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CodeRabbit follow-up on #942: - add_play_seconds() now stamps last_played_at (like touch_position): an unscored play that ran to the natural end WAS played — recent / Continue ordering must see it. Resume position stays untouched. - stats-recorder post() treats non-2xx as failure: a 4xx/5xx JSON error body parsed as an object read as success, silently dropping the accrued seconds instead of re-queuing them. Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
257 lines
12 KiB
JavaScript
257 lines
12 KiB
JavaScript
/*
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* fee[dB]ack v0.3.0 — song-stats recorder (core glue).
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*
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* Bridges the highway note-detection scorer to the core song_stats store
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* (POST /api/stats). The scorer lives in the OPTIONAL external plugin
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* feedBack-plugin-notedetect, which emits `note:hit` / `note:miss` per note
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* on window.feedBack — note-detection is a DEFERRED capability domain, so we
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* use those legacy events directly (design/05-capability-pipelines.md). If the
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* plugin isn't installed, no note events fire and nothing is recorded
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* (graceful degrade — the dashboard simply shows no accuracy).
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*
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* Two paths:
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* • Scored session: tally hits/misses (or accept an explicit
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* `note_detect:session-ended` summary), then POST on song end.
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* • Resume position: a lightweight POST of the play position (as the
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* `lastPlayPosition` field, which /api/stats accepts alongside
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* `last_position`) on pause/stop so Continue-Playing works for non-scored
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* plays.
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*
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* Score/accuracy formula mirrors lib/song_score.py so badge == server.
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*/
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(function () {
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'use strict';
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const sm = window.feedBack;
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if (!sm || typeof sm.on !== 'function') return;
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let cur = null; // active session
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let recordedThisSession = false;
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// Wall-clock play time (career hours odometer). Accrued across
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// play/resume ↔ pause/stop/ended spans — wall time, NOT song position:
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// position deltas double-count A-B loops and mis-read seeks.
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let playingSince = 0; // performance.now() at span start, 0 while not playing
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let accruedSeconds = 0; // played time not yet sent
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// Failed seconds keep their song identity — restoring them into the
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// global accumulator would let the NEXT song claim them after a session
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// switch. Bounded; oldest dropped beyond the cap (honest loss beats
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// misattribution).
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let pendingSeconds = []; // [{filename, arrangement, seconds}] awaiting retry
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function queuePendingSeconds(filename, arrangement, seconds) {
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pendingSeconds.push({ filename, arrangement, seconds });
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if (pendingSeconds.length > 20) pendingSeconds.shift();
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}
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function retryPendingSeconds() {
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if (!pendingSeconds.length) return;
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const batch = pendingSeconds;
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pendingSeconds = [];
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for (const body of batch) {
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post(body).then((r) => { if (r == null) queuePendingSeconds(body.filename, body.arrangement, body.seconds); });
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}
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}
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function clockStart() { if (!playingSince) playingSince = performance.now(); }
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function clockStop() {
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if (!playingSince) return;
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const delta = (performance.now() - playingSince) / 1000;
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playingSince = 0;
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// A single unbroken span beyond 2h of wall clock is a suspend/sleep
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// artifact, not practice — clamp it.
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if (Number.isFinite(delta) && delta > 0) accruedSeconds += Math.min(delta, 7200);
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}
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// Take whatever has accrued (closing any open span) for sending; the
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// caller restores it if the POST fails so the time isn't lost.
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function takeSeconds() {
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clockStop();
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const s = Math.round(accruedSeconds);
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accruedSeconds = 0;
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return s > 0 ? s : 0;
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}
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// Unsent seconds belong to the outgoing song/arrangement — flush before
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// a session reset would re-attribute them.
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function flushSeconds() {
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const s = takeSeconds();
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if (!s) return;
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if (!cur || !cur.filename) return; // no session to attribute to — drop
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const body = { filename: cur.filename, arrangement: cur.arrangement, seconds: s };
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post(body).then((r) => { if (r == null) queuePendingSeconds(body.filename, body.arrangement, s); });
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}
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function reset(filename, arrangement) {
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flushSeconds();
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cur = {
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filename: filename || null,
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arrangement: Number.isFinite(arrangement) ? arrangement : 0,
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hits: 0, misses: 0, streak: 0, bestStreak: 0,
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scored: false, lastTime: 0,
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};
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recordedThisSession = false;
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}
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// accuracy = hits / max(1, hits+misses); score = round(hits*100*accuracy)
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function accuracyOf(hits, misses) { return hits / Math.max(1, hits + misses); }
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function scoreOf(hits, misses) { return Math.round(hits * 100 * accuracyOf(hits, misses)); }
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async function post(body) {
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try {
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const r = await fetch('/api/stats', {
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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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// A 4xx/5xx JSON error body must read as FAILURE — callers
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// re-queue accrued seconds on null, and a parsed error object
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// would silently drop them.
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if (!r.ok) return null;
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try { return await r.json(); } catch (e) { return null; }
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} catch (e) { return null; /* offline / endpoint absent — non-fatal */ }
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}
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// Fan the scored-POST outcome out to the progression core (challenge/quest
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// completion events + state refresh). Summary may be null (older server).
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// `posted` is the stats body we sent; `natural` is true when the song ran
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// to its end (vs. the user stopping early).
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async function notifyProgression(response, posted, natural) {
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const summary = response && response.progression;
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if (window.v3Progression && typeof window.v3Progression.notify === 'function') {
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// Await the notify promise (which wraps a refresh()) so the profile
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// badge renders post-award rank/dB rather than stale cached values.
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try { await window.v3Progression.notify(summary); } catch (e) { /* non-fatal */ }
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}
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// Calibration attempt feedback (spec 010): the diagnostic sloppak was
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// played to the end with scoring but below 100% — surface it so the UI
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// can offer a retry. Early quits don't prompt (the player bailed on
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// purpose), and neither do replays once calibration is completed.
