Commit graph

3659 commits

Author SHA1 Message Date
BoulderBadgeDad
6dfe9f3d6a Worker orbs/hub: preserve logo aspect ratio + use SoulSync logo on Manage Workers button
- Nucleus logo now fits to the pulsing radius using the image's natural
  width/height, so it no longer stretches to a square.
- Manage Workers button swaps the helix emoji for the SoulSync logo
  (trans2.png) inside the existing accent badge.
2026-06-03 17:26:50 -07:00
BoulderBadgeDad
37f9046afd Worker orbs: render the SoulSync logo as the hub nucleus
The Manage Workers hub now draws /static/trans2.png (the SoulSync mark)
at its center instead of a plain colored core, scaled to the pulsing
radius and brightening slightly with energy. Energy-reactive glow, rings
and inbound pulses still surround it. Falls back to the drawn core while
the image loads.
2026-06-03 17:24:18 -07:00
BoulderBadgeDad
44fe7a7c33 Worker orbs: make the hub a living system — reactive, orbital, data-fed
Three upgrades to the Manage Workers nucleus:
- Energy-reactive: hub size, glow, heartbeat speed and ring count all
  scale with how many workers are actually running. Calm + dim when idle,
  big/bright/fast with 1-3 radiating rings when busy. The animation now
  reads as a live gauge.
- Inbound pulses: active workers fire colored particles along their spokes
  into the hub, so it visibly collects their output (eased to accelerate
  on arrival; cleared on collapse so they don't snap).
- Orbital rotation: worker orbs get a tangential nudge around the nucleus
  so the cluster slowly revolves like an atom instead of drifting randomly
  (active orbs orbit a touch faster).
2026-06-03 17:20:19 -07:00
BoulderBadgeDad
31d8ffaa55 Worker orbs: Manage Workers button becomes a pulsing hub/nucleus
The 'Manage Workers' orb now acts as a central nucleus instead of just
another drifting particle:
- Settles at canvas center with strong pull + heavy damping (no jitter)
- Drawn larger and brighter with a slow breathing pulse, white core
  highlight, and an expanding heartbeat ring
- Wired to every worker orb with full-length spokes (a traveling pulse
  runs along each), so it visually reads as the center managing the cluster
- Other orbs repel off it, leaving a clean halo around the nucleus
2026-06-03 17:12:00 -07:00
BoulderBadgeDad
623f7b16e0 Manage Workers button: join the worker-orbs collapse/reveal animation
The screenshot said it all — the orbs collapse into the floating particle cluster
after 7s idle, but the Manage Workers pill just sat there static. It wasn't in
worker-orbs.js's WORKER_DEFS. Added .em-manage-btn (purple) so it collapses into
a floating orb with the others and reveals on header hover — now it behaves like
the rest of the cluster instead of an out-of-place static button.
2026-06-03 16:50:57 -07:00
BoulderBadgeDad
08dcd00217 Enrichment manager modal: orb-style entrance (springy rise + cascading worker rail)
The modal opened with a plain pop — out of place next to the worker orbs. Now it
springs up from the bottom (toward the Manage Workers button) with the SAME easing
the orbs reveal with, then the worker rail assembles one-by-one: each chip springs
in staggered (scale 0.4→1) with a brief pulse of its own brand colour. Mirrors the
orb motion language AND walks your eye across every worker + its live state dot /
coverage bar as they land — cool + informative. Respects prefers-reduced-motion.
2026-06-03 16:47:22 -07:00
BoulderBadgeDad
25222bd8f7
Merge pull request #782 from Nezreka/feature/artist-map-v2
Feature/artist map v2
2026-06-03 16:38:53 -07:00
BoulderBadgeDad
8c6899c802 Lint: fix ruff B905 (zip strict=) + S110 (try/except/pass) in similar-artists worker + perf endpoint
- similar_artists_worker._get_next_artist: zip(keys, row, strict=False)
- log_artist_map_perf: log the exception instead of bare pass
2026-06-03 16:35:19 -07:00
BoulderBadgeDad
843de8a45e Similar Artists worker: guarantee every stored similar has a source id
Verified against live data: 1312/1313 stored similars carry a metadata source id,
but 1 slipped through name-only (a match on a source with no id column, e.g.
discogs). Enforce the standard: process_artist now SKIPS any similar whose match
doesn't map to a storable id column (spotify/itunes/deezer/musicbrainz) instead
of writing a useless name-only row. Regression test covers discogs-match + no-id
cases. Now 100% of newly-stored similars are actionable.
2026-06-03 16:26:29 -07:00
BoulderBadgeDad
9d308638f0 Similar Artists worker: surface WHY fetches error (observability before tuning)
The kettui move: 38/79 fetches errored on the first live run, but they were
logged at DEBUG only — invisible in app.log, so the cause (rate-limit vs
no-providers vs bug) is unprovable. process_artist now returns a (status, count,
detail) triple carrying the error reason (status code + message / exception),
and the worker logs the first 15 errors per session at WARNING (rest DEBUG) +
keeps _last_error. No blind pacing tweak — let it run, read the real reason, then
fix the proven cause. Seam tests updated + assert the reason is captured.
2026-06-03 16:22:51 -07:00
BoulderBadgeDad
152e8b6bf3 Similar Artists orb: wire it into the WebSocket status broadcast (the real fix)
