fix: mobile fight playback — prevent sprite loading hangs, TTS stalls, unlock audio from gesture
- Unified speakAsync/speakAsyncWithRate into _speakAsyncCore with: - 500ms startup check: bail immediately if speech won't start (mobile/no gesture) - 8s safety timeout (down from 15s) to prevent blocking - iOS-safe keepalive: only do Chrome pause/resume workaround on desktop Chrome - Immediate bail when no voices loaded - Sprite loading: 5s timeout per sprite prevents mobile hangs from stuck Image decodes - Scene creation: 10s timeout in FightViewer so overlay/voice flow continues even if canvas fails on mobile - playRound: bail gracefully if fighter sprites missing instead of crashing - Global audio unlock: first touch/click on site unlocks AudioContext + SpeechSynthesis - Practice button pre-unlocks audio while still in user gesture context Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.6
parent
9287fd1783
commit
6561ef5d15
@@ -1,6 +1,19 @@
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<script setup lang="ts">
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import { onMounted } from 'vue'
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import { RouterView } from 'vue-router'
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import NavBar from './components/NavBar.vue'
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import { ensureAudioContext } from './game/sounds'
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// Unlock AudioContext + SpeechSynthesis on first user interaction (mobile requires gesture)
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onMounted(() => {
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const unlock = () => {
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ensureAudioContext()
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document.removeEventListener('touchstart', unlock)
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document.removeEventListener('click', unlock)
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}
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document.addEventListener('touchstart', unlock, { once: true, passive: true })
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document.addEventListener('click', unlock, { once: true })
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})
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</script>
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<template>
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@@ -142,13 +142,26 @@ async function initScene() {
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}
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canvasRef.value = newCanvas
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scene = await createFightScene({
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canvas: newCanvas,
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botA: { name: props.fight.botA.name, seed: props.fight.botA.avatarSeed || props.fight.botA.name, tier: props.fight.botA.tier, archetype: props.fight.botA.archetype, customization: props.fight.botA.customization as any, wins: props.fight.botA.wins, losses: props.fight.botA.losses },
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botB: { name: props.fight.botB.name, seed: props.fight.botB.avatarSeed || props.fight.botB.name, tier: props.fight.botB.tier, archetype: props.fight.botB.archetype, customization: props.fight.botB.customization as any, wins: props.fight.botB.wins, losses: props.fight.botB.losses },
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arena: props.fight.arena,
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})
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sceneReady.value = true
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// Wrap scene creation in try/catch + timeout so a mobile sprite loading failure
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// or hang never blocks the overlay/voice/round flow
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try {
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const scenePromise = createFightScene({
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canvas: newCanvas,
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botA: { name: props.fight.botA.name, seed: props.fight.botA.avatarSeed || props.fight.botA.name, tier: props.fight.botA.tier, archetype: props.fight.botA.archetype, customization: props.fight.botA.customization as any, wins: props.fight.botA.wins, losses: props.fight.botA.losses },
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botB: { name: props.fight.botB.name, seed: props.fight.botB.avatarSeed || props.fight.botB.name, tier: props.fight.botB.tier, archetype: props.fight.botB.archetype, customization: props.fight.botB.customization as any, wins: props.fight.botB.wins, losses: props.fight.botB.losses },
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arena: props.fight.arena,
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})
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const timeout = new Promise<null>((resolve) => setTimeout(() => resolve(null), 10_000))
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const result = await Promise.race([scenePromise, timeout])
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if (result) {
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scene = result
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sceneReady.value = true
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} else {
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console.warn('[FightViewer] Scene creation timed out (10s) — continuing without canvas')
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}
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} catch (err) {
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console.error('[FightViewer] Scene creation failed — continuing without canvas:', err)
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}
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}
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const challengeLabel = (type: string) => {
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@@ -284,20 +284,32 @@ export async function createFightScene(config: FightSceneConfig) {
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const isHumanA = botA.archetype === 'human'
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const isHumanB = botB.archetype === 'human'
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// Await sprite loading to prevent race condition where scene starts before sprites decode
