The corners and trail animations had stopped showing stills. Neither was at fault: capture.js gated every screenshot on window.innerWidth === screen.width && window.innerHeight === screen.height and that compares two different units. innerWidth is device pixels divided by devicePixelRatio; screen.width is not divided. At any zoom but 100%, or any fractional display scale, the two can never be equal — measured here at dpr 1.25, fullscreen gives 1536x864 against a reported 1920x1080. The gate stayed shut, grab() returned null, and shoot()/drop() bailed out before making a request. The only symptom was an F11 notice that stayed wrong after F11. Forcing the gate open would not have helped: the rect went out in CSS pixels and was read as logical screen pixels, so every crop would have been 1.25x too small and offset. Stop guessing from browser metrics and ask the compositor, which knows exactly. hyprctl gives the window's position and size in logical pixels; against the viewport the page reports, their ratio is the CSS-pixel scale outright, and since CSS pixels are square that one number does for both axes. The vertical room it leaves over is the tab and address bars, measured rather than assumed — which is what lets the player run in an ordinary window. Fullscreen becomes just the case where the leftover is nothing, so Start still asks for it, for the projector's sake, but says nothing when refused. The window is found by matching document.title as a prefix. The queue page was titled "Party Player — Queue", which would have matched the player's prefix and aimed the crop at the wrong window, so it is now "Queue — Party Player". Candidates are ranked on screen first, then most recently focused, then largest: hyprctl clients has no `focused` field, it has focusHistoryID. The old F11 notice is replaced by one that fires only when the server genuinely cannot find the window, debounced on resize so dragging does not spawn a burst of grim processes. Verified against the live player window: capture() returns bytes identical to a grim -g of the independently predicted region, the same physical region described at 100% and 125% zoom resolves to identical output, and the route answers 422 for an unknown window and 400 for a missing title or viewport. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015zyhxe2w7eEMXvz8wekCyc
439 lines
13 KiB
JavaScript
439 lines
13 KiB
JavaScript
import { connect } from '/shared/socket.js';
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import { OVERLAP_SECONDS, HARD_CUT_SECONDS, AUTO_BACKGROUND, AUTO_ANIMATION } from '/config.js';
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import { createPlayer, loadApi, STATE } from './yt.js';
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import { startAnimationCycle } from './motion.js';
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import { startBackgroundCycle, showLogo } from './backdrop.js';
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import { requestCapture } from './capture.js';
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const TICK_MS = 250;
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let state = {
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items: [],
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currentId: null,
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background: AUTO_BACKGROUND,
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animation: AUTO_ANIMATION,
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paused: false,
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};
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let decks = [];
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let active = 0;
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let transition = null; // { until, duration, from, to } while crossfading
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let started = false;
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let animations = null;
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const socket = connect({ onMessage, onStatus });
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// --- backgrounds --------------------------------------------------------
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// Runs from page load, not from the start gate: the poster is what is on
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// screen while the party waits for someone to click Start.
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const backgrounds = startBackgroundCycle(
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document.getElementById('backgrounds'),
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state.background,
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);
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showLogo(document.getElementById('logo'));
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// --- start gate ---------------------------------------------------------
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const gate = document.getElementById('gate');
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const startButton = document.getElementById('start');
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const gateHint = document.getElementById('gate-hint');
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startButton.addEventListener('click', start);
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gate.addEventListener('click', (event) => {
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if (event.target === gate && !startButton.disabled) start();
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});
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function updateGate() {
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if (started) return;
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const ready = state.items.length > 0;
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startButton.disabled = !ready;
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gateHint.textContent = ready
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? `${state.items.length} video${state.items.length === 1 ? '' : 's'} queued — click to start the music`
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: 'Add videos from the queue page to begin.';
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}
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async function start() {
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if (started) return;
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started = true;
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// Before any await: the getDisplayMedia fallback needs the click's transient
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// activation, which is gone the moment this function yields. It goes first for
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// the same reason — it is the call that must not lose the activation to
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// another API. The server-screenshot path needs no gesture, but cannot be
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// chosen without one, so this ordering has to hold either way.
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const capturing = requestCapture({ onIssue: showNotice });
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// Cosmetic now rather than required: the server path locates the window
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// itself, so screenshots line up windowed too. It is still what you want on a
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// projector, so ask — but say nothing if it is refused, since nothing breaks.
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// (The getDisplayMedia fallback does still need it; that path says so itself.)
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document.documentElement.requestFullscreen?.().catch(() => {});
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gate.classList.add('hidden');
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// Mutable context: the animations start now rather than stalling behind the
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// permission prompt, and read `capture` when they actually take a screenshot.
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const animationContext = {
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element: document.getElementById('frameMover'),
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capture: null,
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};
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capturing.then((capture) => {
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animationContext.capture = capture;
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});
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animations = startAnimationCycle(animationContext, state.animation);
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decks = await Promise.all([
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makeDeck('deck-a', 0),
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makeDeck('deck-b', 1),
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]);
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const current = currentItem();
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if (current) playOn(active, current, { volume: 100, opacity: 1 });
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// Someone may have paused before this page was even opened.