THE root cause of 'orb frozen, click does nothing visibly': when a socket is
connected, the orbs don't poll — update*Status() bails on socketConnected and
relies on server pushes. similar_artists was missing from BOTH the server emit
loop (_emit_enrichment_status_loop's workers dict) and the client dispatch
(core.js socket.on('enrichment:<id>')), so the orb never received status → never
updated. Clicks DID pause the backend (modal showed paused), but the orb visual
was frozen. Added the worker to the emit loop + the socket.on handler.
2026-06-03 16:09:22 -07:00
BoulderBadgeDad
0a77542d84 Similar Artists orb: match the AudioDB/standard wiring exactly (no inline onclick)
Root cause of 'click does nothing': I flip-flopped between inline onclick and
addEventListener. A cached index.html with my inline onclick + fresh JS with
addEventListener = the click fires the toggle TWICE (pause then resume) = no net
change. Now identical to AudioDB/Deezer/etc.: NO inline onclick on the button,
single addEventListener('click', toggle) in the init. One handler, one fire.
2026-06-03 16:03:45 -07:00
BoulderBadgeDad
b79b26b7c5 Similar Artists orb: inline onclick (like Amazon) so the click reliably fires
The addEventListener wiring evidently wasn't firing the toggle (orb showed
running but clicking didn't pause). Switched the button back to an inline
onclick=toggleSimilarArtistsEnrichment() — identical to the Amazon orb, which
works — and exposed the fn on window so the inline handler always resolves.
Toggle logic unchanged (active ? pause : resume).
2026-06-03 15:59:23 -07:00
BoulderBadgeDad
940afbf4b2 Similar Artists orb: use the exact same toggle logic as the other orbs
Stop diverging — match toggleAmazonEnrichment/toggleSpotifyEnrichment verbatim:
contains('active') ? pause : resume. A paused orb isn't 'active', so a click
resumes it (same as every other worker). My earlier 'paused'-class variant was
what broke unpausing.
2026-06-03 15:53:47 -07:00
BoulderBadgeDad
c635ca5b82 Similar Artists orb: toggle from real backend state (fix 'won't unpause')
Class-based toggle had a hole: the orb may lack the 'paused' class even when the
backend is paused (before the first 2s status poll, or worker fallback), so a
click would PAUSE the already-paused worker (no-op) → 'clicking doesn't unpause'.
Now the toggle reads /status first and does the opposite of the real paused
state, so a paused worker always resumes on click.
2026-06-03 15:52:59 -07:00
BoulderBadgeDad
8e6cd0382c Similar Artists orb: register with the worker-orbs collapse/reveal system
The orb was excluded from worker-orbs.js's WORKER_DEFS list, so it never got the
shared 'collapse to floating orb after 7s idle / reveal on header hover'
animation (worker-orb-hidden / worker-orb-reveal) every other orb has. Added its
container (.similar-artists-enrich-button-container, purple) to the list.
2026-06-03 15:39:46 -07:00
BoulderBadgeDad
5949c104c3 Similar Artists orb: reliable pause + standard addEventListener wiring
- Orb wouldn't pause when the worker had finished its library: the toggle keyed
  off classList.contains('active'), but a done worker sits in the green
  'complete'/idle state, so clicking tried to resume (no-op). Now it pauses
  unless already paused → pausable in any state.
- Switched from inline onclick to addEventListener (matches spotify/itunes/etc.,
  the majority pattern) instead of the amazon/discogs inline style.
2026-06-03 15:33:39 -07:00
BoulderBadgeDad
8ba20f7c49 Similar Artists worker: DB-backed stats (orb matches modal) + default on
- get_stats now reports PERSISTENT counts from the DB (matched/not_found/pending
  + a progress.artists breakdown) instead of in-memory session counters, so the
  dashboard orb tooltip and the Manage modal agree (was showing 0 vs 14 after a
  restart) and it survives restarts — same approach as the other workers.
- Orb tooltip reads progress.artists ('Artists: 14 / 15 (93%)') like the rest.
- Worker now defaults to ON (running) instead of opt-in-paused; still honors a
  saved pause across restarts. It self-paces (~3s/artist) and backs off on
  MusicMap outages, so the orb spins/active like the others when there's work.
10 seam tests pass.
2026-06-03 15:26:29 -07:00
BoulderBadgeDad
d70d410f6f Similar Artists worker: dashboard enrichment bubble
Adds the dashboard status bubble (the small icon row) for the Similar Artists
worker, alongside the modal entry. Mirrors the per-source bubbles: MusicMap logo,
purple accent, spinner + active/complete/paused states, hover tooltip, and a 2s
status poll against /api/enrichment/similar_artists/status. Click toggles
pause/resume. Tooltip shows matched/pending (the worker has no artist/album/track
phases). 74 JS integrity tests pass.
2026-06-03 15:19:46 -07:00
BoulderBadgeDad
89e3486e84 Similar Artists enrichment worker (MusicMap → match → store) for library artists
Closes the gap where similar artists only existed for WATCHLIST artists: a new
background worker populates them for the whole LIBRARY, slotting into the
existing enrichment-worker pattern (bubble + Manage Enrichment Workers modal,
status/pause/resume, matched/not_found/pending/errors).