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// Helper: load sprite with a 5s timeout so mobile never hangs forever
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async function loadSpriteWithTimeout(name: string, src: string, opts: any): Promise<void> {
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try {
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await Promise.race([
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k.loadSprite(name, src, opts),
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new Promise<never>((_resolve, reject) => setTimeout(() => reject(new Error('timeout')), 5_000)),
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])
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} catch (err) {
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console.warn(`[FightScene] Sprite '${name}' failed/timed out:`, err)
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}
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}
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// Await sprite loading — timeout prevents mobile hangs
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await Promise.all([
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k.loadSprite('botA', sheetA, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims }),
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k.loadSprite('botB', sheetB, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims }),
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loadSpriteWithTimeout('botA', sheetA, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims }),
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loadSpriteWithTimeout('botB', sheetB, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims }),
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])
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// Preload bot sprites for human fighters (used when humans morph into bots)
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if (isHumanA) {
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const botSheetA = generateSpriteSheet(botA.seed, botA.tier, colorsA.primary, colorsA.secondary)
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k.loadSprite('botA_morph', botSheetA, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims })
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loadSpriteWithTimeout('botA_morph', botSheetA, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims })
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}
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if (isHumanB) {
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const botSheetB = generateSpriteSheet(botB.seed, botB.tier, colorsB.primary, colorsB.secondary)
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k.loadSprite('botB_morph', botSheetB, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims })
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loadSpriteWithTimeout('botB_morph', botSheetB, { sliceX: MAX_FRAMES, sliceY: TOTAL_ROWS, anims: spriteAnims })
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}
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// Judge sprite (red lobster referee)
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@@ -308,7 +320,7 @@ export async function createFightScene(config: FightSceneConfig) {
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call_right: { from: JUDGE_MAX_FRAMES * 2, to: JUDGE_MAX_FRAMES * 2 + JUDGE_ANIMATIONS.call_right.frames - 1, loop: false, speed: 8 },
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shocked: { from: JUDGE_MAX_FRAMES * 3, to: JUDGE_MAX_FRAMES * 3 + JUDGE_ANIMATIONS.shocked.frames - 1, loop: false, speed: 10 },
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}
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await k.loadSprite('judge', judgeSheet, { sliceX: JUDGE_MAX_FRAMES, sliceY: JUDGE_ROWS, anims: judgeAnims })
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await loadSpriteWithTimeout('judge', judgeSheet, { sliceX: JUDGE_MAX_FRAMES, sliceY: JUDGE_ROWS, anims: judgeAnims })
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// Human sprites (the bot owner's silly human avatar for crowd)
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const humanSheetA = generateHumanSpriteSheet(botA.seed, botA.archetype || 'standard', colorsA.primary, colorsA.secondary, winRateA)
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@@ -318,8 +330,8 @@ export async function createFightScene(config: FightSceneConfig) {
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humanAnims[name] = { from: cfg.row * HUMAN_MAX_FRAMES, to: cfg.row * HUMAN_MAX_FRAMES + cfg.frames - 1, loop: true, speed: 6 }
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}
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await Promise.all([
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k.loadSprite('humanA', humanSheetA, { sliceX: HUMAN_MAX_FRAMES, sliceY: HUMAN_ROWS, anims: humanAnims }),
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k.loadSprite('humanB', humanSheetB, { sliceX: HUMAN_MAX_FRAMES, sliceY: HUMAN_ROWS, anims: humanAnims }),
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loadSpriteWithTimeout('humanA', humanSheetA, { sliceX: HUMAN_MAX_FRAMES, sliceY: HUMAN_ROWS, anims: humanAnims }),
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loadSpriteWithTimeout('humanB', humanSheetB, { sliceX: HUMAN_MAX_FRAMES, sliceY: HUMAN_ROWS, anims: humanAnims }),
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])
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const W = k.width()
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@@ -8033,6 +8045,10 @@ export async function createFightScene(config: FightSceneConfig) {
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},
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async playRound(event: RoundEvent) {
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const fA = k.get('fighterA')[0]
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const fB = k.get('fighterB')[0]
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if (!fA || !fB) { await k.wait(0.5); return } // Sprites missing (mobile load failure) — skip animation
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const aWon = event.winnerId === event.botAId
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const bWon = event.winnerId === event.botBId
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const margin = Math.abs(event.botAScore - event.botBScore)
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@@ -8045,8 +8061,6 @@ export async function createFightScene(config: FightSceneConfig) {
