Pin seed->word across both languages with a shared hash
engine.ts used mulberry32 and engine.py used random.Random(seed). Same seed, different word — so every ?seed= permalink on the site would have shown a different puzzle than the recorded run it claimed to be replaying, and nobody would have noticed until someone checked one by hand. Both now derive the index from FNV-1a 32-bit over the decimal seed. A hash rather than a PRNG because there is no honest one-line JavaScript equivalent of Mersenne Twister, and this way there is nothing to keep in step: both sides compute the same integer from the same string. Math.imul on the JS side is load-bearing — a plain multiply overflows into a double and diverges after the first few bytes. Twelve seeds are pinned as a vector in both test suites. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019mt6sHQHEnEYrJZvoMCJSB
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/**
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* The replay transport.
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*
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* A recorded rollout is played back on the timings the model actually took.
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* That is not decoration: "the second guess took four seconds and 900 tokens"
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* is one of the few things on this page an executive can feel rather than read.
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*
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* So the hard rule here is that **no code path invents a duration silently**.
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* When a step's `call.durationMs` is null the player falls back to
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* `FALLBACK_STEP_MS` and says so — `timingIsReal` goes false and `invented[i]`
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* marks the step — so the UI can label the timeline as approximate instead of
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* quietly presenting a made-up number as a measurement.
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*
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* Playback always starts PAUSED. A board that animates itself the moment the
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* page loads has already played its best moment to a visitor who was still
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* reading the headline.
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*/
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import { useCallback, useEffect, useMemo, useRef, useState, useSyncExternalStore } from 'react';
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import type { DemoStep } from './types';
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/** 1x, 2x, 4x, or straight to the end. */
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export type PlaybackSpeed = 1 | 2 | 4 | 'instant';
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export const PLAYBACK_SPEEDS: readonly PlaybackSpeed[] = [1, 2, 4, 'instant'];
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export function isPlaybackSpeed(value: unknown): value is PlaybackSpeed {
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return value === 1 || value === 2 || value === 4 || value === 'instant';
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}
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/**
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* Dwell for a step whose real duration was not recorded. Exported and named so
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* that when it appears on screen it can be labelled as the estimate it is.
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*/
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export const FALLBACK_STEP_MS = 900;
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/**
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* How often the fractional progress within a step is pushed into React state.
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*
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* Not every frame, on purpose: `progress` re-renders the whole demo page, and
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* at 60 Hz on a phone that is the difference between a smooth board and a warm
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* one. ~15 Hz is plenty as long as whatever consumes it has a CSS transition on
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* the property it drives — give your progress bar `transition-[width]
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* duration-1` and the gaps disappear.
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*/
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const PROGRESS_TICK_MS = 66;
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const REDUCED_MOTION_QUERY = '(prefers-reduced-motion: reduce)';
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function subscribeReducedMotion(onChange: () => void): () => void {
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if (typeof window === 'undefined' || typeof window.matchMedia !== 'function') {
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return () => undefined;
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}
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const query = window.matchMedia(REDUCED_MOTION_QUERY);
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query.addEventListener('change', onChange);
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return () => query.removeEventListener('change', onChange);
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}
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function readReducedMotion(): boolean {
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if (typeof window === 'undefined' || typeof window.matchMedia !== 'function') return false;
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return window.matchMedia(REDUCED_MOTION_QUERY).matches;
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}
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/** Live `prefers-reduced-motion`. Re-renders when the OS setting changes. */
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export function usePrefersReducedMotion(): boolean {
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return useSyncExternalStore(subscribeReducedMotion, readReducedMotion, () => false);
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}
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/** The recorded duration, or `null` when the trace did not carry a usable one. */
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function recordedDurationMs(step: DemoStep<unknown> | undefined): number | null {
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const recorded = step?.call?.durationMs;
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if (recorded === null || recorded === undefined) return null;
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// A zero or negative duration is a recording artefact, not a measurement.
