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* feat(career): profile passport wall, home career card, shareable PNG card Career v3, WS2. The identity artifact leaves the plugin tab: - Profile: #v3-profile-passports-mount (core, one div) filled by career on v3:profile-rendered — per-instrument shelves of earned covers, hours, gig count, open-career link. Absent-not-empty. - Home: the plugin-count stat tile becomes #v3-dash-career-slot with the old stat as fallback content; career replaces it with a trading-card tile (leather + foil shine, badge count, hours, closest-stamp ask) on the existing v3:dashboard-rendered event. - Shareable card: static/js/blob-io.js (downloadBlob lifts the idiom duplicated verbatim in settings-io/diagnostics-export — both refactored; copyImageBlob wraps ClipboardItem, returns false to signal the download fallback). Earned passports get Save/Copy card: a natively-drawn 480×640 canvas (leather, stamp ring, stubs+hours line); copy falls back to download with a notice when the clipboard refuses. - Mount-point convention documented in docs/plugin-v3-ui.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(career): external surfaces stay absent until a passport exists CodeRabbit on #955: a bare commitment produced a zero-passport wall and replaced the dashboard fallback. Docs also now say mounts may hold fallback content and plugins REPLACE, never append. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
212 lines
10 KiB
Markdown
212 lines
10 KiB
Markdown
# Building plugins for the v3 UI (fee[dB]ack v0.3.0)
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v0.3.0 ("fee[dB]ack") ships a redesigned UI. It is **the only UI** — the classic v2
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shell and its `FEEDBACK_UI` / `/v2` opt-outs have been removed, so there is no
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longer a second shell to support.
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The good news: v3 **reuses the same engine** the classic UI did — same `server.py`,
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`app.js`, `highway.js`, `playSong`, `showScreen`, capability registry, library
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providers, and the `window.feedBackViz_<id>` / `setRenderer` visualization contract.
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So your plugin's **backend, capabilities, library providers, `nav`/`screen`,
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visualization renderers, diagnostics, and settings export all work unchanged.** v3
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surfaces your `nav` entry in the new sidebar (via `shell.js` `renderPluginNav`) and
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your screen mounts exactly as before.
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**The one thing that changed is the player chrome** — and only if your plugin
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injects controls into it.
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## What changed in the player
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In v2, `#player-controls` was a wide, **always-visible** bottom bar. In v3 it
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became a **minimal, auto-hiding centered transport** (it fades ~2.5 s after the
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pointer goes still during playback), flanked by a **hover-reveal left icon rail**
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with popovers.
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So the legacy way of injecting a control breaks in v3 two ways:
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1. **Auto-hide** — a button you append to `#player-controls` vanishes with the
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transport after a couple seconds.
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2. **Dead anchors** — legacy code commonly inserts before a `<span class="text-gray-700">`
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separator or the `button:last-child` (the ✕ Close button). **Neither exists in
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the v3 transport**, so your control lands at the wrong end or is unreachable.
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## The contract: detect v3, mount into the plugin-control slot
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The host exposes:
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- `window.feedBack.uiVersion === 'v3'` — detect v3 (absent / not `'v3'` in v2).
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- `window.feedBack.ui.playerControlSlot()` — returns a **stable, always-reachable
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container** (the "Plugins" rail popover). In v3, append your control(s) here
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instead of `#player-controls`.
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Canonical pattern for any control you inject into the player:
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```js
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function playerSlot() {
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return (window.feedBack && window.feedBack.uiVersion === 'v3'
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&& window.feedBack.ui && typeof window.feedBack.ui.playerControlSlot === 'function')
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? window.feedBack.ui.playerControlSlot() : null;
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}
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function injectMyButton() {
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const slot = playerSlot();
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const controls = slot || document.getElementById('player-controls'); // v3 slot, else v2 bar
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if (!controls) return;
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if (myBtn && controls.contains(myBtn)) return; // guard the ACTUAL container
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// Legacy inserts before a separator / the ✕ Close button; the v3 slot has no
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// such anchor, so just append there.