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const exchangeCount = 2 + Math.floor(Math.random() * 3)
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// Hyperdetail scales with intensity
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const hyperDetail = Math.random() < (0.05 + intensity * 0.45)
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const fA = k.get('fighterA')[0]
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const fB = k.get('fighterB')[0]
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const savedScaleAX = fA?.scale.x
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const savedScaleAY = fA?.scale.y
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const savedScaleBX = fB?.scale.x
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+37
-48
@@ -347,55 +347,24 @@ function speak(text: string, profileName: string, cancelPrevious: boolean = fals
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speechSynthesis.speak(utter)
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}
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/** Like speakAsync but with a forced minimum rate + Chrome keepalive */
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function speakAsyncWithRate(text: string, profileName: string, minRate: number): Promise<void> {
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return new Promise<void>((resolve) => {
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if (typeof speechSynthesis === 'undefined' || masterMuted) { resolve(); return }
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if (!voicesLoaded) loadVoices()
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if (speechSynthesis.paused) speechSynthesis.resume()
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const profile = voiceProfiles[profileName] || voiceProfiles.announcer
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const utter = new SpeechSynthesisUtterance(text)
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if (profile.voice) utter.voice = profile.voice
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utter.pitch = profile.pitch
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utter.rate = Math.max(minRate, profile.rate)
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utter.volume = profile.volume * VOICE_VOLUME_SCALE
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_speechQueueDepth++
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let done = false
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const cleanup = () => {
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if (done) return
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done = true
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clearTimeout(safetyTimeout)
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clearInterval(keepalive)
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_speechQueueDepth = Math.max(0, _speechQueueDepth - 1)
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resolve()
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}
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const safetyTimeout = setTimeout(cleanup, 15_000)
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// Chrome bug workaround: speechSynthesis silently kills utterances after ~15s.
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// Periodic pause/resume resets Chrome's internal timer.
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const keepalive = setInterval(() => {
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if (speechSynthesis.speaking && !speechSynthesis.paused) {
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speechSynthesis.pause()
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speechSynthesis.resume()
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}
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}, 10_000)
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utter.onend = cleanup
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utter.onerror = cleanup
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speechSynthesis.speak(utter)
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})
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}
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// iOS Safari breaks with pause()/resume() — only do keepalive on desktop Chrome
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const _isIOS = typeof navigator !== 'undefined' && /iPad|iPhone|iPod/.test(navigator.userAgent)
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const _isDesktopChrome = typeof navigator !== 'undefined' && /Chrome/.test(navigator.userAgent) && !/Mobile/.test(navigator.userAgent)
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/** Like speak() but returns a promise that resolves when the utterance finishes */
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function speakAsync(text: string, profileName: string, cancelPrevious: boolean = false): Promise<void> {
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/** Core async speak — resolves when speech finishes or bails fast if speech won't work */
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function _speakAsyncCore(text: string, profileName: string, rateOverride?: number, cancelPrevious?: boolean): Promise<void> {
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return new Promise<void>((resolve) => {
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if (typeof speechSynthesis === 'undefined' || masterMuted) { resolve(); return }
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if (!voicesLoaded) loadVoices()
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// No voices available = speech won't work, bail immediately
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if (!voicesLoaded) { resolve(); return }
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if (speechSynthesis.paused) speechSynthesis.resume()
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if (cancelPrevious) { speechSynthesis.cancel(); _speechQueueDepth = 0 }
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const profile = voiceProfiles[profileName] || voiceProfiles.announcer
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const utter = new SpeechSynthesisUtterance(text)
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if (profile.voice) utter.voice = profile.voice
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utter.pitch = profile.pitch
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utter.rate = profile.rate