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if (!Number.isFinite(recorded) || recorded <= 0) return null;
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return recorded;
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}
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export interface PlayerOptions {
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/** Where to start — typically the `step` URL param. Clamped. */
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initialIndex?: number;
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initialSpeed?: PlaybackSpeed;
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/** Fired on every index change, including seeks. Used to sync the permalink. */
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onIndexChange?: (index: number) => void;
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/** Override the invented dwell. Still reported as invented. */
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fallbackStepMs?: number;
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}
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export interface Player<TState> {
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index: number;
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/** `undefined` only when there are no steps at all. */
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step: DemoStep<TState> | undefined;
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stepCount: number;
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isPlaying: boolean;
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speed: PlaybackSpeed;
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/** 0..1 through the current step. Pinned to 0 under reduced motion. */
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progress: number;
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elapsedMs: number;
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totalMs: number;
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atStart: boolean;
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atEnd: boolean;
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/** The OS setting, surfaced so surfaces can skip their own animations too. */
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reducedMotion: boolean;
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/** False when ANY step's dwell was invented. Label the timeline when false. */
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timingIsReal: boolean;
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/** Per step: was this dwell invented? */
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invented: readonly boolean[];
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/** The dwell actually used per step, real or invented. */
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durationsMs: readonly number[];
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fallbackStepMs: number;
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play: () => void;
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pause: () => void;
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toggle: () => void;
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/** Jump to a step. Does NOT change play/pause — a scrubber drag keeps playing. */
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seek: (index: number) => void;
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/** Manual stepping pauses: you asked to look at this one. */
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next: () => void;
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prev: () => void;
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restart: () => void;
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setSpeed: (speed: PlaybackSpeed) => void;
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}
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export function usePlayer<TState>(
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steps: readonly DemoStep<TState>[],
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options: PlayerOptions = {},
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): Player<TState> {
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const fallbackStepMs = options.fallbackStepMs ?? FALLBACK_STEP_MS;
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const stepCount = steps.length;
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const lastIndex = Math.max(0, stepCount - 1);
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const reducedMotion = usePrefersReducedMotion();
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const [index, setIndexState] = useState(() =>
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clamp(options.initialIndex ?? 0, 0, Math.max(0, steps.length - 1)),
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);
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const [isPlaying, setIsPlaying] = useState(false);
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const [speed, setSpeedState] = useState<PlaybackSpeed>(options.initialSpeed ?? 1);
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const [progress, setProgress] = useState(0);
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const indexRef = useRef(index);
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const elapsedRef = useRef(0);
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const lastProgressPushRef = useRef(0);
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// Held in a ref so changing the callback never restarts the animation loop.
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const onIndexChangeRef = useRef(options.onIndexChange);
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onIndexChangeRef.current = options.onIndexChange;
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const durationsMs = useMemo(
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() => steps.map((step) => recordedDurationMs(step) ?? fallbackStepMs),
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[steps, fallbackStepMs],
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);
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const invented = useMemo(() => steps.map((step) => recordedDurationMs(step) === null), [steps]);
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const timingIsReal = useMemo(() => !invented.includes(true), [invented]);
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const cumulativeMs = useMemo(() => {
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let running = 0;
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return durationsMs.map((duration) => {
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const start = running;
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running += duration;
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return start;
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});
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}, [durationsMs]);
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const totalMs = useMemo(() => durationsMs.reduce((sum, d) => sum + d, 0), [durationsMs]);
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const dwellAt = useCallback(
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(at: number) => durationsMs[at] ?? fallbackStepMs,
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[durationsMs, fallbackStepMs],
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);
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const commitIndex = useCallback((next: number) => {
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if (indexRef.current === next) return;
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indexRef.current = next;
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setIndexState(next);
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onIndexChangeRef.current?.(next);
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}, []);
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// A new steps array means a new run. Rewind rather than leaving the transport
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// pointing at step 7 of a rollout that only has four turns.
