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* fix(venue): don't replay the flyover on an arrangement switch; keep the venue off other screens Two bugs from a live career session. 1. CHANGING ARRANGEMENT REPLAYED THE ARRIVAL FLYOVER. changeArrangement() reloads the song through the normal load path, so highway.js re-emits `song:loaded` — same filename, new arrangement. The venue could not tell that from a fresh arrival, so it reset the machine and flew the camera in from the back of the room again, mid-set, every time the player switched lead -> rhythm. The player is already on stage. onSongLoaded now compares the filename. A repeat of the song already on stage keeps the video pipeline running and only re-syncs the mood: the performance restarts, so the loop follows the reset machine with a quiet crossfade, never the intro. A genuinely different song still gets the full teardown + flyover. 2. THE VENUE SHOWED UP ON THE VIRTUOSO HIGHWAY. The venue was gated purely on `isVenueViz()` — the selected visualization, which is a GLOBAL preference and says nothing about what is on screen. Virtuoso borrows the same highway_3d renderer for its practice charts, so with Venue selected it inherited the backdrop: the crowd and the stage behind a chromatic exercise. Selecting Venue is a preference for the PLAYER; it is not a licence to paint the venue over whatever else happens to be using the renderer. The venue is now gated on viz AND screen (`shouldBeActive`), and follows `screen:changed` — it tears down on leaving the player and rebuilds on return. Nothing else changes: stop() already unbinds the videos from the renderer, so deactivating is enough to clear the backdrop. Tests: both decisions exposed as pure predicates and pinned — arrangement switch vs new song (including the first load, and a malformed payload that must not suppress the flyover forever), and the venue's screen scope. The existing syncViz test encoded the OLD contract (activate regardless of screen), so it now states the new one and additionally asserts the venue does NOT activate on virtuoso. Includes a guard test: with Venue selected AND on the player, the venue IS active — without it, every "not active" assertion could pass vacuously. All 8 new/updated assertions fail against the pre-fix source. eslint clean; JS 1199/1199; pytest 2597 passed. * fix(highway): the paused-frame throttle was throttling the whole venue Pausing the song dropped the venue, the crowd and the stage to ~10 fps — "everything around the highway drops fps by a lot". draw() caps paused frames to one per _PAUSED_FRAME_INTERVAL_MS (100ms), on an assumption stated plainly in highway-constants.js: a heavy WebGL renderer "does a full render every frame even while paused. That is pure waste." That was true when a paused chart was a still picture. The venue broke the assumption. Its video backdrop keeps playing and its crowd reacts on a clock of their own, and BOTH are drawn into the same canvas as the notes — so a throttle aimed at static notes throttled the entire room. The scene only got a texture upload 10 times a second while the transport sat paused. Renderers can now declare that their picture is not static while the chart clock is stopped: an optional needsContinuousFrames(). The throttle is skipped only when it returns exactly true, and the probe fails closed — a renderer that doesn't implement it, or one that throws, keeps the throttle unchanged. So the GPU saving that motivated #654 survives everywhere it was actually valid. highway_3d implements it and claims continuous frames ONLY while a crowd video is genuinely rolling (bound, unpaused, not ended, readyState >= 2). With no venue pack — the common case — the paused scene really is static, so it keeps the throttle and the GPU still idles. Tests extend tests/js/highway_pause_throttle.test.js, which guards this code path source-level (the draw loop owns the rAF + WebGL lifecycle and is deliberately not reproduced in a vm — see the file header). The new guards pin that the capability GATES the early return rather than merely being called near it, that the probe fails closed on absent/non-function/throwing/truthy-but-not- true, and that the 3D renderer keys off the real video elements and can still return false. All 3 fail against the pre-fix source. eslint 0 errors; JS 1202/1202; pytest 2597 passed.
301 lines
10 KiB
JavaScript
301 lines
10 KiB
JavaScript
/*
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* fee[dB]ack v0.3.0 — Venue 3D scene bridge.
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*
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* Activates the highway_3d `venue` background style when Visualization = Venue.
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* Reacts to v3:live-performance-state for lighting mood (read-only).
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*/
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(function (root) {
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'use strict';
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const THEME_ID = 'small-club';
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const ASSET_BASE = '/static/assets/venue/themes/small-club/';
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const BG_PLATE = 'bg-plate.png';
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const BG_PLATE_WEBP = 'bg-plate.webp';
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let _active = false;
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let _assetsLoaded = false;
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let _loadFailed = false;
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let _lastMood = 'idle';
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let _bound = false;
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// The venue belongs to the SONG player and nowhere else.
