@uptimizr/db 0.6.0 → 0.7.1

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@@ -10,7 +10,7 @@
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  * optional scene/source/session dimensions only.
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  */
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  import { type Dialect } from "./dialect.js";
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- import type { QuerySpec, CameraModeOptions, FunnelOptions, RangeOptions, RegionOptions, SceneOptions, SessionOptions, SourceOptions, TimeseriesOptions, WorldAabb } from "./types.js";
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+ import type { QuerySpec, CameraModeOptions, ErrorHeatmapOptions, FunnelOptions, LoadBounceFunnelOptions, VariantLeaderboardOptions, MeshOptions, RangeOptions, RegionOptions, SceneOptions, SceneRetentionOptions, SessionOptions, SourceOptions, TimeseriesOptions, WorldAabb } from "./types.js";
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  /**
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  * Bounds-driven default voxel size (ADR 0040 §1). Picks a `cellSize` so the
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  * longest axis of `bounds` spans roughly `targetCells` cells, keeping spatial
@@ -31,6 +31,21 @@ export declare function buildListSessions(projectId: string, opts: RangeOptions
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  export declare function buildPointerHeatmap(projectId: string, opts: RangeOptions & SceneOptions & SourceOptions & SessionOptions & CameraModeOptions & {
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  bins?: number;
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  }, d: Dialect): QuerySpec;
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+ /**
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+ * Per-mesh texture-space (UV) heatmap (#149): bin the `uv` texture coordinates of
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+ * interaction events (`pointer_click`, `mesh_interaction`, `hover_dwell`) on one
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+ * mesh into a `bins x bins` grid over the object's own `[0, 1]` UV space. This is
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+ * the surface-attention companion to the world-space voxel heatmap — "which part
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+ * of the product model gets attention", independent of where the object sits in
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+ * the scene. `uv` rides in the JSON `payload` (no promoted column), so it is read
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+ * with the dialect's `jsonFloat`. The promoted `mesh` column already coalesces a
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+ * pointer hit's `hitMesh` with an interaction's `mesh`, so one filter spans all
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+ * three event types. Output matches {@link buildPointerHeatmap}'s `HeatmapBinRow`
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+ * (`gx`, `gy`, `count`) so it reuses the 2D heatmap renderer.
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+ */
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+ export declare function buildMeshUvHeatmap(projectId: string, opts: RangeOptions & SceneOptions & SourceOptions & SessionOptions & MeshOptions & {
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+ bins?: number;
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+ }, d: Dialect): QuerySpec;
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  /**
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  * World-space (3D) pointer heatmap: voxel-bin the raycast hit points of pointer
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  * events into a uniform grid of `cellSize`-sized cubes. Results are capped to the
@@ -79,6 +94,23 @@ export declare function buildGazeHeatmapStats(projectId: string, opts: RangeOpti
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  export declare function buildCameraDirectionHeatmap(projectId: string, opts: RangeOptions & SceneOptions & SessionOptions & CameraModeOptions & {
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  bins?: number;
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  }, d: Dialect): QuerySpec;
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+ /**
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+ * 360° view-coverage histogram (#146): how much of a 3D object each session
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+ * actually looked at, bucketed across sessions. Each session's `camera_sample`
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+ * `direction` samples are binned into the **same** azimuth/elevation grid as the
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+ * view-direction dome ({@link buildCameraDirectionHeatmap}); the fraction of the
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+ * `bins × bins` cells a session visited is its coverage score (0–100%). Sessions
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+ * are then grouped into four coverage buckets — `0` (0–25%), `25` (25–50%), `50`
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+ * (50–75%), `75` (75–100%) — answering "how many visitors saw <25% of the
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+ * product". A single integer `bin_id = azimuth_bin * bins + elevation_bin` keeps
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+ * the distinct-cell count cross-dialect (no `COUNT(DISTINCT a, b)`), and
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+ * `least(floor(pct / 25), 3)` folds a full-coverage (100%) session into the top
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+ * bucket instead of a spurious fifth `100` bucket. Purely derived from the
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+ * existing `camera_sample` stream — no schema change.
