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* fix(player): make Escape a reliable Back; resumable + optionally-confirmed song exit Escape didn't always leave a song: clicking a transport control (play/FF/RW/ restart) left that <button> focused, and _shortcutDispatchBlocked() bails the shortcut dispatcher for any focused INPUT/SELECT/TEXTAREA/BUTTON — so the player-scope Escape=Back shortcut never fired until the user clicked empty canvas to blur the control. Space already had a player-screen carve-out (#593); Escape did not. That asymmetry was the bug. Phase 1 — focus fix: generalize the Space carve-out in _shortcutDispatchBlocked to Escape, on the player AND settings screens (both register Escape=Back; settings had the identical latent bug). The earlier guards still win: text inputs are exempted first, the Section Practice popover already claims Escape, and a true modal (role=dialog aria-modal=true / .feedBack-modal) still traps it. Plugins' player-scope Escape shortcuts are fixed identically. Phase 2 — resume: leaving the player snapshots {song, arrangement, position, speed} to localStorage; a non-blocking "Resume practice" pill offers it back on the next non-player screen / next launch. playSong() gains a {resume} option that restores speed + seeks to the saved position on song:ready instead of the normal autostart. Conservative (ignores <3s / near-end), cleared on natural song-end and once consumed, expires after 24h. Phase 3 — opt-in "Ask before leaving a song" (Gameplay tab, default OFF). A true-modal confirm with monotonic Escape (the second Escape leaves) and Space/Enter = Leave. The player Escape shortcut and the v3 close button route through window.requestExitSong(); auto-exit on song-end and a results screen's own Close stay unguarded. Design rationale: a multi-seat design charrette (engagement, learning-design, operability, codebase-reality) — leaving a song should be reliable and recoverable, not gated; the confirm is opt-in only. Tests: tests/browser/{keyboard-shortcuts,resume-session,exit-confirm}.spec.ts. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF * test(browser): suppress first-run onboarding in keyboard/resume/exit specs The first-run onboarding overlay (#v3-onboarding) is a modal that intercepts pointer/keyboard events; on a fresh profile it covers the player and breaks any test that presses Escape or clicks. Stub GET /api/profile to an onboarded profile in each beforeEach so the app behaves like a returning user (the state these tests assume). Also tighten the Section Practice Escape test to assert the guarantee the fix actually provides — Escape does not exit the song while the popover is open (the line-447 guard wins over the carve-out) — rather than asserting the popover's own close handler fires, which isn't wired for a synthetic bar. Verified locally against a worktree server (Chromium): all 16 new specs pass (5 Escape + 6 resume + 5 exit-confirm) plus the existing #593 Space tests. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF * fix(player): exit-confirm — Escape cancels back to song, pause on open/resume on stay Refinements from tester feedback on the exit-confirm (default stays OFF): - Escape on the open prompt now = Stay (dismiss + return to the song), matching every other modal and the generic _confirmDialog (Esc=cancel). A second Escape therefore returns to the song instead of leaving it. Leaving stays the explicit, default-focused "Leave" button, so Space/Enter/click = "just get me out" (the OP's "Space always hits leave"). - Opening the prompt PAUSES the song (via the canonical togglePlay path, HTML5 + _juceMode) so it isn't running/being scored behind the modal; Stay resumes exactly what we paused. Guards: cancel any count-in on open; resume only if we paused (wasPlaying), only if still the same live song on the player (_audioSeekGen unchanged), and never auto-resume a song the user had paused. - Trap Tab inside the dialog; backdrop click was already Stay. Specs: exit-confirm.spec.ts updated — the monotonic "second Escape leaves" test becomes "second Escape stays", plus a backdrop-click-stays test. The audio pause/resume itself is verified manually on web + desktop (the mock song has no backing track); these specs lock the navigation + keyboard semantics. NOTE: the pause/resume adds a new pause→resume cycle on the desktop JUCE transport (known play/pause-desync path) — smoke-test on the desktop build before merge. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF * fix(player): accurate exit-confirm copy + keep resume snapshot on failed load Two review follow-ups on the Escape/resume/confirm work: - Settings copy said "a second Escape (or Space/Enter) still leaves", but Escape dismisses the confirm (Stay) like every other modal — only Space/Enter/Leave exit. Corrected the Gameplay-tab description so it matches the implementation (and the committed exit-confirm specs). - resumeLastSession() cleared the snapshot BEFORE awaiting playSong(), so a transient load/connect failure permanently lost the Resume pill with no retry. Clear only after the load resolves; on failure keep the snapshot (and drop the pending in-memory resume) so the pill re-offers it on the next non-player screen. All 16 Escape/resume/exit-confirm Playwright specs still pass. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com>
125 lines
5.9 KiB
TypeScript
125 lines
5.9 KiB
TypeScript
import { test, expect } from '@playwright/test';
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// Opt-in "Ask before leaving a song" confirm. Default OFF → Escape/✕ leave
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// instantly. When ON, a true-modal confirm appears and PAUSES the song; Escape
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// (like every other modal) DISMISSES it → Stay, so a second Escape returns to
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// the song rather than leaving, and Space/Enter activate the default-focused
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// "Leave". (The mock song has no backing audio, so the pause-on-open /
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// resume-on-Stay is verified manually on web + desktop; these specs lock the
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// navigation + keyboard semantics.)