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//
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// isVenueViz() only answers "is Venue the selected visualization" — a global
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// preference. It says nothing about what is on screen. Other surfaces borrow
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// the same highway_3d renderer (Virtuoso runs its practice charts on it), so
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// with Venue selected they inherited the venue backdrop: the crowd and the
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// stage showed up behind a chromatic exercise. The viz picker is a
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// preference for the player; it is not a licence to paint the venue over
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// whatever else happens to be using the renderer.
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//
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// So gate on both: Venue selected AND the player screen is the one showing.
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function isPlayerScreen() {
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try {
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const active = document.querySelector('.screen.active');
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return !!active && active.id === 'player';
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} catch (_) {
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return false;
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}
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}
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function shouldBeActive() {
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return isVenueViz() && isPlayerScreen();
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}
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function isVenueViz() {
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if (root && root.v3VenueViz && typeof root.v3VenueViz.isVenueVisualization === 'function') {
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const sel = root.v3VenueViz.getSelectedVizId
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? root.v3VenueViz.getSelectedVizId()
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: root.v3VenueViz.readVizSelection();
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return root.v3VenueViz.isVenueVisualization(sel);
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}
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try {
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const sel = document.getElementById('viz-picker');
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if (sel && sel.value) return String(sel.value) === 'venue';
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return localStorage.getItem('vizSelection') === 'venue';
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} catch (_) {
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return false;
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}
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}
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function h3dApi(name) {
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return root && typeof root[name] === 'function' ? root[name] : null;
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}
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function setH3dActive(on) {
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const fn = h3dApi('h3dVenueSceneSetActive');
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if (fn) fn(!!on);
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}
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function setH3dMood(state) {
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const fn = h3dApi('h3dVenueSceneSetMood');
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if (fn) fn(state);
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}
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function readH3dState() {
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const fn = h3dApi('h3dVenueSceneGetState');
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return fn ? fn() : null;
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}
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function syncPlaceholderVisibility() {
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try {
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if (root && root.v3VenueViz && typeof root.v3VenueViz.syncPlayerVizClass === 'function') {
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const id = root.v3VenueViz.getSelectedVizId
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? root.v3VenueViz.getSelectedVizId()
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: root.v3VenueViz.readVizSelection();
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root.v3VenueViz.syncPlayerVizClass(id);
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}
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} catch (_) { /* visual-only */ }
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try {
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if (root && root.v3VenueMoodFx && typeof root.v3VenueMoodFx.onVenueVisualizationSelected === 'function' &&
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isVenueViz()) {
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root.v3VenueMoodFx.onVenueVisualizationSelected();
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}
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} catch (_) { /* visual-only */ }
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}
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function readArrangementSignal() {
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// Intentional karaoke/vocals signal: active arrangement name from the
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// highway WS (user selected Vocals in #arr-select). Do NOT use
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// window.highway.getLyricsVisible() — lyrics overlay stays on during normal
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// guitar practice and must not force vocals POV.
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try {
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const si = root.highway && typeof root.highway.getSongInfo === 'function'
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? root.highway.getSongInfo()
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: null;
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if (si && si.arrangement) return si.arrangement;
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const cs = root.feedBack && root.feedBack.currentSong;
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if (cs && cs.arrangement) return cs.arrangement;
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if (cs && cs.arrangementSmartName) return cs.arrangementSmartName;
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} catch (_) { /* visual-only */ }
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return '';
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}
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function syncInstrumentPov() {
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const fn = h3dApi('h3dVenueSceneSetInstrumentPov');
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if (fn) fn(readArrangementSignal());
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}
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function activate() {
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if (_active) {
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syncInstrumentPov();
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syncVenueMotion();
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syncCrowd(true);
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return;
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}
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_active = true;
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_assetsLoaded = false;
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_loadFailed = false;
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setH3dActive(true);
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setH3dMood(_lastMood);
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syncInstrumentPov();
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syncVenueMotion();
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syncCrowd(true);
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}
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function syncCrowd(on) {
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// Reactive crowd video layer (career mode) — inert without a pack.