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const stepsRef = useRef(steps);
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useEffect(() => {
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if (stepsRef.current === steps) return;
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stepsRef.current = steps;
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elapsedRef.current = 0;
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setIsPlaying(false);
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setProgress(0);
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commitIndex(0);
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}, [steps, commitIndex]);
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const seek = useCallback(
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(to: number) => {
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elapsedRef.current = 0;
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setProgress(0);
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commitIndex(clamp(to, 0, Math.max(0, stepsRef.current.length - 1)));
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},
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[commitIndex],
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);
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const play = useCallback(() => {
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if (stepsRef.current.length === 0) return;
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// Pressing play on the final step replays from the top; the alternative is
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// a button that visibly does nothing.
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if (indexRef.current >= stepsRef.current.length - 1) {
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elapsedRef.current = 0;
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setProgress(0);
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commitIndex(0);
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}
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setIsPlaying(true);
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}, [commitIndex]);
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const pause = useCallback(() => setIsPlaying(false), []);
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const toggle = useCallback(() => {
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if (isPlaying) pause();
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else play();
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}, [isPlaying, pause, play]);
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const next = useCallback(() => {
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setIsPlaying(false);
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seek(indexRef.current + 1);
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}, [seek]);
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const prev = useCallback(() => {
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setIsPlaying(false);
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seek(indexRef.current - 1);
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}, [seek]);
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const restart = useCallback(() => {
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setIsPlaying(false);
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seek(0);
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}, [seek]);
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const setSpeed = useCallback((nextSpeed: PlaybackSpeed) => setSpeedState(nextSpeed), []);
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useEffect(() => {
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if (!isPlaying || stepCount === 0) return;
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let raf = 0;
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let previous = performance.now();
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const frame = (now: number): void => {
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// `instant` is expressed as infinite elapsed time rather than an infinite
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// rate: `(now - previous) * Infinity` is NaN on the very first frame,
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// where `now === previous`, and NaN would freeze the transport forever.
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const gained = speed === 'instant' ? Number.POSITIVE_INFINITY : (now - previous) * speed;
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previous = now;
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const startIndex = indexRef.current;
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let elapsed = elapsedRef.current + gained;
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let at = startIndex;
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while (at < lastIndex && elapsed >= dwellAt(at)) {
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elapsed -= dwellAt(at);
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at += 1;
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}
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if (at >= lastIndex && elapsed >= dwellAt(lastIndex)) {
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elapsedRef.current = dwellAt(lastIndex);
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commitIndex(lastIndex);
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setProgress(1);
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setIsPlaying(false);
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return; // Run over. Deliberately not scheduling another frame.
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}
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elapsedRef.current = elapsed;
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if (at !== startIndex) {
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commitIndex(at);
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lastProgressPushRef.current = now;
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// Reduced motion still advances on real time — the content is not the
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// animation — but no fractional progress is emitted, so nothing on the
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// page is being driven frame by frame.
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setProgress(reducedMotion ? 0 : Math.min(1, elapsed / dwellAt(at)));
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} else if (!reducedMotion && now - lastProgressPushRef.current >= PROGRESS_TICK_MS) {
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lastProgressPushRef.current = now;
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setProgress(Math.min(1, elapsed / dwellAt(at)));
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}
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raf = requestAnimationFrame(frame);
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};
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raf = requestAnimationFrame(frame);
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return () => cancelAnimationFrame(raf);
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}, [isPlaying, speed, stepCount, lastIndex, dwellAt, reducedMotion, commitIndex]);
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const elapsedMs = (cumulativeMs[index] ?? 0) + progress * dwellAt(index);
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return {
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index,
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step: steps[index],
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stepCount,
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isPlaying,
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speed,
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progress,
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elapsedMs,
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totalMs,
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atStart: index === 0,
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atEnd: stepCount === 0 || index >= lastIndex,
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reducedMotion,
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timingIsReal,
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invented,
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durationsMs,
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fallbackStepMs,
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play,
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pause,
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toggle,
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seek,
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next,
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prev,
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restart,
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setSpeed,
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};
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}
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function clamp(value: number, min: number, max: number): number {
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if (!Number.isFinite(value)) return min;
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return Math.min(max, Math.max(min, Math.trunc(value)));
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}
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