Per source-matched library artist → get_musicmap_similar_artists(name, 25)
(the same matcher the artist-detail page uses: fetches MusicMap names, matches
each to the user's source chain — primary + active fallbacks — returns only
matched artists) → store via add_or_update_similar_artist keyed by the artist's
metadata source id, the SAME key the watchlist scanner + artist map use, so the
two cooperate (idempotent upsert + retry_days window).

  - core/similar_artists_worker.py: pure seams (pick_source_artist_id,
    map_payload_to_store_kwargs, process_artist) + the threaded worker; skips
    artists not yet source-matched; classifies not_found vs transient error
    (retry after 30d).
  - DB migration: similar_artists_match_status / _last_attempted on artists
    (mirrors every other source worker's tracking columns).
  - Registered in EnrichmentService + instantiated in web_server, DEFAULT-PAUSED
    (opt-in) like Amazon — MusicMap is scraped/outage-prone + this is library-wide.
  - SERVICE_ENTITY_SUPPORT['similar_artists']=('artist',) so the modal breakdown
    ('artists with / without similars') + Retry work; manual-match (inapplicable
    to a relationship) is gated out via relationship:true.
  - 10 seam tests; existing 80 enrichment tests still pass.

Note: keys under profile 1 (single-profile setups); multi-profile is future work.
2026-06-03 15:07:49 -07:00
BoulderBadgeDad
c8626b1e83 Artist Map v2: offset toolbar back button clear of the mobile hamburger menu
The fixed hamburger (top:16 left:16, 44px, z9999) sat on top of the map's back
button on mobile. Push .artmap-nav-left right by 52px on <=760px so the back
button clears it.
2026-06-03 14:32:44 -07:00
BoulderBadgeDad
c5e12b904f Artist Map v2: mobile-responsive toolbar/header
- Toolbar wraps on phones (<=760px): back + title + stats and the compact tools
  stay on row 1, the search drops to its own full-width row below so nothing gets
  crushed. Brand text hidden, stats truncate with ellipsis.
- Island nav + canvas height now MEASURE the toolbar height instead of assuming
  ~50px, so the taller wrapped header doesn't overlap the nav or clip the canvas.
64 JS integrity tests pass.
2026-06-03 14:14:07 -07:00
BoulderBadgeDad
e00589f40a Artist Map v2: mobile responsive (bottom-sheet panel, full-width map, resize reflow)
- Info panel becomes a bottom SHEET on phones (<=760px): slides up when you tap
  a bubble, doesn't steal map width (islands frame full-width via _artMapReservedW
  = 0 on mobile). Grip/handle to dismiss; a floating menu FAB opens it to the
  dashboard + top-artists. Desktop stays the right sidebar.
- Genre sidebar hidden on mobile (the top-left quick-jump nav handles genre
  switching; no room for a sidebar).
- Touch tap now selects a bubble (card in the sheet) instead of opening the modal,
  matching desktop click; ignores taps that were drags.
- Resize/orientation: debounced reflow that re-styles the panel for the new
  breakpoint, recomputes canvas size (minus sidebar/toolbar), and re-frames the
  focused island / fit. 64 JS integrity tests pass.
2026-06-03 14:00:07 -07:00
BoulderBadgeDad
409595974e Artist Map v2: bring the info panel to life — live watchlist state, debounced select, navbar fix
- Watchlist button now reflects real state: shows 'On watchlist' (filled) vs
  'Watchlist' (outline), confirmed per-artist via /api/watchlist/check, and
  flips instantly when you add/remove (cached in _watchSet so it stays correct
  as you browse). Uses the artist's source id, works on any map.
- Debounced hover-select: the card only swaps to a bubble you've settled on for
  ~0.8s, so sweeping toward the panel no longer keeps changing the card on
  bubbles you pass over. Clicking a bubble selects it instantly (bypasses the
  debounce, pins the card) instead of auto-opening the modal — Details button
  still opens it.
- Fix: panel started at top:0 and covered the navbar; now it starts below the
  .artist-map-toolbar (measured) so the toolbar stays clear. 64 tests pass.
2026-06-03 13:49:56 -07:00
BoulderBadgeDad
ed2a97d701 Fix: artist detail forced Enhanced view on source-only artists, hiding discog
The persisted Standard/Enhanced preference was re-applied on every artist load
BEFORE the data came back — so for an artist not in the library (source-only, no
Enhanced view) it still flipped to Enhanced, which showed an empty Enhanced pane
and never rendered the discography.