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if (state.paused) applyPaused(true);
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setInterval(tick, TICK_MS);
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setInterval(reportProgress, 1000);
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}
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// --- decks --------------------------------------------------------------
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async function makeDeck(elementId, index) {
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const element = document.querySelector(`.deck[data-deck="${index === 0 ? 'a' : 'b'}"]`);
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const deck = {
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element,
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itemId: null,
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player: null,
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setOpacity(value) {
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element.style.opacity = String(value);
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},
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};
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deck.player = await createPlayer(elementId, {
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onStateChange: (code) => onDeckState(index, code),
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});
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deck.player.setVolume(0);
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deck.setOpacity(0);
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return deck;
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}
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function playOn(index, item, { volume, opacity }) {
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const deck = decks[index];
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deck.itemId = item.id;
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deck.player.loadVideoById(item.videoId);
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deck.player.setVolume(volume);
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deck.player.unMute();
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deck.setOpacity(opacity);
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}
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/**
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* Put the decks down or pick them back up. A crossfade in flight is frozen
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* rather than abandoned: the ramp runs on wall-clock time, so the paused
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* stretch has to be handed back to it on the way out.
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*/
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function applyPaused(paused) {
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if (!decks.length) return;
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if (paused) {
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if (transition) transition.pausedAt = performance.now();
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for (const deck of decks) deck.player.pauseVideo();
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return;
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}
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if (transition?.pausedAt) {
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transition.startedAt += performance.now() - transition.pausedAt;
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transition.pausedAt = null;
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}
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// Only the decks actually in play — the idle one is stopped, not paused.
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if (decks[active].itemId) decks[active].player.playVideo();
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if (transition) {
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decks[transition.to].player.playVideo();
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rampTransition();
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}
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}
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function onDeckState(index, code) {
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// A load can outrace the pause that arrived just before it, so a deck that
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// starts playing while we are paused has to be put back down.
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if (state.paused && code === STATE.PLAYING) {
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decks[index]?.player.pauseVideo();
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return;
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}
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if (index !== active || transition) return;
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// Safety net: a track that ended without our tick catching it (very short
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// clips, or a stalled tab) still has to hand over.
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if (code === STATE.ENDED) {
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const next = nextItem();
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if (!next || next.id === decks[active].itemId) {
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decks[active].player.seekTo(0, true);
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decks[active].player.playVideo();
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} else {
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beginCrossfade(next, HARD_CUT_SECONDS, { advance: true });
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}
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}
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}
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// --- playback loop ------------------------------------------------------
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function tick() {
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if (!decks.length) return;
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// Nothing moves while paused. Above all the crossfade trigger below, which
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// reads a playhead that has stopped advancing and would fire at once if the
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// pause landed inside the last few seconds of a track.
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if (state.paused) return;
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if (transition) {
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stepTransition();
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return;
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}
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const deck = decks[active];
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// Queue emptied out from under us — stop rather than loop the video the
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// user just deleted.
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if (state.items.length === 0) {
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if (deck.itemId) {
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deck.player.stopVideo();
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deck.setOpacity(0);
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deck.itemId = null;
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}
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return;
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}
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// Nothing playing but the queue has items again (all deleted, then re-added).
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if (!deck.itemId) {
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const resume = currentItem();
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if (resume) playOn(active, resume, { volume: 100, opacity: 1 });
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return;
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}
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// The server pointer moved somewhere we are not playing — a jump, or the
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// current item was deleted. Fade there quickly instead of waiting.
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if (state.currentId && deck.itemId !== state.currentId) {
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const target = state.items.find((item) => item.id === state.currentId);
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if (target) {
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beginCrossfade(target, HARD_CUT_SECONDS, { advance: false });
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return;
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}
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}
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const duration = deck.player.getDuration?.() ?? 0;
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const currentTime = deck.player.getCurrentTime?.() ?? 0;
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if (!duration) return;
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if (duration - currentTime <= OVERLAP_SECONDS) {
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const next = nextItem();
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// A single-item queue loops instead of crossfading with itself.
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if (!next || next.id === deck.itemId) return;
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beginCrossfade(next, OVERLAP_SECONDS, { advance: true });
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}
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}
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function beginCrossfade(item, seconds, { advance }) {
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const from = active;
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const to = 1 - active;
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playOn(to, item, { volume: 0, opacity: 0 });
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decks[to].player.playVideo();
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transition = {
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startedAt: performance.now(),
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duration: seconds * 1000,
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from,
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to,
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advance,
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outgoingId: decks[from].itemId,
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};
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rampTransition();
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}
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/**
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* Apply the fade for the current point in time. Driven by animation frames for
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* smoothness, and also by the tick — a hidden or throttled tab stops serving
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* rAF entirely, and a half-faded handover would leave two tracks audible.