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+ */
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+ export declare function buildViewCoverageHistogram(projectId: string, opts: RangeOptions & SceneOptions & SessionOptions & CameraModeOptions & {
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+ bins?: number;
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+ }, d: Dialect): QuerySpec;
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  /**
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  * Top-down "floor plan" camera-position heatmap (ADR 0026): bin `camera_sample`
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  * world positions onto the X/Z ground plane in `cellSize`-sized cells, tracking the
@@ -201,6 +233,31 @@ export declare function buildTopMeshesTrend(projectId: string, opts: RangeOption
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  export declare function buildMeshDwell(projectId: string, opts: RangeOptions & SceneOptions & SessionOptions & {
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  limit?: number;
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  }, d: Dialect): QuerySpec;
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+ /**
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+ * Blind-spot / never-noticed meshes (#143): the inverse of the Top-meshes and
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+ * part-popularity leaderboards. Cross-references what was *rendered* against what
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+ * was *engaged with* — per mesh, the total `mesh_visibility` on-screen time vs.
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+ * the count of `mesh_interaction` events and the `hover_dwell` hesitation. A mesh
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+ * with high visibility but zero (or near-zero) interaction + hover is a blind
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+ * spot: a product detail nobody noticed, or a prop/room that renders but nobody
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+ * investigates.
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+ *
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+ * Engagement is deliberately the two *active-attention* signals the issue names —
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+ * `mesh_interaction` (the source-neutral pick/hover/drag signal, ADR 0011) and
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+ * `hover_dwell` (hover-without-action, #48). Passive gaze (`camera_sample`) is
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+ * not engagement, and raw `pointer_click` is excluded because a mesh-hitting click
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+ * already surfaces as a `mesh_interaction`. Both durations live in the shared
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+ * `visible_ms` column (events.ts maps `mesh_visibility.visibleMs` and
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+ * `hover_dwell.dwellMs` onto it), so the whole report is one grouped scan.
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+ *
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+ * `HAVING sum(visible_ms) WHERE mesh_visibility > 0` keeps only meshes that were
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+ * actually seen (a blind spot must first be visible). Ranked by engagement
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+ * ascending, then visibility descending, so the most-seen-yet-least-touched
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+ * meshes rank first.
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+ */
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+ export declare function buildMeshBlindSpots(projectId: string, opts: RangeOptions & SceneOptions & SessionOptions & {
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+ limit?: number;
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+ }, d: Dialect): QuerySpec;
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  /**
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  * Interaction-kind breakdown (#72): per-mesh counts of each interaction *kind*
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  * (hover / pick / click / drag / select / squeeze / grab / release / teleport)
@@ -213,6 +270,27 @@ export declare function buildMeshDwell(projectId: string, opts: RangeOptions & S
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  export declare function buildMeshInteractionKinds(projectId: string, opts: RangeOptions & SceneOptions & SourceOptions & SessionOptions & {
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  limit?: number;
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  }, d: Dialect): QuerySpec;
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+ /**
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+ * Reachability report (#151): how far each interacted mesh sat from where the
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+ * user actually stood. ASOF-join every `mesh_interaction` that carries a world
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+ * `point` (→ `hit_point`) to the nearest **preceding** `camera_sample` in the
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+ * same session, take the Euclidean standpoint→hit distance, and histogram it per
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+ * mesh in `bucketSize`-wide world-unit bands. Meshes/UI whose interactions
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+ * cluster in far bands are consistently reached from an uncomfortable range —
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+ * actionable feedback for VR UI placement and first-person layout.
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+ *
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+ * The standpoint is the click-time camera **position** (the shared coordinate
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+ * frame, ADR 0018); interactions with no preceding camera sample in range can't
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+ * be measured, so the inner ASOF join drops them. Same nearest-in-time caveat as
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+ * the click-gaze / navigation joins: camera samples are frequent enough that the
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+ * approximation is sound for discrete interaction events. Honors the shared
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+ * scene/source/session filters (source constrains the *interaction* side only —
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+ * a `camera_sample`'s `source` is the realized `'mouse'` default, ADR 0011).
