feedBack/static/v3/feedbarcade.js
Byron Gamatos 4b4c156fce
refactor(ui): defer every classic script, keep boot() on DOMContentLoaded (R3a) (#872)
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>
2026-07-11 16:57:04 +02:00

284 lines
16 KiB
JavaScript

/*
* fee[dB]ack v0.3.0 — FeedBarcade (#v3-feedbarcade), v3-native minigames hub.
*
* A vanilla-JS reskin of the bundled `minigames` plugin's screen into the fb-*
* design (constitution P-II). It REUSES the minigames backend + the
* window.feedBackMinigames SDK — it does not fork scoring/run logic and adds
* no second XP curve. XP stays unified through the core store (P15): the header
* reads /api/profile/progress (the same data the topbar profile badge shows),
* while per-game bests + cross-game unlocks come from the minigames /profile.
*
* UI placement is a DEFERRED capability domain (design/05): we use the legacy
* plugin loader + /api/plugins/minigames/* routes, NOT capability dispatch.
* Launch delegates to feedBackMinigames.start(gameId), which mounts the
* plugin's own #mg-stage overlay (eagerly injected at boot) — so this screen
* never needs to visit the legacy #plugin-minigames hub.
*/
(function () {
'use strict';
const SCREEN_ID = 'v3-feedbarcade';
const sm = window.feedBack;
const esc = (s) => String(s == null ? '' : s).replace(/[&<>"']/g, (c) => (
{ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;', "'": '&#39;' }[c]));
const enc = encodeURIComponent;
let _progress = null; // /api/profile/progress → header level/xp/streak
let _mgProfile = null; // /api/plugins/minigames/profile → per_game + unlocks
let _registry = null; // /api/plugins/minigames/registry → installed minigames
// Stage-visibility tracking for the refresh-after-run observer.
let _observer = null;
let _stageWasVisible = false;
let _refreshTimer = null;
function sdk() { return window.feedBackMinigames || null; }
function registeredList() {
const s = sdk();
try { return (s && typeof s.listRegistered === 'function') ? s.listRegistered() : []; }
catch (e) { return []; }
}
// ── API ────────────────────────────────────────────────────────────────--
async function jget(url) { try { const r = await fetch(url); return r.ok ? r.json() : null; } catch (e) { return null; } }
async function fetchProgress() { _progress = await jget('/api/profile/progress'); }
async function fetchMgProfile() {
const s = sdk();
if (s && typeof s.getProfile === 'function') {
try { _mgProfile = await s.getProfile(); return; } catch (e) { /* fall through */ }
}
_mgProfile = await jget('/api/plugins/minigames/profile');
}
async function fetchRegistry() { _registry = await jget('/api/plugins/minigames/registry'); }
async function load() {
await Promise.all([fetchProgress(), fetchMgProfile(), fetchRegistry()]);
}
// ── Toast (non-blocking, self-contained) ──────────────────────────────────
function toast(msg) {
let host = document.getElementById('v3-fb-toast');
if (!host) {
host = document.createElement('div');
host.id = 'v3-fb-toast';
host.className = 'fixed bottom-6 left-1/2 -translate-x-1/2 z-[120] bg-fb-card text-fb-text ' +
'border border-fb-border/60 rounded-lg px-4 py-2 text-sm shadow-xl';
document.body.appendChild(host);
}
host.textContent = msg;
host.classList.remove('hidden');
clearTimeout(host._t);
host._t = setTimeout(() => host.classList.add('hidden'), 3000);
}
// ── Render: header ────────────────────────────────────────────────────────
function headerHTML() {
const p = _progress || { current_streak: 0, best_streak: 0 };
// Progression (spec 010): rounds earn Decibels (dB) and advance
// minigame challenges/quests — the old XP level meter is gone.