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*/
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function stepTransition() {
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if (!transition || transition.pausedAt) return false;
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const progress = Math.min((performance.now() - transition.startedAt) / transition.duration, 1);
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const outgoing = decks[transition.from];
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const incoming = decks[transition.to];
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// Equal-power curve: the combined loudness stays flat through the middle
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// of the mix instead of dipping.
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outgoing.player.setVolume(Math.round(Math.cos((progress * Math.PI) / 2) * 100));
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incoming.player.setVolume(Math.round(Math.sin((progress * Math.PI) / 2) * 100));
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outgoing.setOpacity(1 - progress);
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incoming.setOpacity(progress);
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if (progress < 1) return true;
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finishTransition();
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return false;
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}
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function rampTransition() {
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if (stepTransition()) requestAnimationFrame(rampTransition);
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}
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function finishTransition() {
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if (!transition) return;
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const { from, to, advance, outgoingId } = transition;
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transition = null;
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decks[from].player.stopVideo();
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decks[from].player.setVolume(0);
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decks[from].setOpacity(0);
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decks[from].itemId = null;
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decks[to].player.setVolume(100);
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decks[to].setOpacity(1);
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active = to;
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// New track, new animation, new poster and crop.
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animations?.next();
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backgrounds.next();
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if (advance) socket.send({ type: 'trackEnded', id: outgoingId });
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}
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function reportProgress() {
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const deck = decks[active];
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if (!deck?.itemId || transition) return;
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const currentTime = deck.player.getCurrentTime?.() ?? 0;
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socket.send({ type: 'progress', id: deck.itemId, currentTime });
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}
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// --- queue helpers ------------------------------------------------------
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function currentItem() {
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return state.items.find((item) => item.id === state.currentId) || state.items[0] || null;
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}
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function nextItem() {
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if (state.items.length === 0) return null;
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const index = state.items.findIndex((item) => item.id === decks[active]?.itemId);
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if (index === -1) return currentItem();
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return state.items[(index + 1) % state.items.length];
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}
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// --- duration probe -----------------------------------------------------
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// Cues (never plays) each unmeasured video in a hidden muted player purely to
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// read getDuration(), which is the only keyless way to learn a video's length.
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let probe = null;
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let probing = null;
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async function initProbe() {
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await loadApi();
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probe = await createPlayer('probe-player', { onStateChange: onProbeState });
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probe.mute();
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probe.setVolume(0);
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pumpProbe();
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}
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function onProbeState(code) {
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if (!probing || (code !== STATE.CUED && code !== STATE.PLAYING)) return;
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const seconds = probe.getDuration();
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if (seconds > 0) {
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socket.send({ type: 'duration', id: probing, seconds });
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probing = null;
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pumpProbe();
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}
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}
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function pumpProbe() {
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if (!probe || probing) return;
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const pending = state.items.find((item) => item.duration === null);
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if (!pending) return;
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probing = pending.id;
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probe.cueVideoById(pending.videoId);
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// If the video is unavailable the CUED event never carries a length; move on
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// rather than stalling every later item behind it.
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const stuckOn = pending.id;
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setTimeout(() => {
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if (probing === stuckOn) {
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probing = null;
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pumpProbe();
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}
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}, 10000);
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}
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initProbe();
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// --- socket -------------------------------------------------------------
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function onMessage(msg) {
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if (msg.type !== 'state') return;
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const previousAnimation = state.animation;
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const previousBackground = state.background;
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const previousPaused = state.paused;
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state = msg.state;
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if (state.background !== previousBackground) backgrounds.setMode(state.background);
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if (state.animation !== previousAnimation) animations?.setMode(state.animation);
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if (state.paused !== previousPaused) applyPaused(state.paused);
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updateGate();
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pumpProbe();
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}
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function onStatus(status) {
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document.getElementById('status').hidden = status === 'online';
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}
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// --- notices ------------------------------------------------------------
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// Capture problems used to be swallowed silently, which left a broken
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// screenshot and no way to tell why. They are advisory, never fatal, so the
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// notice fades itself out rather than sitting over the party all night.
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const NOTICE_MS = 12000;
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let noticeTimer = null;
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function showNotice(message) {
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console.warn('[player]', message);
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const notice = document.getElementById('notice');
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notice.textContent = message;
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notice.hidden = false;
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clearTimeout(noticeTimer);
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noticeTimer = setTimeout(() => {
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notice.hidden = true;
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}, NOTICE_MS);
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}
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updateGate();
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// Debug helper used when verifying the crossfade without waiting out a track.
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window.__player = {
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seekToEnd(secondsBefore = OVERLAP_SECONDS + 2) {
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const deck = decks[active];
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const duration = deck?.player.getDuration?.() ?? 0;
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if (duration) deck.player.seekTo(Math.max(0, duration - secondsBefore), true);
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},
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nextAnimation() {
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return animations?.next() ?? null;
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},
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nextBackground() {
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return backgrounds.next();
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},
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get state() {
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return {
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state,
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active,
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transition,
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decks: decks.map((d) => d.itemId),
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animation: animations?.name ?? null,
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background: backgrounds.key,
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};
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},
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};
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