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+ */
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+ export declare function buildReachability(projectId: string, opts: RangeOptions & SceneOptions & SourceOptions & SessionOptions & {
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+ bucketSize?: number;
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+ limit?: number;
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+ }, d: Dialect): QuerySpec;
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  /**
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  * Dead-click rate (#46): of all `pointer_click` events, how many hit nothing
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  * (the hit-test missed, so `mesh` is empty / no `hitMesh`). A high dead-click
@@ -300,6 +378,28 @@ export declare function buildStabilityCounts(projectId: string, opts: RangeOptio
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  * default, so the common case is an empty result.
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  */
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  export declare function buildGraphicsDiagnosticCounts(projectId: string, opts: RangeOptions & SceneOptions & SessionOptions, d: Dialect): QuerySpec;
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+ /**
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+ * Spatial error heatmap (issue #154): voxel-bin the world `position` of
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+ * positioned `runtime_error` and `graphics_diagnostic` events into a uniform grid
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+ * of `cellSize`-sized cubes, returning the busiest `limit` voxels. This reveals
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+ * *where* in the scene things break — errors/crashes clustering around specific
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+ * geometry, a shader-heavy area, or a level region — instead of only *when*.
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+ *
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+ * `position` is best-effort connector-side (the camera pose at the moment the
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+ * error/diagnostic fired), so only rows that carry a full 3-vector participate
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+ * (`length(position) = 3`); errors from pages with no 3D connector are naturally
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+ * excluded. Reuses the already-promoted `position` column — no migration.
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+ *
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+ * Optional {@link ErrorHeatmapOptions} filters (severity/category/errorKind) read
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+ * from the `payload` JSON, mirroring {@link buildGraphicsDiagnosticCounts}: a
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+ * severity/category filter narrows to engine diagnostics, an errorKind filter
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+ * narrows to JS errors. `region` drill-down and `scene`/`session` scoping compose
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+ * like the other spatial heatmaps.
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+ */
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+ export declare function buildErrorHeatmap(projectId: string, opts: RangeOptions & SceneOptions & SessionOptions & RegionOptions & ErrorHeatmapOptions & {
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+ cellSize?: number;
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+ limit?: number;
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+ }, d: Dialect): QuerySpec;
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  /**
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  * Always-on rendering-technology mix from `session_start.graphics` (ADR 0021 part
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  * 1): the fully-crossed `(api, backend, api_version, shading_language)` group with
@@ -390,6 +490,36 @@ export declare function buildFrameTimePercentiles(projectId: string, opts: Range
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  * contributing sessions.
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  */
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  export declare function buildJankRate(projectId: string, opts: RangeOptions & SceneOptions & SessionOptions, d: Dialect): QuerySpec;
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+ /**
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+ * Perf-correlated churn (#144): does a stutter actually cost sessions? Correlates
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+ * perf dips against early session end. Of the sessions that ended in range
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+ * (`sessions`), `churn_sessions` ended within `windowMs` of an FPS dip (a
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+ * `frame_perf` sample below `fpsThreshold`) or a `compile_stall` of at least
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+ * `stallMs` — the felt hitches that plausibly drove the user away, as opposed to
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+ * background noise that the perf-distribution panel averages over.
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+ *
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+ * Semantics — a session churns iff it has a `session_end` **and** at least one
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+ * qualifying dip whose timestamp lies in `[end - windowMs, end]` (its earliest
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+ * `session_end` is the anchor). `fps_churn_sessions` / `stall_churn_sessions`
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+ * attribute the cause; a session whose window held both is counted in each cause
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+ * column but only once in `churn_sessions`, so the cause columns can sum to more
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+ * than the total.
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+ *
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+ * Implementation — an `ends` CTE (each session's first `session_end`) joined to a
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+ * `dips` CTE (the qualifying `frame_perf` / `compile_stall` rows) on `session_id`,
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+ * with the window enforced through the dialect's `epochMs` so the timestamp math
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+ * is engine-neutral. This uses only `JOIN` / `min` / `max` / `count` — **no window
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+ * or ASOF functions** — so it renders identically on DuckDB (OSS) and ClickHouse
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+ * (scale tier). Aggregating over the (possibly empty) `correlated` set always
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+ * yields one row; the `sessions` denominator is an uncorrelated scalar sub-select
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+ * so it stands even when nothing churned. Privacy (ADR 0003): aggregate counts
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+ * only, no per-session identifiers leave the query.
