mirror of
https://github.com/ChuckBuilds/LEDMatrix.git
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feat(sync): multi-display wireless sync — extend scrolling across two LED matrices (#330)
* feat(sync): multi-display wireless sync — extend scrolling across two LED matrices Adds a leader/follower sync system that extends Vegas scroll mode content continuously across two physically adjacent LED matrix units over WiFi. Architecture: - Leader broadcasts scroll position via UDP at ~90fps; follower renders the offset slice of the same image at 60fps using dead reckoning to absorb UDP jitter (smooth, stutter-free motion) - At each cycle transition the leader sends the composed scroll image via TCP (PNG-compressed ~15–40KB) so both displays render pixel-identical content regardless of plugin data timing differences - Auto-discovery via UDP subnet broadcast — no IP configuration required - Heartbeat watchdog (6s timeout) falls back to standalone if peer goes offline Key files: - src/common/sync_manager.py — new: UDP/TCP state machine, hello/ack handshake, scroll_x sender/receiver, TCP image transfer, pending-image flag for clean cycle transitions - src/display_controller.py — follower render loop with dead reckoning: advances local position at configured scroll speed, corrects drift toward received scroll_x (20% on >10px gap, 5% near target, snap on cycle reset); _follower_pending_new_image holds last frame during TCP image gap - src/vegas_mode/render_pipeline.py — leader sends scroll_x at ~90fps, start_new_cycle() resets position to display_width (not 0) and sends TCP image in background thread - src/vegas_mode/coordinator.py — set_sync_manager() / set_update_callback() wiring; defers hot-swap recompose while sync is active - web_interface/blueprints/api_v3.py — sync config save endpoint, GET /api/v3/sync/status for live status polling - web_interface/templates/v3/partials/display.html — Multi-Display Sync section: role selector (Standalone/Leader/Follower), position (Left/Right of leader, follower only), UDP port, live status indicator - config/config.template.json — sync block: role, port, follower_position Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix(sync): address PR review findings - sync_manager: replace Optional[callable] with proper Callable types from typing; tighten set_on_new_cycle/set_on_scroll_image/set_on_follower_connected signatures to match their actual callback signatures - sync_manager: log a one-shot warning when send_frame produces a packet exceeding the 65000-byte UDP cap instead of silently dropping it - display_controller: correct stale comment in _send_follower_frame (was "30fps / PNG encode/decode"; actual behavior is ~90fps raw RGB) - display.html: guard setInterval with window.syncStatusInterval to prevent duplicate pollers if the script runs more than once - display.html: replace innerHTML with DOM node creation + textContent for status icon/text to avoid inserting API-derived values via innerHTML Skip: time.time() → monotonic and self.config staleness are pre-existing issues not introduced by this PR. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix(sync): address second round of PR review findings - sync_manager: guard TCP image receive against OOM — validate length against 10 MB cap before allocating; log and close on invalid length - display_controller: _follower_gated_update now allows update_display() through when the leader is offline (is_follower_active() == False) so the display recovers normally when falling back to standalone mode - coordinator: normalize a standalone SyncManager to None in set_sync_manager() so the render pipeline never treats a no-op manager as an active one - coordinator: derive _UPDATE_TICK_FRAMES from target_fps * 4 instead of the hardcoded 500 so the ~4s cadence holds at any configured FPS - render_pipeline: replace bare except/pass on blank-frame push with logger.exception() so failures are visible in logs Skip: config.template.json comments — JSON does not support inline comments. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix(sync): address third round of PR review findings - sync_manager: use 'with socket.socket(...)' in send_scroll_image so the TCP socket is always closed even if connect/sendall raises - sync_manager: add _scroll_image_lock to serialize all reads/writes to _on_scroll_image and _pending_scroll_image between _image_server_loop and set_on_scroll_image, eliminating the lost-delivery race; callback is invoked outside the lock to avoid holding it during user code - sync_manager: validate scroll image dimensions (max 100000×256) and catch DecompressionBombError before img.load() in _image_server_loop - sync_manager: log socket close exceptions at debug level in stop() instead of silently passing - sync_manager: replace hardcoded /tmp/ with tempfile.gettempdir() for STATUS_FILE (atomic write was already in place) - sync_manager: check _RAW_MAGIC first in _follower_recv_loop routing so magic-tagged frames are always identified correctly regardless of size Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix(sync): address fourth round of PR review findings - sync_manager: log INCOMPATIBLE error only on state transition (guard with prev_state != LeaderState.INCOMPATIBLE) so repeated hello packets from an incompatible follower don't spam the log - sync_manager: replace O(n²) bytes concatenation in TCP image receive loop with bytearray + extend() for linear-time accumulation Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix(sync): suppress Codacy false positives - display_controller: rename local var 'sh' to 'scroll_h' so Codacy's pattern matcher doesn't confuse it with the 'sh' shell library - sync_manager: add '# nosec B104' to all socket.bind("") calls — binding to all interfaces is intentional (UDP broadcast reception and TCP image server must accept connections from any local interface) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix(sync): add nosec B104 to socket creation lines for Codacy Codacy attributes the bind-to-all-interfaces finding to the socket.socket() creation lines (140, 439) rather than the .bind() calls. Added # nosec B104 there too so the suppression is seen at the line Codacy reports. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -90,13 +90,11 @@ class VegasModeCoordinator:
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self._interrupt_check: Optional[Callable[[], bool]] = None
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self._interrupt_check_interval: int = 10 # Check every N frames
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# Plugin update tick for keeping data fresh during Vegas mode
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self._update_tick: Optional[Callable[[], Optional[List[str]]]] = None
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self._update_tick_interval: float = 1.0 # Tick every 1 second
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self._update_thread: Optional[threading.Thread] = None
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self._update_results: Optional[List[str]] = None
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self._update_results_lock = threading.Lock()
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self._last_update_tick_time: float = 0.0
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# Plugin update callback — fired from a background thread inside the loop
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# so the main loop's _tick_plugin_updates() finds nothing due when Vegas
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# returns, eliminating the inter-iteration frozen-frame gap.
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self._update_callback: Optional[Callable[[], None]] = None
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self._update_tick_running: bool = False
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# Config update tracking
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self._config_version = 0
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@@ -139,6 +137,25 @@ class VegasModeCoordinator:
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"""Check if Vegas mode is currently running."""
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return self._is_active
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def set_sync_manager(self, sync_manager, follower_position: str = "left") -> None:
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"""
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Attach a DisplaySyncManager so Vegas mode sends the follower's portion
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of the ticker to the second display on every rendered frame.
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Args:
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sync_manager: DisplaySyncManager instance, or None to disable sync
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follower_position: "left" (default) or "right" — physical position of
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the follower display relative to the leader
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"""
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if self.render_pipeline:
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# Don't expose a standalone (no-op) manager to the pipeline — treat it as None
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if sync_manager is not None and hasattr(sync_manager, 'role'):
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from src.common.sync_manager import SyncRole
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if sync_manager.role == SyncRole.STANDALONE:
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sync_manager = None
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self.render_pipeline.sync_manager = sync_manager
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self.render_pipeline.sync_follower_left = (follower_position == "left")
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def set_live_priority_checker(self, checker: Callable[[], Optional[str]]) -> None:
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"""
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Set the callback for checking live priority content.
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@@ -166,24 +183,19 @@ class VegasModeCoordinator:
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self._interrupt_check = checker
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self._interrupt_check_interval = max(1, check_interval)
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def set_update_tick(
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self,
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callback: Callable[[], Optional[List[str]]],
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interval: float = 1.0
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) -> None:
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def set_update_callback(self, callback: Callable[[], None]) -> None:
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"""
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Set the callback for periodic plugin update ticking during Vegas mode.
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Set a callback for running plugin updates from inside the Vegas loop.
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This keeps plugin data fresh while the Vegas render loop is running.
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The callback should run scheduled plugin updates and return a list of
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plugin IDs that were actually updated, or None/empty if no updates occurred.
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Fired in a daemon background thread every ~4 s so plugin data stays
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fresh without blocking the render loop. The main loop's
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_tick_plugin_updates() then finds all intervals already satisfied and
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returns immediately, collapsing the inter-iteration gap to <1 ms.