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try {
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if (root && root.v3VenueCrowd &&
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typeof root.v3VenueCrowd.setVenueActive === 'function') {
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root.v3VenueCrowd.setVenueActive(!!on);
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}
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} catch (_) { /* visual-only */ }
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}
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function syncVenueMotion() {
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const motionApi = root && root.v3VenueMoodFx;
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const mode = motionApi && typeof motionApi.getMotion === 'function'
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? motionApi.getMotion()
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: 'subtle';
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const fn = h3dApi('h3dVenueSceneSetMotionMode');
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if (fn) fn(mode);
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else if (motionApi && typeof motionApi.syncMotionToRenderer === 'function') {
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motionApi.syncMotionToRenderer(mode);
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}
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}
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function deactivate() {
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if (!_active) {
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setH3dActive(false);
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return;
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}
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_active = false;
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_assetsLoaded = false;
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_loadFailed = false;
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setH3dActive(false);
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syncCrowd(false);
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syncPlaceholderVisibility();
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}
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function syncViz(vizId) {
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const id = String(vizId || '');
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// Venue selected is necessary but not sufficient — see shouldBeActive.
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if (id === 'venue' && isPlayerScreen()) {
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activate();
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} else {
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deactivate();
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}
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}
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function onPerformanceState(e) {
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if (!_active) return;
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const d = (e && e.detail) || {};
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const state = String(d.state || 'idle').toLowerCase();
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// v3:live-performance-state fires per note hit/miss; skip the renderer
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// push when the mood is unchanged (e.g. a run of hits all in 'fire').
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if (state === _lastMood) return;
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_lastMood = state;
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setH3dMood(state);
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}
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function onAssetsLoaded() {
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_assetsLoaded = true;
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_loadFailed = false;
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syncPlaceholderVisibility();
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}
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function onAssetsFailed() {
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_loadFailed = true;
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_assetsLoaded = false;
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syncPlaceholderVisibility();
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}
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function bindRuntime() {
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if (_bound) return;
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_bound = true;
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const sm = root && root.feedBack;
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if (sm && typeof sm.on === 'function') {
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sm.on('v3:live-performance-state', onPerformanceState);
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sm.on('song:loaded', () => {
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if (_active) syncInstrumentPov();
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});
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sm.on('arrangement:changed', () => {
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if (_active) syncInstrumentPov();
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});
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sm.on('song:arrangement-changed', () => {
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if (_active) syncInstrumentPov();
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});
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sm.on('viz:renderer:ready', () => {
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if (shouldBeActive()) activate();
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else deactivate();
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});
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sm.on('viz:reverted', () => deactivate());
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// Leaving the player tears the venue down; coming back rebuilds it.
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// Without this the backdrop followed the renderer onto every other
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// surface that borrows it (Virtuoso's practice highway).
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sm.on('screen:changed', () => {
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if (shouldBeActive()) activate();
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else deactivate();
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});
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}
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if (shouldBeActive()) activate();
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}
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function getState() {
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const h3d = readH3dState();
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const povApi = root && root.v3VenueInstrumentPov;
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const arrangement = readArrangementSignal();
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const instrumentPov = povApi && typeof povApi.resolveVenueInstrumentPov === 'function'
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? povApi.resolveVenueInstrumentPov(arrangement)
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: 'guitar';
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return {
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active: _active,
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themeId: THEME_ID,
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assetBase: ASSET_BASE,
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arrangement,
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instrumentPov,
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assetsLoaded: _assetsLoaded || !!(h3d && h3d.assetsLoaded),
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loadFailed: _loadFailed || !!(h3d && h3d.loadFailed),
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mood: _lastMood,
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h3dVenueState: h3d,
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isVenueViz: isVenueViz(),
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};
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}
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function shouldShowDomPlaceholder() {
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// V2: no on-screen construction badge during Venue playback.
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return false;
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}
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const api = {
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THEME_ID,
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ASSET_BASE,
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BG_PLATE,
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BG_PLATE_WEBP,
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activate,
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deactivate,
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syncViz,
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isPlayerScreen,
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shouldBeActive,
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onAssetsLoaded,
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onAssetsFailed,
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onPerformanceState,
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bindRuntime,
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getState,
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syncInstrumentPov,
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syncVenueMotion,
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readArrangementSignal,
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shouldShowDomPlaceholder,
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isSceneLoaded: () => {
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if (_assetsLoaded) return true;
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const h3d = readH3dState();
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return !!(h3d && h3d.assetsLoaded);
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},
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};
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if (root) root.v3VenueScene3d = api;
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if (typeof module !== 'undefined' && module.exports) module.exports = api;
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if (typeof document !== 'undefined') {
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const boot = () => bindRuntime();
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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', boot);
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} else {
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boot();
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}
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}
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}(typeof window !== 'undefined' ? window : (typeof globalThis !== 'undefined' ? globalThis : null)));
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