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+ */
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+ export declare function buildPerfChurn(projectId: string, opts: RangeOptions & SceneOptions & SessionOptions & {
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+ windowMs?: number;
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+ fpsThreshold?: number;
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+ stallMs?: number;
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+ }, d: Dialect): QuerySpec;
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  /**
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  * FPS segmented by device class, computed **per-session then aggregated** (ADR
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  * 0028 §2). Each session's median FPS is attributed to the graphics backend,
@@ -454,6 +584,23 @@ export declare function buildSceneCoverage(projectId: string, opts: RangeOptions
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  cellSize?: number;
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  limit?: number;
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  }, d: Dialect): QuerySpec;
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+ /**
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+ * Spatial FPS heatmap (#145): voxel-bin `frame_perf` samples by their captured
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+ * camera `position` into a uniform grid of `cellSize`-sized cubes, reporting each
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+ * occupied cell's sample count, mean FPS, and worst single FPS. This answers
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+ * *where* performance degrades ("FPS is bad in the boss room"), the spatial
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+ * complement to the time-bucketed {@link buildPerfDistribution}/{@link buildFpsHistogram}.
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+ *
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+ * It reads the same promoted `position` column the camera-position heatmaps use —
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+ * `frame_perf` now carries an optional camera position, filled by the connector at
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+ * sample time — so no join against the separately-sampled `camera_sample` stream is
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+ * needed. Rows are ordered worst-FPS-first so the capped top-`limit` slice surfaces
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+ * the jankiest cells rather than an arbitrary corner of the scene.
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+ */
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+ export declare function buildPerfHeatmap(projectId: string, opts: RangeOptions & SceneOptions & SessionOptions & {
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+ cellSize?: number;
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+ limit?: number;
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+ }, d: Dialect): QuerySpec;
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  /**
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  * Camera distance / zoom distribution (derived, scene-metrics §B): histogram the
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  * distance from the camera *position* of each `camera_sample` to a reference
@@ -478,6 +625,33 @@ export declare function buildNavigationStats(projectId: string, opts: RangeOptio
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  moveThreshold?: number;
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  limit?: number;
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  }, d: Dialect): QuerySpec;
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+ /**
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+ * Path-retrace / backtracking ratio (#153): a confusion signal derived from the
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+ * same `camera_sample` position stream that feeds desire lines, surfaced as a
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+ * per-scene leaderboard. It answers "which areas do visitors keep re-walking?" —
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+ * a high backtrack ratio flags a dead end, a missed cue, or a puzzle that isn't
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+ * reading clearly.
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+ *
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+ * Algorithm — the coarse-grid revisit proxy (the cheap first cut, not true
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+ * reverse-segment retracing): bin each session's positions onto a `cellSize`
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+ * X/Z grid, then collapse consecutive samples in the same cell into ordered cell
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+ * *entries* (so standing still / dwelling never counts) via an ASOF self-join to
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+ * the immediately preceding sample. A row is an entry when it has no predecessor
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+ * (the session's first sample) or its cell differs from the predecessor's. The
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+ * `present` sentinel makes the unmatched-predecessor test engine-agnostic:
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+ * DuckDB null-fills a LEFT-join miss while ClickHouse zero-fills it, so `present`
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+ * (`1` only on a real match) is the portable "has a predecessor" flag.
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+ *
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+ * Per (session, scene): `revisits = entries − distinct_cells` — every entry into
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+ * a cell beyond its first is a re-entry. Pooled per scene, the leaderboard
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+ * reports `backtrack_ratio = Σ revisits / Σ entries` alongside the raw counts.
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+ * Only plain `count()` and a dedup subquery are used (no multi-column
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+ * `COUNT(DISTINCT …)`), so DuckDB and ClickHouse agree.