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try {
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const state = window.v3Progression && window.v3Progression.get && window.v3Progression.get();
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const onboarding = (state && state.onboarding) || {};
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if (natural && posted && posted.filename &&
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posted.filename === onboarding.diagnostic_filename &&
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onboarding.calibration_status !== 'completed' &&
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!(summary && summary.calibration_completed) &&
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typeof posted.accuracy === 'number' && posted.accuracy < 1) {
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sm.emit('progression:calibration-attempt', { accuracy: posted.accuracy });
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}
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} catch (e) { /* feedback must never break stats recording */ }
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}
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function finalizeScored(position, natural) {
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if (!cur || !cur.filename || recordedThisSession) return;
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if (!cur.scored || (cur.hits + cur.misses) <= 0) return; // no real scoring this session
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recordedThisSession = true;
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const seconds = takeSeconds();
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const body = {
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filename: cur.filename,
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arrangement: cur.arrangement,
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score: scoreOf(cur.hits, cur.misses),
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accuracy: accuracyOf(cur.hits, cur.misses),
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hits: cur.hits,
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misses: cur.misses,
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bestStreak: cur.bestStreak,
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lastPlayPosition: Number.isFinite(position) ? position : cur.lastTime,
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};
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if (seconds) body.seconds = seconds;
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post(body).then(async (response) => {
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if (response == null && seconds) queuePendingSeconds(body.filename, body.arrangement, seconds);
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await notifyProgression(response, body, !!natural);
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// Refresh the profile badge AFTER the progression state moved so
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// the rank/dB it renders are post-award values.
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if (window.v3Profile && typeof window.v3Profile.refresh === 'function') {
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window.v3Profile.refresh();
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}
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// Tell the library the song's best score may have changed so its
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// card/list badge refreshes without waiting for a restart.
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sm.emit('stats:recorded', { filename: body.filename, arrangement: body.arrangement });
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});
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}
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function touchPosition(position) {
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if (!cur || !cur.filename) return;
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// Allow 0: restarting a song and stopping at the very beginning must be
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// able to clear a stale Continue offset. Only negatives are invalid.
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if (!Number.isFinite(position) || position < 0) return;
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const seconds = takeSeconds();
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const body = { filename: cur.filename, arrangement: cur.arrangement, lastPlayPosition: position };
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if (seconds) body.seconds = seconds;
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post(body).then((r) => { if (r == null && seconds) queuePendingSeconds(body.filename, body.arrangement, seconds); });
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}
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// ── Session lifecycle ─────────────────────────────────────────────────--
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sm.on('song:loading', (e) => {
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const d = (e && e.detail) || {};
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reset(d.filename, d.arrangement == null ? 0 : Number(d.arrangement));
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});
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sm.on('song:arrangement-changed', (e) => {
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const d = (e && e.detail) || {};
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// Arrangement switch restarts scoring — treat as a fresh session.
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reset(d.filename || (cur && cur.filename), d.arrangement == null ? 0 : Number(d.arrangement));
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});
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// ── Per-note tally (from the note_detect plugin) ──────────────────────--
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sm.on('note:hit', () => {
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if (!cur) reset(null, 0);
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cur.scored = true; cur.hits++; cur.streak++;
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if (cur.streak > cur.bestStreak) cur.bestStreak = cur.streak;
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});
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sm.on('note:miss', () => {
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if (!cur) reset(null, 0);
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cur.scored = true; cur.misses++; cur.streak = 0;
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});
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// Track latest position for finalize fallbacks.
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sm.on('song:position-changed', (e) => {
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const t = e && e.detail && e.detail.time;
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if (cur && Number.isFinite(t)) cur.lastTime = t;
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});
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// ── Authoritative explicit summary (if the plugin emits one) ──────────--
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sm.on('note_detect:session-ended', (e) => {
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const d = (e && e.detail) || {};
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if (!d.filename || recordedThisSession) return;
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recordedThisSession = true;
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const body = {
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filename: d.filename,
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arrangement: d.arrangement == null ? 0 : Number(d.arrangement),
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score: d.score, accuracy: d.accuracy,
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hits: d.hits, misses: d.misses, bestStreak: d.bestStreak,
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lastPlayPosition: d.lastPlayPosition,
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};
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post(body).then(async (response) => {
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// The plugin's explicit summary is an authoritative session end —
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// treat it as a natural finish for calibration-retry feedback.
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await notifyProgression(response, body, true);
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if (window.v3Profile && typeof window.v3Profile.refresh === 'function') window.v3Profile.refresh();
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sm.emit('stats:recorded', { filename: body.filename, arrangement: body.arrangement });
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});
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});
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// ── Play-time clock ───────────────────────────────────────────────────--
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sm.on('song:play', () => { clockStart(); retryPendingSeconds(); });
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sm.on('song:resume', clockStart);
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// ── Finalize / resume-position ────────────────────────────────────────--
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sm.on('song:ended', (e) => {
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clockStop();
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finalizeScored(e && e.detail && e.detail.time, true);
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// Unscored natural end: no finalize POST and no position touch
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// (Continue must not point at the end of the song) — bank the play
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// time on its own.
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flushSeconds();
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});
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sm.on('song:pause', (e) => {
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clockStop();
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touchPosition(e && e.detail && e.detail.time);
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});
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sm.on('song:stop', (e) => {
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// Record the scored session if it wasn't already (e.g. user closed the
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// player before the track ended), then persist the resume position.
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// Not a natural end — no calibration-retry prompt for deliberate quits.
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clockStop();
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const t = e && e.detail && e.detail.time;
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finalizeScored(t, false);
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touchPosition(t);
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});
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})();
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