const prog = (window.v3Progression && window.v3Progression.get()) || null;
const rank = prog ? prog.mastery_rank : 0;
const wallet = (prog && prog.wallet) || { balance: 0 };
return '<div class="bg-fb-card/80 backdrop-blur rounded-xl p-6 border border-fb-border/50">' +
'<div class="flex flex-col sm:flex-row sm:items-center sm:justify-between gap-4">' +
'<div>' +
'<h2 class="text-3xl font-bold text-fb-text">FeedBarcade</h2>' +
'<p class="text-sm text-fb-textDim mt-1">Standalone games that share your guitar input — rounds earn Decibels (dB) and count toward challenges and quests.</p>' +
'</div>' +
'<div class="flex items-center gap-4 text-sm text-fb-textDim">' +
'<span class="text-fb-text font-semibold">Rank ' + rank + '</span>' +
'<span class="text-fb-gold font-semibold">' + Number(wallet.balance || 0).toLocaleString() + ' dB</span>' +
'<span class="text-fb-accent">🔥 ' + (p.current_streak || 0) + '-day streak</span>' +
'</div></div>' +
'</div>';
}
// ── Render: a single game tile (song-card pattern) ────────────────────────
function gameTile(m) {
const id = m.plugin_id;
const spec = registeredList().find((g) => g.id === id) || null;
const launchable = !!spec;
const title = m.title || (spec && spec.title) || id;
const tagline = m.tagline || (spec && spec.tagline) || '';
const stats = (_mgProfile && _mgProfile.totals && _mgProfile.totals.per_game && _mgProfile.totals.per_game[id]) || {};
const best = Number(stats.best_score) || 0;
const runs = Number(stats.runs) || 0;
const art = m.thumbnail
? '<img src="/api/plugins/' + enc(id) + '/assets/' + enc(m.thumbnail) + '" alt="" ' +
'class="w-full h-full object-cover transition-transform duration-300 group-hover:scale-105" ' +
'onerror="this.style.display=\'none\';this.nextElementSibling.classList.remove(\'hidden\')">' +
'<div class="hidden absolute inset-0 flex items-center justify-center text-5xl">🎮</div>'
: '<div class="absolute inset-0 flex items-center justify-center text-5xl">🎮</div>';
const playOverlay = launchable
? '<div class="absolute inset-0 flex items-center justify-center opacity-0 group-hover:opacity-100 transition bg-black/40">' +
'<span class="px-4 py-2 rounded-full bg-fb-primary hover:bg-fb-primaryHi text-white text-sm font-semibold shadow-lg">▶ Play</span></div>'
: '<div class="absolute inset-0 flex items-center justify-center bg-black/50 text-xs text-fb-textDim text-center px-3">Loading… reload if this persists</div>';
// Launchable tiles use a real <button> so the play surface is keyboard-
// focusable and announced as a control; non-launchable (loading) tiles
// stay a plain div.
const surfaceOpen = launchable
? '<button type="button" data-mg-play aria-label="Play ' + esc(title) + '" class="relative aspect-square w-full block p-0 border-0 rounded-lg overflow-hidden bg-fb-card cursor-pointer">'
: '<div class="relative aspect-square rounded-lg overflow-hidden bg-fb-card">';
const surfaceClose = launchable ? '</button>' : '</div>';
return '<div class="group relative" data-mg-game="' + esc(id) + '">' +
surfaceOpen +
art + playOverlay +
surfaceClose +
'<div class="mt-1 text-sm text-fb-text truncate" title="' + esc(title) + '">' + esc(title) + '</div>' +
(tagline ? '<div class="text-xs text-fb-textDim truncate" title="' + esc(tagline) + '">' + esc(tagline) + '</div>' : '') +
'<div class="mt-1 flex items-center justify-between text-xs text-fb-textDim">' +
'<span>Runs <b class="text-fb-text">' + runs + '</b></span>' +
'<span>Best <b class="text-fb-text">' + best + '</b></span>' +
'</div></div>';
}
// ── Render: grid / empty state ────────────────────────────────────────────
function gridHTML() {
const games = (_registry && Array.isArray(_registry.minigames)) ? _registry.minigames : [];
if (!games.length) {
return '<div class="bg-fb-card/80 backdrop-blur rounded-xl p-10 border border-fb-border/50 text-center">' +
'<div class="text-5xl mb-3">🎮</div>' +
'<p class="text-fb-text font-semibold">No minigames installed</p>' +
'<p class="text-sm text-fb-textDim mt-1">Install a minigame plugin to start playing.</p>' +
'<button type="button" data-fb-plugins class="mt-4 text-sm text-fb-primary hover:text-fb-primaryHi">Browse plugins →</button>' +
'</div>';
}
return '<div class="grid grid-cols-2 sm:grid-cols-3 lg:grid-cols-4 gap-4">' +
games.map(gameTile).join('') + '</div>';
}
// ── Render: cross-game unlocks ────────────────────────────────────────────
function unlocksHTML() {
const unlocks = (_mgProfile && Array.isArray(_mgProfile.unlocks)) ? _mgProfile.unlocks : [];
if (!unlocks.length) return '';
// Map a game id → display title from the registry, for nicer labels.