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+ */
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+ export declare function buildBacktrackRatio(projectId: string, opts: RangeOptions & SceneOptions & SessionOptions & {
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+ cellSize?: number;
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+ limit?: number;
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+ }, d: Dialect): QuerySpec;
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  /**
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  * Input-source breakdown (ADR 0011): for every interaction event that carries an
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  * input source, how many fired per `(event_type, source)`, and how many distinct
@@ -536,6 +710,25 @@ export declare function buildXrSourceUsage(projectId: string, opts: RangeOptions
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  export declare function buildXrAbandonment(projectId: string, opts: RangeOptions & SceneOptions & SessionOptions & {
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  limit?: number;
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  }, d: Dialect): QuerySpec;
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+ /**
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+ * XR locomotion & comfort (#148): per session that used an XR input source, its
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+ * locomotion-style breakdown and wall-clock span. This turns the existing
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+ * `camera_gesture` / `mesh_interaction` streams into a comfort signal for VR
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+ * developers — constant smooth `fly` locomotion (a motion-sickness risk) vs.
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+ * teleport-dominant sessions — and lets the consumer correlate heavy locomotion
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+ * with early exits (a short span, a discomfort / "rage-quit" proxy).
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+ *
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+ * A teleport emits **both** a `camera_gesture { kind: "fly" }` and a
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+ * `mesh_interaction { kind: "teleport" }` (ADR 0025), so `fly_gestures` counts
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+ * every fly (smooth + teleport) while `teleports` isolates the discrete jumps;
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+ * the consumer derives smooth locomotion as `fly_gestures - teleports`. Sessions
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+ * with no XR input are omitted entirely (same XR-session gate as
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+ * {@link buildXrAbandonment}). Wall-clock bounds are engine-specific and excluded
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+ * from parity; the counts are compared.
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+ */
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+ export declare function buildXrLocomotionComfort(projectId: string, opts: RangeOptions & SceneOptions & SessionOptions & {
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+ limit?: number;
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+ }, d: Dialect): QuerySpec;
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  /**
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  * Single-project configurator funnel (#78, ADR 0038): ordered, per-session
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  * step-reach with the drop-off between consecutive steps.
@@ -559,4 +752,88 @@ export declare function buildXrAbandonment(projectId: string, opts: RangeOptions
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  * config — OSS has no authoring surface (ADR 0038).
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  */
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  export declare function buildFunnel(projectId: string, opts: FunnelOptions, d: Dialect): QuerySpec;
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+ /**
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+ * Canned scene/level retention funnel (#147): session counts flowing scene →
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+ * scene in the order they were observed, built directly from `scene_change`
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+ * markers with **no caller-authored steps** (the zero-config complement to the
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+ * ADR 0038 funnel). Each `scene_change` envelope carries the scene now active in
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+ * `scene_id`, so a session's ordered `scene_change` targets are the levels it
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+ * moved through; every **consecutive pair** is a directed link.
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+ *
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+ * Semantics — for one session, order its `scene_change` events by `ts`; the link
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+ * `A → B` exists whenever `B`'s marker is the *next* `scene_change` after an `A`
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+ * marker. A link's weight is the number of **distinct sessions** that made that
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+ * consecutive transition, so it reads as level-to-level retention. Sessions with
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+ * a single `scene_change` contribute no link (there is no "from").
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+ *
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+ * Implementation — `sc` is the per-session ordered `scene_change` stream, and an
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+ * `ASOF INNER JOIN` matches each marker `a` to the single nearest later marker
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+ * `b` in the same session (`a.ts < b.ts`): exactly the "next event" shape, so the
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+ * link is `(a.scene_id → b.scene_id)`. ASOF renders through the {@link Dialect}
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+ * contract and needs only equality plus one inequality, so it runs on stock
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+ * ClickHouse with **no** `allow_experimental_join_condition` flag (the plain
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+ * self-join it replaces mixed left/right columns in an inequality `ON`, which
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+ * ClickHouse rejects without that experimental setting). Both engines resolve the
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+ * same nearest match, so the golden holds by transitivity. The final `GROUP BY`
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+ * counts distinct sessions per `(from_scene, to_scene)` pair; the last marker of
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+ * each session has no later match and is dropped by the inner join (no "to").
