mirror of
https://github.com/got-feedBack/feedBack.git
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Puts every external `<script>` in the v3 shell into the deferred queue, and
keeps each script's boot() firing at DOMContentLoaded exactly as it does today.
Behaviourally a no-op; it is what makes the ES-module flips safe.
WHY. `type="module"` defers execution to after HTML parse. Classic-`defer` and
module scripts share ONE "execute after parsing" list and run in DOCUMENT ORDER,
but a plain classic script runs DURING parse — ahead of all of them. So the
moment capabilities.js becomes a module while app.js is still plain, app.js runs
FIRST, and its 11 top-level `window.feedBack.on(...)` calls (app.js:6245-6722)
hit a bare `{}` — `_ensureFeedBackEventBus()` (capabilities.js:33), which
attaches .on/.emit/.off, would not have run yet. TypeError, app.js dies
mid-parse. Deferring everything now keeps document order == execution order
through the rest of the migration.
THE CATCH (Codex preflight caught this — a real ordering change). 22 scripts
guard their boot with `if (document.readyState === 'loading')`. A deferred
script runs at readyState 'interactive', so that test is FALSE and the else-branch
fires boot() immediately, at the script's position in document order — instead of
at DOMContentLoaded, after every script has evaluated.
That matters far more than one call site: a scan of the shell's scripts found
**43 forward references** where a script's boot() reads a global that a LATER
script defines (shell.js -> profile.js's window.v3Onboarding, songs.js ->
settings.js's window._confirmDialog, badges.js -> songs.js's
window.displayTuningName, ...). Every one of them resolves today only because
all boots happen at DOMContentLoaded. So the guards now treat 'interactive' as
not-ready (`!== 'complete'`), restoring that exactly.
Codex's specific finding (first-run onboarding silently skipped) did NOT
reproduce — shell.js's boot() awaits /api/profile, and that yield lets the
remaining deferred scripts run first. But the race it described is real, the
guard is silent when it fails (`&& window.v3Onboarding`), and the other 42
forward refs have no such await protecting them. Fixed at the root rather than
at the one site.
VERIFIED. A/B against origin/main on a fresh profile, 13 probes (onboarding
overlay, v3Onboarding/v3Songs/v3Profile/fbNotify/v3Badges/uiPrompt/showScreen,
bus, capabilities.version, createHighway, plugin scripts, mounted screens):
IDENTICAL, zero console/page errors on both. pytest 2396, node 1028/1028,
ESLint 0 errors, Codex 0.
New guard: test_every_external_script_defers_so_document_order_is_execution_order
fails if any external tag is plain classic — verified to fail on a single
reverted tag, so it actually bites.
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
252 lines
12 KiB
JavaScript
252 lines
12 KiB
JavaScript
/*
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* fee[dB]ack v0.3.0 — progression core (spec 010).
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*
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* Shared client state for /api/progression (mastery rank, paths/challenges,
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* quests, Decibels wallet) AND the owner of the `progression` capability
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* domain (kind: command, safety: safe), so plugins coordinate through the
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* capability pipeline instead of private globals:
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*
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* inspect → the full progression state
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* record-event {type, payload} → whitelisted event intake (minigame_run);
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* song_completed is server-derived and denied
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* list-shop / buy-item / equip-item
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* (buy/equip require authorization:'user-action')
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*
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* Lifecycle events are emitted on the capability surface and mirrored on
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* window.feedBack as `progression:*` for non-capability consumers:
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* challenge-completed, quest-completed, quest-progressed, path-level-up,
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* path-progressed, rank-changed, db-changed, calibration-completed,
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* cosmetic-equipped (+ progression:updated whenever fresh state lands).
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* quest-progressed / path-progressed are the partial-advance counterparts to
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* the *-completed / *-level-up events (the achievement-toast feed).
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*
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* Vanilla JS, no framework (constitution P-II).
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*/
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(function () {
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'use strict';
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const sm = window.feedBack = window.feedBack || {};
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let _state = null; // last /api/progression payload
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let _fetching = null; // in-flight refresh (coalesced)
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function _emit(name, detail) {
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const capabilities = sm.capabilities;
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if (capabilities && capabilities.version === 1 && typeof capabilities.emitEvent === 'function') {
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try { capabilities.emitEvent('progression', name, detail || {}); } catch (e) { /* non-fatal */ }
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}
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if (typeof sm.emit === 'function') {
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try { sm.emit('progression:' + name, detail || {}); } catch (e) { /* non-fatal */ }
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}
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}
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// Index quests by "period:id" so a refresh can be diffed against the last
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// state (period_type isn't on the per-quest payload, so carry it here).