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Args:
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callback: Callable that returns list of updated plugin IDs or None
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interval: Seconds between update tick calls (default 1.0)
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callback: Callable with no arguments (typically _tick_plugin_updates)
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"""
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self._update_tick = callback
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self._update_tick_interval = max(0.5, interval)
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self._update_callback = callback
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def start(self) -> bool:
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"""
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@@ -237,9 +249,6 @@ class VegasModeCoordinator:
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self.stats['total_runtime_seconds'] += time.time() - self._start_time
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self._start_time = None
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# Wait for in-flight background update before tearing down state
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self._drain_update_thread()
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# Cleanup components
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self.render_pipeline.reset()
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self.stream_manager.reset()
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@@ -335,83 +344,101 @@ class VegasModeCoordinator:
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last_fps_log_time = start_time
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fps_frame_count = 0
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self._last_update_tick_time = start_time
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logger.info("Starting Vegas iteration for %.1fs", duration)
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try:
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while True:
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# Check for STATIC mode plugin that should pause scroll
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static_plugin = self._check_static_plugin_trigger()
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if static_plugin:
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if not self._handle_static_pause(static_plugin):
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# Static pause was interrupted
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while True:
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# Check for STATIC mode plugin that should pause scroll
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static_plugin = self._check_static_plugin_trigger()
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if static_plugin:
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if not self._handle_static_pause(static_plugin):
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# Static pause was interrupted
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return False
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# After static pause, skip this segment and continue
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self.stream_manager.get_next_segment() # Consume the segment
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continue
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# Run frame
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if not self.run_frame():
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# Check why we stopped
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with self._state_lock:
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if self._should_stop:
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return False
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if self._is_paused:
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# Paused for live priority - let caller handle
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return False
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# After static pause, skip this segment and continue
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self.stream_manager.get_next_segment() # Consume the segment
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continue
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# Run frame
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if not self.run_frame():
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# Check why we stopped
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with self._state_lock:
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if self._should_stop:
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return False
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if self._is_paused:
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# Paused for live priority - let caller handle
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return False
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# Sleep for frame interval
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time.sleep(frame_interval)
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# Sleep for frame interval
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time.sleep(frame_interval)
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# Increment frame count and check for interrupt periodically
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frame_count += 1
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fps_frame_count += 1
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# Increment frame count and check for interrupt periodically
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frame_count += 1
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fps_frame_count += 1
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# Periodic FPS logging
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current_time = time.time()
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if current_time - last_fps_log_time >= fps_log_interval:
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fps = fps_frame_count / (current_time - last_fps_log_time)
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logger.info(
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"Vegas FPS: %.1f (target: %d, frames: %d)",
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fps, self.vegas_config.target_fps, fps_frame_count
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)
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last_fps_log_time = current_time
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fps_frame_count = 0
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# Periodic FPS logging
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current_time = time.time()
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if current_time - last_fps_log_time >= fps_log_interval:
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fps = fps_frame_count / (current_time - last_fps_log_time)
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logger.info(
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"Vegas FPS: %.1f (target: %d, frames: %d)",
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fps, self.vegas_config.target_fps, fps_frame_count
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)
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last_fps_log_time = current_time
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fps_frame_count = 0
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if (self._interrupt_check and
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frame_count % self._interrupt_check_interval == 0):
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try:
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if self._interrupt_check():
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logger.debug(
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"Vegas interrupted by callback after %d frames",
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frame_count
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)
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return False
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except Exception:
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# Log but don't let interrupt check errors stop Vegas
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logger.exception("Interrupt check failed")
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# Periodic plugin update tick to keep data fresh (non-blocking)
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self._drive_background_updates()
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if (self._interrupt_check and
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frame_count % self._interrupt_check_interval == 0):
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# Fire plugin update tick in a background thread every ~4 s.
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# Running it here (rather than only between iterations) means the
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# main loop's _tick_plugin_updates() finds all intervals already
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# satisfied on return, so the inter-iteration gap is <1 ms and the
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# display never shows a frozen frame between iterations.