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+ */
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+ export declare function buildSceneRetention(projectId: string, opts: SceneRetentionOptions, d: Dialect): QuerySpec;
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+ /**
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+ * Load → bounce/abandon funnel (#152): bucket sessions by their initial load
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+ * time and report how many **bounced** per band — a bounce being a session that
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+ * produced no interaction event (`pointer_*` / `mesh_interaction` /
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+ * `camera_gesture`) at or after its first `asset_load`. Turns "slow load costs
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+ * you customers" into a concrete per-band number.
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+ *
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+ * Semantics — a session's load time is the `loadMs` of its **earliest**
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+ * `asset_load` (the initial scene load). Engagement is any interaction event in
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+ * the same session at a timestamp `>=` that load event's timestamp, across
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+ * scenes — bounce is a session-level signal, so the engagement check is not
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+ * re-bounded by the range's `until` (a load near the window's end is not counted
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+ * as a false bounce). Sessions with no `asset_load` in scope are excluded.
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+ * `loadMs` lives in the `payload` JSON (it is not a promoted column), so it is
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+ * read with `jsonInt`.
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+ *
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+ * Bands come from `opts.bands` (ascending exclusive upper bounds in ms), or the
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+ * `[1000, 3000, 5000]` default → four bands. The builder emits a plain `CASE`
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+ * over the bound band values plus `JOIN` / `min` / `count` / `sum` — **no window
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+ * or ASOF functions** — so it renders identically on DuckDB (OSS) and ClickHouse
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+ * (scale tier). Band labels are the caller's concern.
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+ */
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+ export declare function buildLoadBounceFunnel(projectId: string, opts: LoadBounceFunnelOptions, d: Dialect): QuerySpec;
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+ /**
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+ * Variant → conversion leaderboard for product configurators (#150).
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+ *
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+ * A **variant** is an event matching the `variant` predicate (default: every
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+ * `custom` event), grouped by its promoted `name` column — the color / material /
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+ * SKU discriminator configurators emit as custom-event names (payload `props` are
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+ * not portably queryable, so `name` is the grouping key; ADR 0038). Per variant
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+ * the leaderboard reports:
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+ *
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+ * - **views** — how many matching events fired, and over how many distinct
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+ * **sessions**;
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+ * - **conversions** — distinct sessions that fired the optional `conversion`
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+ * event at or after their first view of that variant (ordered, first-touch);
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+ * `0` when no `conversion` predicate is supplied. The consumer derives the rate
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+ * as `conversions / sessions`;
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+ * - **avg_dwell_ms** — the mean gap from each view to the next *boundary* in the
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+ * same session: a later view of a **different** variant (a switch) or a later
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+ * conversion event. A re-view of the *same* variant is not a boundary. Views
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+ * with no later boundary are excluded from the average.
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+ *
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+ * Implementation — a CTE chain using only `JOIN` / `min` / `avg` / `count` /
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+ * `UNION ALL` (no window or ASOF functions). Every join keys on `session_id`
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+ * alone and keeps its ordered / relative guards (`c.ts >= fv.t0`, the boundary
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+ * rule) in `WHERE`, so no `ON` mixes left/right columns in an inequality — it
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+ * renders identically on DuckDB (OSS) and ClickHouse (scale tier) and runs on
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+ * stock ClickHouse without the `allow_experimental_join_condition` flag
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+ * (ADR 0020). Injection-safe. Session scope (range / scene / camera-mode) applies
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+ * to both the variant and conversion event sets. Ranked by views, capped to
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+ * `limit`.
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+ *
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+ * The predicates come from the caller (request input / CLI / hosted) — OSS has no
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+ * authoring surface (ADR 0038).
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+ */
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+ export declare function buildVariantLeaderboard(projectId: string, opts: VariantLeaderboardOptions, d: Dialect): QuerySpec;
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  //# sourceMappingURL=aggregations.d.ts.map
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- 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