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function _questIndex(state) {
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const out = {};
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const quests = (state && state.quests) || {};
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['daily', 'weekly'].forEach((period) => {
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(((quests[period] || {}).quests) || []).forEach((item) => {
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if (item && item.id != null) out[period + ':' + item.id] = { period, item };
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});
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});
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return out;
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}
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function _diff(prev, next) {
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if (!prev || !next) return;
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if (prev.mastery_rank !== next.mastery_rank) {
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_emit('rank-changed', { from: prev.mastery_rank, to: next.mastery_rank });
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}
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const before = (prev.wallet || {}).balance;
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const after = (next.wallet || {}).balance;
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if (before !== after) _emit('db-changed', { from: before, to: after, wallet: next.wallet });
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// Quest "advance" — a still-incomplete quest whose count rose since the
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// last state. The increment that COMPLETES a quest is intentionally left
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// to quest-completed (emitted from notify()'s summary) so a finished
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// quest surfaces once, not twice. A period rollover (count resets to 0,
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// or a brand-new quest id) produces no event.
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const prevQuests = _questIndex(prev);
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const nextQuests = _questIndex(next);
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Object.keys(nextQuests).forEach((key) => {
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const pq = prevQuests[key];
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const nq = nextQuests[key];
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if (pq && !nq.item.completed && Number(nq.item.count) > Number(pq.item.count)) {
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_emit('quest-progressed', Object.assign({ period_type: nq.period }, nq.item));
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}
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});
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// Path "progress" — a challenge toward the next level completed
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// (next.completed rose) WITHOUT a level-up. The level-up itself is
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// emitted as path-level-up from notify()'s summary, so it surfaces once.
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const prevPaths = {};
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(prev.paths || []).forEach((p) => { if (p && p.id != null) prevPaths[p.id] = p; });
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(next.paths || []).forEach((np) => {
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const pp = prevPaths[np && np.id];
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if (!pp || !np.next || !pp.next) return;
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if (np.level === pp.level && Number(np.next.completed) > Number(pp.next.completed)) {
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_emit('path-progressed', {
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id: np.id, name: np.name, level: np.level,
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next_level: np.next.level,
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completed: np.next.completed, required: np.next.required,
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});
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}
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});
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}
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async function refresh() {
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if (_fetching) return _fetching;
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_fetching = (async () => {
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try {
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const r = await fetch('/api/progression');
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if (r.ok) {
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const prev = _state;
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_state = await r.json();
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_diff(prev, _state);
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_contributeDiagnostics();
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if (typeof sm.emit === 'function') sm.emit('progression:updated', _state);
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}
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} catch (e) { /* offline — keep last-known state */ }
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_fetching = null;
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return _state;
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})();
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return _fetching;
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}
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// Fan a record-event / stats outcome summary out as lifecycle events, then
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// refresh the cached state. Anything that receives a summary payload
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// (stats-recorder, the minigames hub, the events command) feeds this.
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function notify(summary) {
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if (summary && typeof summary === 'object') {
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(summary.challenges_completed || []).forEach((c) => _emit('challenge-completed', c));
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(summary.quests_completed || []).forEach((q) => _emit('quest-completed', q));
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(summary.level_ups || []).forEach((l) => _emit('path-level-up', l));
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if (summary.calibration_completed) {
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// Capture the pre-completion status NOW, before refresh() below
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// flips the cached calibration_status to 'completed'. The handler
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// prefers detail.prior_calibration_status over the cache, so this
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// keeps the success modal correct even if the event is delivered
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// after a refresh has already landed.