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utter.rate = rateOverride !== undefined ? Math.max(rateOverride, profile.rate) : profile.rate
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utter.volume = profile.volume * VOICE_VOLUME_SCALE
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_speechQueueDepth++
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let done = false
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@@ -403,24 +372,44 @@ function speakAsync(text: string, profileName: string, cancelPrevious: boolean =
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if (done) return
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done = true
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clearTimeout(safetyTimeout)
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clearInterval(keepalive)
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clearTimeout(startupCheck)
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if (keepalive) clearInterval(keepalive)
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_speechQueueDepth = Math.max(0, _speechQueueDepth - 1)
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resolve()
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}
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const safetyTimeout = setTimeout(cleanup, 15_000)
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// Chrome keepalive: periodic pause/resume prevents silent cutoff
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const keepalive = setInterval(() => {
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if (speechSynthesis.speaking && !speechSynthesis.paused) {
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speechSynthesis.pause()
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speechSynthesis.resume()
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}
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}, 10_000)
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// Hard safety cap — never block longer than 8s
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const safetyTimeout = setTimeout(cleanup, 8_000)
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// Fast bail: if speech hasn't started within 500ms, it's not going to work (mobile/no gesture)
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const startupCheck = setTimeout(() => {
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if (!speechSynthesis.speaking && !speechSynthesis.pending) cleanup()
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}, 500)
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// Desktop Chrome keepalive: periodic pause/resume prevents Chrome's 15s silent cutoff
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// Do NOT do this on iOS — it permanently kills speech on Safari
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let keepalive: ReturnType<typeof setInterval> | null = null
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if (_isDesktopChrome) {
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keepalive = setInterval(() => {
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if (speechSynthesis.speaking && !speechSynthesis.paused) {
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speechSynthesis.pause()
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speechSynthesis.resume()
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}
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}, 10_000)
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}
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utter.onend = cleanup
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utter.onerror = cleanup
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speechSynthesis.speak(utter)
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})
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}
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/** Like speakAsync but with a forced minimum rate */
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function speakAsyncWithRate(text: string, profileName: string, minRate: number): Promise<void> {
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return _speakAsyncCore(text, profileName, minRate)
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}
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/** Like speak() but returns a promise that resolves when the utterance finishes */
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function speakAsync(text: string, profileName: string, cancelPrevious: boolean = false): Promise<void> {
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return _speakAsyncCore(text, profileName, undefined, cancelPrevious)
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}
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export function stopAllAudio() {
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stopMusic()
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if (typeof speechSynthesis !== 'undefined') speechSynthesis.cancel()
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@@ -4,6 +4,7 @@ import { useRouter } from 'vue-router'
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import { useNostr } from '../composables/useNostr'
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import { useWallet } from '../composables/useWallet'
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import SpritePreview from '../components/SpritePreview.vue'
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import { ensureAudioContext } from '../game/sounds'
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import HumanPreview from '../components/HumanPreview.vue'
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import WalletConnect from '../components/WalletConnect.vue'
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@@ -384,6 +385,8 @@ async function practice() {
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if (!bot.value || isJoiningPractice.value) return
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isJoiningPractice.value = true
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error.value = ''
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// Unlock audio/speech NOW while we're in user gesture context (lost after async navigation)
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ensureAudioContext()
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try {
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const res = await fetch(`/api/fights/practice/${bot.value.id}`, { method: 'POST' })
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if (res.ok) {
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