Now the preference is applied inside loadArtistDetailData, after we know the
artist's status (data.artist.server_source). Only library artists honour a saved
'enhanced' choice; source-only artists always stay on Standard (discography).
2026-06-03 13:40:00 -07:00
BoulderBadgeDad
b0c0acb379 Artist Map v2: right-side info panel (dashboard + coverage + top artists + artist card)
A polished detail panel on the right of every map (never collides with the genre
sidebar; islands now frame in the space left of it):
  - Header dashboard: view title, Artists / Watchlist / Genres stat tiles, and a
    watchlist-coverage bar for the current genre/view.
  - Top-artists list: the current island's biggest artists, clickable (shows
    their card + ripples them on the map).
  - Rich artist card on hover/click: large art (from the decoded bitmap), genre
    chips, popularity bar, connection count, watchlist/discovered badge, and
    actions — Explore from here, Details, Watchlist toggle, Open artist page.
    Card stays pinned (no auto-revert) so you can reach its buttons; a back
    button returns to the list.
64 JS integrity tests pass.
2026-06-03 13:28:57 -07:00
BoulderBadgeDad
0d91bb78db Artist Map v2: fancier bloom — bubbles surface up into place
Bubbles now rise up into position (water-surfacing) with a soft ease-out-back
settle and alpha fading in a touch faster than scale. Stagger is continuous
radial + a deterministic per-bubble jitter so they fill in organically instead
of popping in visible rings/segments. 64 JS integrity tests pass.
2026-06-03 13:19:25 -07:00
BoulderBadgeDad
37595314f1 Artist Map v2 fix: streamed art now appears on its own (no manual zoom)
Root cause of the 'loads as placeholder orbs, only pops in after a zoom' bug:
streamed images were cached in _artMap.images but written into the buffer via
the per-node composite path, which didn't reliably refresh in one-island /
overflow mode — so covers stayed as placeholders until a zoom forced a full
rebuild that picked up the cached bitmaps.

Now that each map's buffer is small (one focused island, or a small explore
map), a throttled FULL rebuild on image arrival is cheap and always bakes every
cached image. Dropped the composite call from the stream; art fills in by itself
as it loads. 64 JS integrity tests pass.
2026-06-03 13:13:09 -07:00
BoulderBadgeDad
f95b52e3c4 Artist Map v2 — polish: island halo, hover-pop, genre quick-jump, declutter
- Soft genre-hued halo glows behind the focused island (cached per-hue sprite →
  one drawImage, no per-frame gradient) so it reads as a place on the water.
- Hover-pop: hovered bubbles scale up + get a bright hue ring + glow, even on
  static genre islands (drawn on top), so hover always feels tactile/responsive.
- Genre quick-jump: click the genre name in the nav for a dropdown of every
  genre island — jump straight to one instead of only prev/next.
- Decluttered: dropped the redundant in-world island titles in one-island mode
  (the nav bar already names the genre, and they could clip off the top).
64 JS integrity tests pass.
2026-06-03 13:01:58 -07:00
BoulderBadgeDad
e2eac64dce Artist Map v2: de-lag one-island genre view + move island nav to top-left
- Focused islands now render from the high-res buffer (one cheap crisp blit)
  instead of redrawing every bubble each frame for the bob. In one-island mode
  the buffer already covers just that island at high resolution, so this is
  crisp AND cheap — kills the genre lag. Bob/shove stay live only for small
  views (zoomed-in subsets, explore) where per-frame redraw is cheap.
  (Overflow threshold 650→140; the loop parks once the island bakes.)
- Fewer bubbles per island (maxPerIsland 500→300) — less cramped, lighter bloom.
- Island nav bar moved from bottom-center to top-left (clears the genre sidebar
  + toolbar). 64 JS integrity tests pass.
2026-06-03 11:09:02 -07:00
BoulderBadgeDad
80d775a5da Artist Map v2 — one-island-at-a-time view + API-backed toolbar search
Two things from feedback:

1) Toolbar search now queries the metadata source for ANY artist (like the
   discover page) and launches an exploration on click — instead of only
   filtering the current map's nodes (which showed nothing for off-map names).

2) Genre + watchlist maps now frame ONE genre island at a time, with prev/next
   nav (and ← / → keys) through the genres. This sidesteps the persistent
   'renders small/sparse' bug entirely: only the focused island is visible, so
   the buffer covers a small region at HIGH res (crisp covers, no more shrunk
   images) and the live layer handles just ~hundreds of bubbles (bob works, no
   overflow). Each island blooms in (drop-in-water) on focus. Explore stays
   multi-island (it's small). A bottom nav bar shows genre name + i/N.
   Streaming caches off-island images silently (no redraw) so navigating is
   instant. 64 JS integrity tests pass.
2026-06-03 11:00:10 -07:00
BoulderBadgeDad
21b6d17d3c Artist Map v2 — Phase F (fix): robust live/buffer partition + 30fps loop
Fixes the genre-map 'renders small/sparse after the reveal, zoom fixes it' bug.
Root cause: tighter islands (Phase D) raised the fit-zoom so nearly every bubble
crossed the live-size threshold → the buffer excluded them all (thought they
were live) but the live layer is capped, so only ~600 of 1800 drew until a zoom
rebuilt the partition.

Fix: _artMapRebuildBuffer now counts would-be-live bubbles; if more than the
live layer can draw (>450), it sets _liveOverflow and bakes EVERYTHING into the
buffer (full, correct render). The live layer + bob only take over once zoomed
in enough that few bubbles qualify. So the overview is always complete,
regardless of zoom. Trade-off: very large maps (genre 1800) render from the
buffer (no per-bubble bob, slightly softer when deeply zoomed until the
zoom-rebuild sharpens) — correctness over flourish on the crowd.

Also: whole animation loop capped at ~30fps (reveal/ripple/bob all read fine at
30) to cut the churn on dense maps; a pending rebuild (dirty) always draws so the
throttle can't skip the post-reveal bake. 64 JS integrity tests pass.
2026-06-03 10:46:41 -07:00
BoulderBadgeDad
682bdc7fb1 Artist Map v2 — Phase F (perf): de-lag hover, dense zoom, fix tooltip photo
Addresses the perf + tooltip feedback:
  - Hover constellation no longer clips per node every frame (images are already
    pre-masked circles) — that per-node ctx.clip() was the hover-lag culprit once
    the ambient loop forced continuous redraws. Now a plain drawImage + arc tint.
  - Ambient buoyancy loop runs at ~30fps when idle (full 60 only during
    reveal/ripple), halving redraw cost on dense zoomed-in maps while keeping the
    bob smooth.
  - Gloss highlight gated to bubbles >=12px on screen (skips the dense swarm) —
    halves per-frame drawImage cost when zoomed in.
  - Tooltip photo now paints from the already-decoded bitmap into a canvas
    instead of a fresh <img src> reload — fixes the blank photo when sweeping
    across dense zoomed-in bubbles (the <img> was churn-reloading faster than it
    could decode). 64 JS integrity tests pass.
2026-06-03 10:31:54 -07:00
BoulderBadgeDad
cdc1f0bc10 Artist Map v2 — Phase E: click ripple shoves nearby bubbles
Clicking (or tapping) the map now drops a water ripple: a hue-tinted ring
expands from the point AND nearby bubbles get shoved radially outward at the
wavefront, then settle back as it passes and decays (_artMapNodeDisplacement —
a gaussian bump at the expanding front, world-space radial push). Ripples emit
from the clicked bubble's centre in its genre hue (or the bare click point),
and still open the artist after a beat. Replaces the old single purple ring.