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const prior = (_state && _state.onboarding && _state.onboarding.calibration_status) || null;
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_emit('calibration-completed', { prior_calibration_status: prior });
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}
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}
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return refresh(); // rank-changed / db-changed fall out of the diff
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}
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async function _post(url, body) {
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const r = await fetch(url, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify(body || {}),
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});
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let data = {};
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try { data = await r.json(); } catch (e) { /* empty body */ }
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return { ok: r.ok, status: r.status, data };
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}
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// ── Diagnostics (redaction-safe: counts + totals only, no song names) ────
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function _contributeDiagnostics() {
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const diagnostics = sm.diagnostics;
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if (!diagnostics || typeof diagnostics.contribute !== 'function' || !_state) return;
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try {
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diagnostics.contribute('progression', {
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schema: 'feedBack.progression.diag.v1',
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mastery_rank: _state.mastery_rank,
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calibration_status: (_state.onboarding || {}).calibration_status,
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paths: (_state.paths || []).map((p) => ({ id: p.id, level: p.level, max_level: p.max_level })),
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quests: {
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daily: ((_state.quests || {}).daily || {}).quests
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? _state.quests.daily.quests.filter((q) => q.completed).length + '/' + _state.quests.daily.quests.length
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: null,
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weekly: ((_state.quests || {}).weekly || {}).quests
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? _state.quests.weekly.quests.filter((q) => q.completed).length + '/' + _state.quests.weekly.quests.length
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: null,
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},
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wallet: _state.wallet || null,
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});
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} catch (e) { /* diagnostics must never break progression */ }
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}
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// ── Capability domain owner ──────────────────────────────────────────────
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const _handled = (payload) => ({ outcome: 'handled', payload: payload || {} });
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const _denied = (reason, payload) => ({ outcome: 'denied', reason, payload: payload || {} });
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const _failed = (reason) => ({ outcome: 'failed', reason });
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function _registerOwner() {
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const capabilities = sm.capabilities;
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if (!capabilities || capabilities.version !== 1 || typeof capabilities.registerOwner !== 'function') return;
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capabilities.registerOwner('progression', {
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pluginId: 'core.progression',
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kind: 'command',
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ownership: 'exclusive-owner',
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safety: 'safe',
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commands: ['inspect', 'record-event', 'list-shop', 'buy-item', 'equip-item'],
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events: ['challenge-completed', 'quest-completed', 'quest-progressed',
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'path-level-up', 'path-progressed', 'rank-changed',
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'db-changed', 'calibration-completed', 'cosmetic-equipped'],
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description: 'Owns player progression: mastery rank, instrument-path challenges, daily/weekly quests, the Decibels wallet, and the cosmetics shop.',
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handlers: {
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inspect: async () => _handled((await refresh()) || {}),
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'record-event': async (ctx) => {
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const payload = (ctx && ctx.payload) || {};
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try {
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const r = await _post('/api/progression/events',
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{ type: payload.type, payload: payload.payload || {} });
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if (!r.ok) return _denied(r.data.error || ('HTTP ' + r.status));
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notify(r.data.progression);
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return _handled(r.data.progression);
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} catch (e) { return _failed('progression event intake unreachable'); }
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},
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'list-shop': async () => {
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try {
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const r = await fetch('/api/shop');
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if (!r.ok) return _failed('HTTP ' + r.status);
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return _handled(await r.json());
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} catch (e) { return _failed('shop unreachable'); }
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},
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'buy-item': async (ctx) => {
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if (!ctx || ctx.authorization !== 'user-action') {
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return _denied('buy-item requires authorization: user-action');
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}
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try {
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const r = await _post('/api/shop/buy', { item_id: (ctx.payload || {}).item_id });
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if (!r.ok) return _denied(r.data.error || ('HTTP ' + r.status), r.data);
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refresh();
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return _handled(r.data);
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} catch (e) { return _failed('shop unreachable'); }
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},
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'equip-item': async (ctx) => {
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if (!ctx || ctx.authorization !== 'user-action') {
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return _denied('equip-item requires authorization: user-action');
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}
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const payload = ctx.payload || {};
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try {
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const r = await _post('/api/shop/equip',
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{ slot: payload.slot, item_id: payload.item_id == null ? null : payload.item_id });
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if (!r.ok) return _denied(r.data.error || ('HTTP ' + r.status), r.data);
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_emit('cosmetic-equipped', { slot: payload.slot, item_id: payload.item_id == null ? null : payload.item_id });
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return _handled(r.data);
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} catch (e) { return _failed('shop unreachable'); }
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},
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},
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});
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}
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// ── Public API + boot ────────────────────────────────────────────────────
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window.v3Progression = {
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refresh,
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notify,
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get: () => _state,
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};
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_registerOwner();
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// `defer` runs this at readyState 'interactive' — later scripts have not
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// evaluated yet, so wait for DOMContentLoaded (see static/v3/index.html).
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if (document.readyState !== 'complete') {
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document.addEventListener('DOMContentLoaded', () => { refresh(); }, { once: true });
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} else {
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refresh();
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}
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})();
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