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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>
313 lines
11 KiB
JavaScript
313 lines
11 KiB
JavaScript
/*
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* fee[dB]ack v0.3.0 — live performance HUD (read-only overlay).
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*
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* Mirrors stats-recorder tallies from note:hit / note:miss events without
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* writing back to scoring. Visual state thresholds are UI-only.
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*/
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(function (root) {
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'use strict';
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const STATE_CLASSES = ['is-idle', 'is-fire', 'is-strong', 'is-steady', 'is-recovery', 'is-smoke'];
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const STATE_META = Object.freeze({
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idle: { label: 'Waiting for notes', icon: '' },
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fire: { label: 'Hot streak', icon: '\uD83D\uDD25' },
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strong: { label: 'Locked in', icon: '\u2728' },
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steady: { label: 'Solid run', icon: '\uD83D\uDC4D' },
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recovery: { label: 'Recovering', icon: '\uD83D\uDCAA' },
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smoke: { label: 'Shake it off', icon: '\uD83D\uDCA8' },
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});
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function accuracyPct(hits, misses) {
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const judged = hits + misses;
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if (judged <= 0) return null;
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return Math.round((hits / Math.max(1, judged)) * 100);
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}
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function calculateLivePerformanceState({ hits = 0, misses = 0, streak = 0, bestStreak = 0 } = {}) {
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const h = Math.max(0, Number(hits) || 0);
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const m = Math.max(0, Number(misses) || 0);
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const s = Math.max(0, Number(streak) || 0);
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const best = Math.max(0, Number(bestStreak) || 0);
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const judged = h + m;
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const pct = accuracyPct(h, m);
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let state = 'idle';
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if (judged === 0) {
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state = 'idle';
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} else if (pct >= 90 && s >= 10) {
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state = 'fire';
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} else if (pct >= 85) {
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state = 'strong';
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} else if (pct >= 70) {
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state = 'steady';
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} else if (pct >= 50) {
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state = 'recovery';
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} else {
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state = 'smoke';
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}
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const meta = STATE_META[state] || STATE_META.idle;
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return {
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hits: h,
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misses: m,
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streak: s,
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bestStreak: best,
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judged,
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accuracyPct: pct,
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state,
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stateLabel: meta.label,
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stateIcon: meta.icon,
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};
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}
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function formatPercentText(stats) {
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if (!stats || stats.judged === 0 || stats.accuracyPct == null) return '\u2014';
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return String(stats.accuracyPct) + '%';
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}
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function formatHitsText(stats) {
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if (!stats || stats.judged === 0) return 'Waiting for notes';
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return 'Hits ' + stats.hits + ' / ' + stats.judged;
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}
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function formatStreakText(stats) {
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if (!stats) return 'Streak 0';
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return 'Streak ' + stats.streak;
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}
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function formatStateText(stats) {
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if (!stats || stats.judged === 0) return '';
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const icon = stats.stateIcon ? stats.stateIcon + ' ' : '';
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return icon + stats.stateLabel;
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}
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function applyHudClasses(el, state) {
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if (!el || !el.classList) return;
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STATE_CLASSES.forEach((cls) => el.classList.remove(cls));
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if (state) el.classList.add('is-' + state);
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}
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function renderHudDom(els, stats) {
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if (!els) return stats;
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const s = stats || calculateLivePerformanceState();
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if (els.root) applyHudClasses(els.root, s.state);
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if (els.percent) els.percent.textContent = formatPercentText(s);
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if (els.hits) els.hits.textContent = formatHitsText(s);
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if (els.streak) els.streak.textContent = formatStreakText(s);
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if (els.state) {
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els.state.textContent = formatStateText(s);
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if (els.state.setAttribute) {
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els.state.setAttribute('aria-hidden', s.judged === 0 ? 'true' : 'false');
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}
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}
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return s;
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}
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function createCounters() {
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return { hits: 0, misses: 0, streak: 0, bestStreak: 0 };
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}
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function bindRuntime(sm, domEls) {
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if (!sm || typeof sm.on !== 'function') return null;
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let active = false;
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// Stay hidden until the first judged note actually arrives. note:hit /
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// note:miss are emitted only by the notedetect plugin, so users without
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// detection (or with it off) would otherwise see a permanent
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// "Waiting for notes" overlay for the whole song.
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let revealed = false;
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let counters = createCounters();
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// Position-aware ledger: { t: chart-note time, hit } per judged note,
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// so a BACKWARD reposition (Restart button / scrub-back) can rebuild the
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// visible tally to reflect only the notes up to the new playhead instead
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// of keeping the stale cumulative total. Mirrors the notedetect HUD's own
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// ledger (note:hit/note:miss carry the judgment, incl. noteTime). The
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// running `counters` stay incremental for the live path; the ledger is
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// only replayed on a seek.