const titleById = {};
((_registry && _registry.minigames) || []).forEach((m) => { titleById[m.plugin_id] = m.title || m.plugin_id; });
const chips = unlocks.map((u) => {
const sepIndex = String(u).indexOf(':');
const gid = sepIndex >= 0 ? u.slice(0, sepIndex) : '';
const name = sepIndex >= 0 ? u.slice(sepIndex + 1) : u;
const game = titleById[gid] || gid;
return '<span class="inline-flex items-center gap-1.5 rounded-full bg-fb-bg/50 border border-fb-border/50 px-3 py-1 text-xs text-fb-text">' +
'<span class="text-fb-gold">★</span>' + esc(name) +
(game ? '<span class="text-fb-textDim">· ' + esc(game) + '</span>' : '') + '</span>';
}).join('');
return '<div class="bg-fb-card/80 backdrop-blur rounded-xl p-6 border border-fb-border/50">' +
'<h3 class="text-lg font-bold text-fb-text mb-3">Unlocks</h3>' +
'<div class="flex flex-wrap gap-2">' + chips + '</div></div>';
}
// ── Render: createNoteDetector hint (non-blocking) ─────────────────────────
function noteDetectHintHTML() {
if (typeof window.createNoteDetector === 'function') return '';
return '<div class="bg-fb-card/60 border border-fb-border/40 rounded-lg px-4 py-2 text-xs text-fb-textDim">' +
'Some minigames score your playing and need the Note Detector plugin. They still run without it.' +
'</div>';
}
function render() {
const root = document.getElementById(SCREEN_ID);
if (!root) return;
root.innerHTML =
'<div class="max-w-6xl mx-auto p-6 md:p-8 space-y-6">' +
headerHTML() +
noteDetectHintHTML() +
gridHTML() +
unlocksHTML() +
'</div>';
wire(root);
}
// ── Wiring ────────────────────────────────────────────────────────────────
function wire(scope) {
scope.querySelector('[data-fb-plugins]')?.addEventListener('click', () => {
if (typeof window.showScreen === 'function') window.showScreen('v3-plugins');
});
scope.querySelectorAll('[data-mg-game]').forEach((card) => {
const id = card.getAttribute('data-mg-game');
card.querySelector('[data-mg-play]')?.addEventListener('click', () => launch(id));
});
}
// The minigames plugin defines its run overlays (#mg-stage / #mg-picker /
// #mg-summary) INSIDE its hub screen container (#plugin-minigames). When a
// game is launched from this v3 screen, that hub screen is the inactive
// `.screen` (display:none), so the fixed overlays — though their own
// `hidden` class is cleared by the SDK — sit under a display:none ancestor
// and never paint. Relocate them to <body>: they're `position:fixed` and
// the SDK only ever reaches them via getElementById, so this is safe and
// idempotent, and a run is now visible no matter which screen is active.
// (The legacy hub still works — fixed overlays render the same at <body>.)
function portalOverlays() {
['mg-stage', 'mg-picker', 'mg-summary'].forEach((id) => {
const el = document.getElementById(id);
if (el && el.parentElement !== document.body) document.body.appendChild(el);
});
}
async function launch(id) {
const s = sdk();
if (!s || typeof s.start !== 'function') { toast('Minigames are still loading — try again in a moment.'); return; }
if (!registeredList().some((g) => g.id === id)) { toast('This minigame is not ready yet. Reload the page if it persists.'); return; }
if (!document.getElementById('mg-stage')) { toast('Minigame stage not ready yet.'); return; }
portalOverlays();
try { await s.start(id); } catch (e) { console.warn('[feedbarcade] launch failed:', e); }
}
// ── Refresh-after-run ──────────────────────────────────────────────────────
// The SDK emits no public run-complete event, but both end() and
// teardownActiveSession() re-add `hidden` to #mg-stage. Observe that and
// refresh on the visible→hidden edge so the header XP and per-game bests
// update in place after a run. refresh() is idempotent + cheap.
const refresh = async function () { await load(); render(); };
function stageVisible(stage) { return !!stage && !stage.classList.contains('hidden'); }
function ensureStageObserver() {
if (_observer) return;
const stage = document.getElementById('mg-stage');
if (!stage) return; // plugin not mounted yet; retry on ready/screen-change
portalOverlays(); // hoist overlays out of the (hidden) hub screen
_stageWasVisible = stageVisible(stage);
_observer = new MutationObserver(() => {
const vis = stageVisible(stage);
if (_stageWasVisible && !vis) {
clearTimeout(_refreshTimer);
_refreshTimer = setTimeout(refresh, 150); // coalesce end() + summary close
}
_stageWasVisible = vis;
});
_observer.observe(stage, { attributes: true, attributeFilter: ['class'] });
}
// ── Public API + boot ──────────────────────────────────────────────────────
window.v3Feedbarcade = { refresh };
async function boot() {
// Refresh progression state before the first render so headerHTML() shows
// the correct rank/dB instead of the Rank 0 / 0 dB cold-load fallback.
if (window.v3Progression && typeof window.v3Progression.refresh === 'function') {
try { await window.v3Progression.refresh(); } catch (e) { /* proceed with cached state */ }
}
await load();
render();
ensureStageObserver();
if (sm && typeof sm.on === 'function') {
sm.on('screen:changed', (e) => {
if (e && e.detail && e.detail.id === SCREEN_ID) { ensureStageObserver(); refresh(); }
});
}
// The minigames plugin publishes its SDK + injects #mg-stage at boot and
// fires this once ready; re-render so late-registered specs appear and
// the stage observer attaches.
window.addEventListener('feedBack-minigames-ready', () => { ensureStageObserver(); refresh(); });
}
// `defer` runs this at readyState 'interactive' — later scripts have not
// evaluated yet, so wait for DOMContentLoaded (see static/v3/index.html).
if (document.readyState !== 'complete') {
document.addEventListener('DOMContentLoaded', boot, { once: true });
} else {
boot();
}
})();