Note: the physical shove acts on live-layer (zoomed-in) bubbles; at the far-out
overview the ring shows but the tiny baked bubbles don't move. 64 tests pass.
2026-06-03 10:16:27 -07:00
BoulderBadgeDad
33c4eea201 Artist Map v2 — Phase D: ambient buoyancy + glassy bubbles + tighter islands
- Ambient bob: bubbles gently float (sine offset, phase varies by position so
    they move in a wave, not in unison). Driven by a persistent rAF loop that runs
    only while bubbles are on screen + the tab is visible, and parks when zoomed
    out (_liveCount==0) or the map closes — so an idle overview costs nothing.
  - Glassy specular highlight (cached sprite, cheap drawImage per bubble) so
    bubbles read as glossy orbs at every size.
  - Tighter island spacing (water gap 7*nodeR → 3.5*nodeR) so the settled
    overview is more substantial, not thin-spread — addresses the 'mini version'
    feel after the reveal ripples fade.
  - Ambient resumes on zoom and on tab re-focus; stops cleanly on close.
64 JS integrity tests pass.
2026-06-03 10:13:05 -07:00
BoulderBadgeDad
9cce7810ea Artist Map v2 — Phase C: ripple-bloom reveal
Islands now bloom in like drops on water instead of a flat fade:
  - Each island reveals in turn (staggered by island order); within an island,
    bubbles fade + scale (0.55→1, ease-out) outward from the centre by radial
    distance — a drop-in-water bloom. Genre titles fade in just after.
  - A hue-tinted water ripple ring expands from each island centre as it blooms
    (_artMapDrawRipples — reused by click ripples in Phase E).
  - During the reveal the static buffer is bypassed so EVERY bubble can animate
    (live layer, cap 2200); when the bloom ends it bakes into the buffer once and
    steady-state returns to the cheap two-layer path.
  - aAlpha folds into the global draw-alpha multiplier so fades compose cleanly.
64 JS integrity tests pass.
2026-06-03 09:52:38 -07:00
BoulderBadgeDad
f311ff0440 Artist Map v2 — Phase B: genre islands everywhere
All three maps (watchlist / genre / explore) now lay out as genre 'islands' on
the water via one shared engine (_artMapLayoutIslands):
  - Group artists by primary genre (long tail folds into 'Other'; max 14 islands).
  - Each island is a FILLED disc of covers packed centre-out (no empty donut
    hole), most-popular nearest the middle, focal artists sized up + centre-most.
  - Islands spread by golden spiral + push-apart with generous water between.
  - Clean floating genre TITLE above each island (hue-tinted, glow) instead of
    the old giant translucent label bubble.
  - Per-genre accent hue tints member-bubble borders so clusters read as a family.
  - Discovery edges (watchlist→similar, center→ring1→ring2) remapped to the new
    node ids so the hover constellation still works across islands.

Replaces the per-artist donut clusters from the screenshots. Shared helpers:
_artMapGroupByGenre, _artMapPackDisc, _artMapRemapEdges, _artMapFitToContent.
64 JS integrity tests pass.
2026-06-03 09:48:18 -07:00
BoulderBadgeDad
0f63024d4b Artist Map v2 — Phase A.1: pre-masked circular images, consistent art, clean reveal
Addresses the screenshot feedback (mix of detailed covers + blank dots, lag,
'weird' load):
  - Pre-mask each album image into a circle ONCE at load (a canvas), so every
    draw is a plain drawImage instead of a per-frame ctx.clip(). Clipping was
    the live-layer stutter — hundreds of clips per frame. Now free.
  - Draw album art at nearly every on-screen size (only sub-2.2px fall back to a
    dot), instead of detailed-vs-blank-dot tiers. Consistent 'sea of covers'.
  - Reveal is now a clean ease-out-cubic fade of the whole map (buffer blit +
    live layer ramp together via _drawAlphaMul) — dropped the bouncy per-node
    pop that read as 'weird'. The real island ripple bloom comes in Phase C.
64 JS integrity tests pass.
2026-06-03 09:37:17 -07:00
BoulderBadgeDad
4b04f765a0 Artist Map v2 — Phase A: two-layer live animation engine
Foundation for the water/ripple redesign. Splits rendering into:
  - Static far-field buffer: small/distant bubbles, baked once (cheap blit).
  - Live overlay layer: every bubble big enough to read (radius*zoom >= LIVE_PX)
    redrawn each frame in world space, so it can scale/bob/ripple. Viewport-
    culled + capped at 600 draws.
The partition is frozen at buffer-build zoom (_liveBuildZoom) so the two sets
stay exact complements even mid-zoom — no flicker, no double-draw.