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const anchor = slot ? null : controls.querySelector('span.text-gray-700, button:last-child');
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myBtn = document.createElement('button');
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/* ... */
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if (anchor) controls.insertBefore(myBtn, anchor); else controls.appendChild(myBtn);
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}
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```
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Rules:
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- **Gate v3 behavior on `uiVersion`** so v2 is byte-for-byte unchanged.
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- **Never** `insertBefore` the legacy `span.text-gray-700` separator or
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`button:last-child` — they don't exist in the v3 transport. Append instead.
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- **Guard idempotency against the actual container** (`controls.contains(myBtn)`),
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not a hard-coded `#player-controls` — otherwise re-injection logic breaks in v3.
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- **Dropdowns/panels** your control opens: position them via the trigger's
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`getBoundingClientRect()` (portal to `document.body` or `#player`), **not**
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relative to `#player-controls` — the trigger now lives in the rail popover.
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- **Overlays/HUDs/canvases** you attach to `#player` keep working; just keep their
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`z-index` **under the chrome layers**: transport/HUD `z-20`, rail `z-30`,
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popovers `z-40`.
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## Pedalboard metadata (icon, description, category)
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The v3 **Plugins page** renders each plugin as a guitar **pedal** grouped onto
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category **pedalboards**. To make your pedal look good, declare three optional,
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additive manifest fields (all surfaced in `/api/plugins`):
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```json
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{
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"id": "my_plugin",
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"name": "My Plugin",
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"description": "One short sentence shown under the pedal name.",
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"category": "audio",
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"icon": "assets/thumb.png"
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}
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```
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- **`description`** — one short sentence (clamped to ~2 lines on the pedal).
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- **`category`** — which board the pedal sits on. Suggested:
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`audio | creation | practice | game | tools`. Unknown/absent → a curated default
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then `"other"`.
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- **`icon`** — assets-relative thumbnail (~square, ~256×256 PNG/SVG), served via
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the existing sandboxed `/api/plugins/<id>/assets/...` route (same containment
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rule as `styles`). **Shortcut:** if you omit `icon` but ship
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`assets/thumb.png`, the loader auto-detects it — no manifest edit needed.
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Plugins with no thumbnail get a default pedal graphic.
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All three are backward-compatible: omit them and the plugin still loads and shows
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a default pedal.
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## The compatibility shim (don't rely on it)
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So un-updated plugins still function, the host runs a `MutationObserver` that
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re-homes any non-native `#player-controls` child into the slot. It's a safety net
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— but it **breaks plugins that guard re-injection with
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`#player-controls.contains(myBtn)`** (once the host moves the node out, the check
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goes false and the plugin re-injects every song). **Mount into the slot yourself**
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(the pattern above) to be correct; treat the shim as a fallback only.
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## Styling
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v3 uses `fb-*` design tokens (`fb-card`, `fb-text`, `fb-textDim`, `fb-primary`,
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`fb-border`); v2 uses `dark-*` / `accent`. Legacy classes still **render
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acceptably** in v3's dark theme, so a plugin that only uses core-guaranteed
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utilities is functional in both. For polish, ship your own stylesheet via the
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`styles` capability ([plugin-styles.md](plugin-styles.md)) declaring the tokens you
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use — but the host slot already provides a styled container, so simple controls
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need nothing special.
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## Enabling / disabling plugins (Pedalboard footswitch)
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The v3 **Pedalboard** Plugins page renders each plugin as a guitar pedal whose
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"footswitch" turns the plugin on or off. The backend contract:
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- **`enabled` field on every `/api/plugins` entry** — a boolean, default `true`.
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Absent (older entries, stubbed test rows) is treated as enabled. The frontend
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hides the nav and shows the footswitch unlit when `enabled` is `false`.
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- **`POST /api/plugins/{plugin_id}/enabled`** — body `{"enabled": <bool>}`,
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returns `{"id": "<id>", "enabled": <bool>}`.
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- `400` if the body is missing/invalid or `enabled` isn't a real boolean
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(`0`/`1`/strings are rejected).