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const CONFIRM_KEY = 'confirmExitSong';
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async function installMockSong(page) {
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await page.evaluate(() => {
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const messages = [
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{ type: 'song_info', title: 'Mock Song', artist: 'Mock Artist', arrangement: 'Lead', arrangement_index: 0, duration: 90, tuning: [0, 0, 0, 0, 0, 0], stringCount: 6, arrangements: [{ index: 0, name: 'Lead', notes: 1 }] },
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{ type: 'ready' },
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];
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class MockWebSocket {
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static CONNECTING = 0; static OPEN = 1; static CLOSING = 2; static CLOSED = 3;
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readyState = MockWebSocket.CONNECTING;
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onopen = null; onmessage = null; onerror = null; onclose = null; url;
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constructor(url) {
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this.url = url;
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setTimeout(() => {
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this.readyState = MockWebSocket.OPEN;
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if (this.onopen) this.onopen(new Event('open'));
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for (const m of messages) if (this.onmessage) this.onmessage({ data: JSON.stringify(m) });
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}, 0);
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}
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send() {}
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close() { this.readyState = MockWebSocket.CLOSED; if (this.onclose) this.onclose(new CloseEvent('close')); }
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}
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// @ts-ignore
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window.WebSocket = MockWebSocket;
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});
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}
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async function openPlayerWithMockSong(page) {
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await installMockSong(page);
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await page.evaluate(async () => { /* @ts-ignore */ await window.playSong('mock-song.sloppak'); });
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await page.waitForSelector('#player.active', { timeout: 5000 });
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await expect(page.locator('#hud-title')).toHaveText('Mock Song', { timeout: 5000 });
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}
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test.describe('Exit-confirm toggle', () => {
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test.beforeEach(async ({ page }) => {
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// Suppress the first-run onboarding overlay (a modal that intercepts
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// pointer/keyboard events) so Escape reaches the player, not the overlay.
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await page.route('**/api/profile', async (route) => {
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if (route.request().method() === 'GET') {
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await route.fulfill({ json: { display_name: 'Test', player_hash: 'test', onboarded: true } });
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} else { await route.continue(); }
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});
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await page.goto('/');
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await page.waitForSelector('.screen.active', { timeout: 10000 });
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await page.evaluate((k) => localStorage.removeItem(k), CONFIRM_KEY);
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});
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test('default OFF: Escape exits the song immediately, no confirm', async ({ page }) => {
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await openPlayerWithMockSong(page);
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await page.keyboard.press('Escape');
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await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
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await expect(page.locator('#player.active')).toHaveCount(0);
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});
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test('ON: Escape opens the confirm and the song stays', async ({ page }) => {
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await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
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await openPlayerWithMockSong(page);
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await page.keyboard.press('Escape');
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await expect(page.locator('#fb-exit-confirm')).toBeVisible();
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await expect(page.locator('#player.active')).toHaveCount(1);
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// "Leave" is focused so Space/Enter leaves immediately.
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await expect(page.locator('#fb-exit-confirm button', { hasText: 'Leave' })).toBeFocused();
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});
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test('ON: a second Escape dismisses the prompt and stays in the song', async ({ page }) => {
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await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
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await openPlayerWithMockSong(page);
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await page.keyboard.press('Escape');
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await expect(page.locator('#fb-exit-confirm')).toBeVisible();
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// Escape = dismiss (Stay), matching every other modal — NOT leave.
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await page.keyboard.press('Escape');
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await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
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await expect(page.locator('#player.active')).toHaveCount(1);
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});
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test('ON: clicking the backdrop dismisses the prompt and stays', async ({ page }) => {
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await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
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await openPlayerWithMockSong(page);
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await page.keyboard.press('Escape');
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await expect(page.locator('#fb-exit-confirm')).toBeVisible();
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// mousedown on the overlay backdrop (top-left, away from the centered card)
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// is Stay — never an accidental leave.
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await page.locator('#fb-exit-confirm').click({ position: { x: 5, y: 5 } });
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await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
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await expect(page.locator('#player.active')).toHaveCount(1);
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});
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test('ON: "Stay" keeps you in the song; "Leave" exits', async ({ page }) => {
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await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
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await openPlayerWithMockSong(page);
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await page.keyboard.press('Escape');
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await page.locator('#fb-exit-confirm button', { hasText: 'Stay' }).click();
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await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
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await expect(page.locator('#player.active')).toHaveCount(1);
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await page.keyboard.press('Escape');
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await page.locator('#fb-exit-confirm button', { hasText: 'Leave' }).click();
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await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
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await expect(page.locator('#player.active')).toHaveCount(0);
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});
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test('ON: Enter on the default-focused "Leave" leaves', async ({ page }) => {
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await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
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await openPlayerWithMockSong(page);
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await page.keyboard.press('Escape');
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await expect(page.locator('#fb-exit-confirm')).toBeVisible();
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await page.keyboard.press('Enter');
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await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
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await expect(page.locator('#player.active')).toHaveCount(0);
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});
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});
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