Adds an idle-capable rAF loop (_artMapStartLoop/_artMapStepAnimations) that runs
only while something animates and stops when still. First payload: a reveal —
the far field fades in globally while live bubbles pop outward from the camera
centre (ease-out-back, staggered by distance). Wired into all three loaders.

Bonus: live bubbles now draw full-res at the current zoom instead of through the
4096px-capped buffer, so zoomed-in artwork is crisp (addresses the earlier
low-res complaint structurally). Engine only — the island layout, ripple
choreography and click physics build on this in B–E. 64 JS integrity tests pass.
2026-06-03 09:22:40 -07:00
BoulderBadgeDad
8d4de4dc49 Artist Map v2 — Phase 5: incremental buffer compositing (no lag while images stream)
The streaming fix in Phase 4 still rebuilt the ENTIRE offscreen buffer (~1500
nodes) on each image wave, and any hover/pan during streaming hit that same
dirty flag — so interacting while images loaded redrew the whole world over and
over (the 'laggy until all images load' jank).

Now each arriving image composites ONLY its own node into the existing buffer
(_artMapCompositeNode) and does a cheap rAF-coalesced blit — no full rebuild.
The per-node draw is extracted into _artMapDrawNodeToBuffer so the full rebuild
and the incremental compositor share identical drawing (can't drift). Falls back
to a full rebuild only if the buffer isn't built yet. Pan/hover stay at
blit-speed the entire time images stream in.
2026-06-03 08:54:32 -07:00
BoulderBadgeDad
ff2bddf1db Artist Map v2 — Phase 4: progressive image streaming (paint-first, click-click-click)
All three maps (watchlist/genre/explore) now paint instantly with placeholder
circles and stay fully interactive (pan/zoom/hover/click) while images stream
in throttled ~280ms waves and sharpen the map in place. Replaces the old
blocking 'await all N images then paint' loaders — the headline 'feels slow'
fix. Focal/large nodes fetch first; a per-open load token cancels stale streams
when you jump to another artist, so rapid click-through never piles up fetches.
2026-06-03 08:46:11 -07:00
BoulderBadgeDad
c97108ff6b Artist Map v2 — Phase 3 polish: crisp adaptive images, snappier glowing hover, premium backdrop
- Images: decode adaptively (focal/watchlist nodes ~256-384px, small nodes
  ~112-150px) instead of a flat 128px — crisp where it matters, memory still
  bounded (~150-250MB, not 6GB). Fixes the low-res look.
- Hover constellation: drop the activation delay 800ms → 220ms (it felt 'gone'
  because nothing happened for nearly a second), and draw the connection lines
  as a wide-faint halo + crisp core (a real glow) with no per-frame gradients
  or shadowBlur — stays cheap.
- Backdrop: subtle cached radial glow + vignette behind the map for depth
  instead of a flat fill (one cheap fillRect/frame).

JS clean; 64 integrity tests pass.
2026-06-03 08:25:34 -07:00
BoulderBadgeDad
20b77a774a Artist Map v2 — the real lock: downscale artist images on decode (6GB → ~100MB)
Perf telemetry was the giveaway: after the buffer cap, rebuild + draw were both
~10ms, yet fps stayed 1-3 and the browser 'locked'. Cheap draw + locked system =
memory/GPU thrash, not drawing.

Cause: artist images load at up to 1000×1000, and a dense map holds ~1500 of
them — ~1500 × 1000² × 4B ≈ 6 GB of decoded ImageBitmap memory. The browser GCs/
evicts textures constantly → systemic lag the canvas timers don't see.

Fix: decode straight to a 128px avatar via createImageBitmap resize options
(nodes render tiny anyway). ~1500 × 128² × 4B ≈ 100 MB instead of 6 GB. Falls
back to full decode on engines that ignore the resize opts.

This is the one that should actually make it smooth. Perf overlay stays on 'd'.
2026-06-03 08:18:41 -07:00
BoulderBadgeDad
6fa733dc6e Artist Map v2 — fix the real bottleneck: cap the offscreen buffer (76MP → ~12MP)
Perf telemetry from the genre map (2004 nodes) proved it: the offscreen buffer
was 7465×10240 (76 megapixels) — rebuilt in ~979ms on every zoom and blitted at
~150ms/frame (3 fps), with the constellation overlay piling on top. The buffer
renders the WHOLE world, and the size cap was 10240px.

Cap the max buffer dimension to 4096 (MAX_BUFFER_PX). On the dense genre map
that's ~12MP instead of 76MP → ~6x faster rebuild and blit, and more nodes drop
under the LOD dot threshold so the rebuild also draws fewer image-clips. The cap
only binds on large worlds; small watchlist/explorer maps don't reach it and
stay full-resolution.