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let ledger = [];
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const els = domEls || {
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root: typeof document !== 'undefined' ? document.getElementById('v3-live-performance-hud') : null,
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percent: typeof document !== 'undefined' ? document.getElementById('v3-live-performance-percent') : null,
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hits: typeof document !== 'undefined' ? document.getElementById('v3-live-performance-hits') : null,
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streak: typeof document !== 'undefined' ? document.getElementById('v3-live-performance-streak') : null,
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state: typeof document !== 'undefined' ? document.getElementById('v3-live-performance-state') : null,
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};
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function setVisible(show) {
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if (!els.root) return;
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if (show) els.root.classList.remove('hidden');
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else els.root.classList.add('hidden');
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}
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function resetCounters() {
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counters = createCounters();
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ledger = [];
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}
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// Chart-note time for a judgment event, or null when unknown (argless
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// test calls, or a judgment without timing). note:hit/note:miss carry
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// the notedetect judgment object as `detail`.
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function judgmentTime(e) {
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const d = e && e.detail;
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if (!d) return null;
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if (Number.isFinite(d.noteTime)) return d.noteTime;
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if (d.chartNote && Number.isFinite(d.chartNote.t)) return d.chartNote.t;
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return null;
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}
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// Rebuild counters from the ledger up to (excluding) chart time `t`.
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// Drop judgments at/after `t` so replaying forward re-counts them, then
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// replay survivors in time order through the same hit/streak rules.
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function rebuildToPosition(t) {
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if (!Number.isFinite(t)) return;
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ledger = ledger.filter((e) => !(Number.isFinite(e.t) && e.t >= t));
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const sorted = ledger.slice().sort((a, b) => (a.t == null ? -Infinity : a.t) - (b.t == null ? -Infinity : b.t));
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counters = createCounters();
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for (const e of sorted) {
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if (e.hit) {
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counters.hits++;
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counters.streak++;
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if (counters.streak > counters.bestStreak) counters.bestStreak = counters.streak;
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} else {
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counters.misses++;
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counters.streak = 0;
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}
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}
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paint();
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}
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function currentStats() {
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return calculateLivePerformanceState(counters);
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}
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function paint() {
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const stats = renderHudDom(els, currentStats());
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try {
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if (sm && typeof sm.emit === 'function') {
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sm.emit('v3:live-performance-state', {
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hits: stats.hits,
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misses: stats.misses,
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judged: stats.judged,
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streak: stats.streak,
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bestStreak: stats.bestStreak,
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accuracyPct: stats.accuracyPct,
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state: stats.state,
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});
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}
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} catch (_) { /* venue mood and other observers must never break HUD */ }
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}
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function reveal() {
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if (!active || revealed) return;
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revealed = true;
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setVisible(true);
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}
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function showSession() {
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active = true;
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revealed = false;
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resetCounters();
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// Primed but hidden — reveal() on the first note:hit/note:miss.
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setVisible(false);
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paint();
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}
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function hideSession() {
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active = false;
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revealed = false;
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resetCounters();
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setVisible(false);
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paint();
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}
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function onHit(e) {
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if (!active) return;
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reveal();
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ledger.push({ t: judgmentTime(e), hit: true });
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counters.hits++;
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counters.streak++;
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if (counters.streak > counters.bestStreak) counters.bestStreak = counters.streak;
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paint();
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}
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function onMiss(e) {
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if (!active) return;
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reveal();
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ledger.push({ t: judgmentTime(e), hit: false });
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counters.misses++;
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counters.streak = 0;
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paint();
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}
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sm.on('song:loading', () => { showSession(); });
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sm.on('song:arrangement-changed', () => {
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if (!active) return;
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resetCounters();
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paint();
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});
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sm.on('song:stop', () => { hideSession(); });
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sm.on('song:ended', () => { hideSession(); });
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sm.on('note:hit', onHit);
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sm.on('note:miss', onMiss);
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// Restart / scrub-back: rebuild the tally to the new playhead. song:seek
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// is core's single repositioning funnel ({ from, to, reason }). Only a
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// BACKWARD jump recomputes; a forward seek leaves earlier notes counted.
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// Skip loop-wrap (drill mode) so a practiced A-B loop keeps accumulating,
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// matching the notedetect HUD.
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sm.on('song:seek', (e) => {
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if (!active) return;
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const d = (e && e.detail) || {};
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if (d.reason === 'loop-wrap') return;
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const to = Number(d.to);
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if (!Number.isFinite(to)) return;
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const from = Number(d.from);
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const movedBack = Number.isFinite(from) ? (to < from - 0.05) : true;
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if (!movedBack) return;
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rebuildToPosition(to);
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});
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return {
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getCounters: () => ({ ...counters }),
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getStats: currentStats,
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isActive: () => active,
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showSession,
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hideSession,
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onHit,
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onMiss,
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rebuildToPosition,
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paint,
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els,
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};
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}
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const api = {
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STATE_CLASSES,
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STATE_META,
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accuracyPct,
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calculateLivePerformanceState,
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formatPercentText,
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formatHitsText,
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formatStreakText,
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formatStateText,
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applyHudClasses,
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renderHudDom,
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bindRuntime,
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};
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if (root) root.v3LivePerformanceHud = api;
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if (typeof module !== 'undefined' && module.exports) module.exports = api;
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if (typeof document !== 'undefined') {
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const boot = () => {
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const sm = root && root.feedBack;
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if (sm) bindRuntime(sm);
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};
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if (document.readyState === 'loading') {
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document.addEventListener('DOMContentLoaded', boot);
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} else {
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boot();
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}
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}
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}(typeof window !== 'undefined' ? window : null));
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