression(response, body, true); if (window.v3Profile && typeof window.v3Profile.refresh === 'function') window.v3Profile.refresh(); sm.emit('stats:recorded', { filename: body.filename, arrangement: body.arrangement }); }); }); // ── Play-time clock ───────────────────────────────────────────────────-- sm.on('song:play', () => { clockStart(); retryPendingSeconds(); }); sm.on('song:resume', clockStart); // ── Finalize / resume-position ────────────────────────────────────────-- sm.on('song:ended', (e) => { clockStop(); finalizeScored(e && e.detail && e.detail.time, true); // Unscored natural end: no finalize POST and no position touch // (Continue must not point at the end of the song) — bank the play // time on its own. flushSeconds(); }); sm.on('song:pause', (e) => { clockStop(); touchPosition(e && e.detail && e.detail.time); }); sm.on('song:stop', (e) => { // Record the scored session if it wasn't already (e.g. user closed the // player before the track ended), then persist the resume position. // Not a natural end — no calibration-retry prompt for deliberate quits. clockStop(); const t = e && e.detail && e.detail.time; finalizeScored(t, false); touchPosition(t); }); })();