Tunable; perf overlay ('d' → app.log) stays so we can confirm the new numbers.
2026-06-03 08:03:30 -07:00
BoulderBadgeDad
884c3b5c07 Artist Map perf overlay: also POST timings to app.log (readable server-side)
The on-canvas overlay text can't be copied (and can't be grabbed mid-freeze), so
when perf mode is on ('d'), the frontend now also POSTs the render timings to
/api/discover/artist-map/perf ~1.5x/sec, which logs them as [ARTMAP-PERF] in
app.log. Lets the bottleneck be diagnosed from the server side with no manual
copying.
2026-06-03 07:54:32 -07:00
BoulderBadgeDad
77d6d49069 Artist Map v2 — fix regression + add perf overlay
- REVERT the spatial-grid hit-test I added in Phase 1. It inserted each node
  into every grid cell its bounding box overlaps; the genre map's huge cluster
  nodes span an enormous number of cells, so the first hover/click triggered a
  multi-second synchronous build → 'can't hover or click' freeze. Back to a flat
  O(N) single-pass hit-test (no per-move sort) — sub-ms even for thousands of
  nodes, can't lock up.
- Keep the safe Phase 1 wins (render coalescing, tooltip de-churn, solid-stroke
  connection lines).
- Add a perf overlay toggled with 'd' on the map: shows node/edge counts, the
  offscreen buffer size + scale, zoom, and the last buffer-rebuild + draw times.
  So we can measure the real drag/zoom bottleneck (buffer rebuild) instead of
  optimising blind.

JS clean; 64 integrity tests pass.
2026-06-03 07:34:41 -07:00
BoulderBadgeDad
b85392977c Artist Explorer: search-and-select instead of free text
The Explorer prompt accepted any loose text and explored whatever you typed.
Now it's a proper picker: type -> debounced search of the metadata source
(reuses /api/discover/build-playlist/search-artists — Hydrabase if active,
Spotify if configured, else the active metadata source) -> shows real artist
results with images -> click one to explore that resolved artist. Enter picks
the top match (never explores raw text); Escape/Cancel/backdrop close.

Pure frontend: rebuilds _showArtistMapSearchPrompt() (same Promise<name|null>
contract, so the caller is unchanged), reusing the playlist-builder's search
endpoint + picker styling. No backend change.
2026-06-03 07:12:04 -07:00
BoulderBadgeDad
1b21983ce7 Artist Map v2 — Phase 2: richer real data on hover (connection counts)
Investigating 'each mode is different / not good enough' showed the engine is
already shared across all three modes (watchlist/genre/explore) and already does
LOD rendering, eased camera, and debounced zoom-rebuilds — so the inconsistency
was perception driven mostly by the (now-fixed) lag, not separate engines.

This phase surfaces more real data the map already has: the hover tooltip now
shows each artist's live connection count (computed from the map edges), shown
consistently across all three modes. Cheap (only recomputed when the hovered
artist changes, after Phase 1's de-churn). Additive + safe.

JS syntax clean.
2026-06-02 23:41:56 -07:00
BoulderBadgeDad
14388d4f42 Artist Map v2 — Phase 1: performance engine
Kills the hover/move lag on dense maps. Root causes were in the live
mouse/render path, not the layout:

- Render coalescing: _artMapRender() now just requests a single rAF; the actual
  draw (_artMapDraw) runs at most once per frame. A burst of mousemove/pan/
  animation calls no longer triggers many full-buffer blits per second.
- Tooltip de-churn: only rebuild the tooltip innerHTML (and reload its image)
  when the hovered artist changes; a plain mousemove just repositions. Was
  rebuilding innerHTML + a new <img> every pixel of movement.
- Spatial-grid hit-test: bucket nodes into a coarse world grid and test only the
  cell under the cursor, instead of sorting + scanning every node each move.
  Grid rebuilds only when the node set changes.
- Constellation lines: draw all connection lines as ONE solid-stroke path
  instead of creating a fresh linear-gradient object per line every frame —
  that per-frame gradient churn was the main 'connected lines' lag.

No layout/data/click changes; behaviour identical, just frame-bound. Pure
frontend; JS syntax clean.
2026-06-02 23:37:27 -07:00
BoulderBadgeDad
1ad36963d1
Merge pull request #779 from Nezreka/feature/spotify-public-full-playlist
Feature/spotify public full playlist
2026-06-02 22:57:36 -07:00