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- `400` if you try to disable an always-on plugin — `capability_inspector`
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and any `app_tour_*` may never be disabled (disabling would brick the app or
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the capability-graph review surface). Bundled plugins are otherwise
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disable-able.
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- `404` for an unknown plugin id (not loaded and not pending).
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### Persistence
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The choice is persisted under `CONFIG_DIR/plugin_state.json` as
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`{"<plugin_id>": {"enabled": false}, ...}`. **Only non-default (`enabled:false`)
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entries are stored** — re-enabling drops the key entirely, so the file stays
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small and "absent ⇒ enabled" is the invariant. A missing or corrupt state file
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is tolerated (logged, falls back to `{}`) and never crashes startup.
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### Restart semantics
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- Toggling **persists immediately** and flips the **in-memory** `enabled` flag,
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so the very next `/api/plugins` (and thus the nav, the Pedalboard, and the
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capability pipeline) reflects the change at once — no restart needed for the
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UI to update.
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- A plugin **disabled at runtime keeps its already-mounted routes/screen** until
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the next restart; full hot-unload is out of scope. The frontend treats
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`enabled:false` as "off" regardless.
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- At **startup**, the loader **skips disabled plugins entirely** — it does not
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install requirements, run `routes.setup()`, or register their screen, nav, or
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capabilities. They still appear in `/api/plugins` as a disabled entry
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(`status: "disabled"`, `enabled: false`) so the UI can show an "off" pedal you
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can switch back on. **Re-enabling** a plugin that was skipped at startup
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updates the flag immediately but the plugin only actually mounts on the next
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restart.
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### Capability pipeline
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A disabled plugin is **excluded from the capability pipeline**: its
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`capabilities`, `standards`, `capability_validation_warnings`,
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`capability_unsupported_versions`, and `compatibility_shims` are emptied in the
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`/api/plugins` response whenever `enabled` is `false` (covering both
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startup-skipped and runtime-toggled-off plugins). Because the browser capability
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registry registers any entry that carries a capability declaration regardless of
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status, suppressing the metadata here is what actually keeps a disabled plugin
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out of the capability graph.
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## Checklist
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- [ ] Backend / capabilities / library provider / `nav` + `screen` /
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visualization renderer — **no change needed** (they work in v3 as-is).
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- [ ] If you inject a control into the player: detect v3 and mount into
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`window.feedBack.ui.playerControlSlot()`; drop the dead separator /
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`button:last-child` anchor; guard `contains()` against the actual container.
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- [ ] Dropdowns positioned via `getBoundingClientRect()`, not `#player-controls`.
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- [ ] `#player` overlays keep `z-index` ≤ the chrome layers (transport/HUD 20,
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rail 30, popovers 40).
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- [ ] Verify at `/` — it and `/v3` serve the same (and only) v3 shell.
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## Injecting into core shells (profile, dashboard)
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Core screens that accept plugin sections render **mount points** — usually
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empty, sometimes holding core's own **fallback content** (the Dashboard's
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career slot ships the plugin-count stat) — and announce each (re)build with a
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DOM event, because their `innerHTML` swap wipes anything previously injected.
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A plugin listens for the event and **replaces the mount's content** (never
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append — a fallback may be present) by id — the same seam every time:
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| Shell | Event | Mounts |
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| --- | --- | --- |
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| Profile | `v3:profile-rendered` | `#v3-profile-passports-mount` (career wall), `#v3-profile-feats-slot`, `#v3-profile-achievements-mount` |
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| Dashboard | `v3:dashboard-rendered` | `#v3-dash-career-slot` (career card; core's plugin-count stat is the fallback content a plugin may replace) |
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| Settings | `v3:settings-rendered` | per-plugin `settings.html` panels |
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Rules: inject on every event (the mount is fresh), keep the section
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**absent-not-empty** (no state → leave the mount alone / empty), and guard
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re-wired listeners with a `dataset` flag when your own refresh path can run
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against an unwiped mount.
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