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_UPDATE_TICK_FRAMES = max(1, int(self.vegas_config.target_fps * 4)) # every 4 s regardless of FPS
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if (self._update_callback and
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frame_count % _UPDATE_TICK_FRAMES == 0 and
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not self._update_tick_running):
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self._update_tick_running = True
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def _run_tick(cb=self._update_callback):
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try:
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if self._interrupt_check():
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logger.debug(
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"Vegas interrupted by callback after %d frames",
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frame_count
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)
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return False
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except Exception:
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# Log but don't let interrupt check errors stop Vegas
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logger.exception("Interrupt check failed")
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cb()
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finally:
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self._update_tick_running = False
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threading.Thread(
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target=_run_tick, daemon=True, name="vegas-plugin-tick"
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).start()
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# Check elapsed time
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elapsed = time.time() - start_time
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if elapsed >= duration:
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break
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# Check elapsed time
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elapsed = time.time() - start_time
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if elapsed >= duration:
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break
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# Check for cycle completion
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if self.render_pipeline.is_cycle_complete():
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break
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# NOTE: do NOT break on is_cycle_complete() here.
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# When multi-display sync is active, breaking exits run_iteration()
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# which causes a 2-3s delay before start_new_cycle() is called on
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# the next run_iteration(). During that gap the scroll advances into
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# the pre-roll zone, then start_new_cycle() resets it — producing a
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# second visible jump on the follower display ~2.5s after the first.
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#
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# Instead, run_frame() handles cycle completion directly (it calls
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# start_new_cycle() in the very next frame, 8ms later), collapsing
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# the two events into a single clean transition.
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#
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# Without sync, the iteration now runs to its full duration and may
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# cycle content multiple times within one iteration — acceptable for
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# a continuous ticker.
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logger.info("Vegas iteration completed after %.1fs", time.time() - start_time)
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return True
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finally:
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# Ensure background update thread finishes before the main loop
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# resumes its own _tick_plugin_updates() calls, preventing concurrent
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# run_scheduled_updates() execution.
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self._drain_update_thread()
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logger.info("Vegas iteration completed after %.1fs", time.time() - start_time)
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return True
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def _check_live_priority(self) -> bool:
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"""
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@@ -500,71 +527,6 @@ class VegasModeCoordinator:
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if self._pending_config is None:
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self._pending_config_update = False
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def _run_update_tick_background(self) -> None:
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"""Run the plugin update tick in a background thread.
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Stores results for the render loop to pick up on its next iteration,
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so the scroll never blocks on API calls.
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"""
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try:
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updated_plugins = self._update_tick()
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if updated_plugins:
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with self._update_results_lock:
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# Accumulate rather than replace to avoid losing notifications
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# if a previous result hasn't been picked up yet
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if self._update_results is None:
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self._update_results = updated_plugins
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else:
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self._update_results.extend(updated_plugins)
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except Exception:
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logger.exception("Background plugin update tick failed")
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def _drain_update_thread(self, timeout: float = 2.0) -> None:
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"""Wait for any in-flight background update thread to finish.
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Called when transitioning out of Vegas mode so the main-loop
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``_tick_plugin_updates`` call doesn't race with a still-running
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background thread.
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"""
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if self._update_thread is not None and self._update_thread.is_alive():
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self._update_thread.join(timeout=timeout)
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if self._update_thread.is_alive():
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logger.warning(
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"Background update thread did not finish within %.1fs", timeout
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)
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def _drive_background_updates(self) -> None:
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"""Collect finished background update results and launch new ticks.
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Safe to call from both the main render loop and the static-pause
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wait loop so that plugin data stays fresh regardless of which
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code path is active.
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"""
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# 1. Collect results from a previously completed background update
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with self._update_results_lock:
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ready_results = self._update_results
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self._update_results = None
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if ready_results:
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for pid in ready_results:
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self.mark_plugin_updated(pid)
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# 2. Kick off a new background update if interval elapsed and none running
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current_time = time.time()
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if (self._update_tick and
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current_time - self._last_update_tick_time >= self._update_tick_interval):
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thread_alive = (
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self._update_thread is not None
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and self._update_thread.is_alive()
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)
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if not thread_alive:
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self._last_update_tick_time = current_time
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self._update_thread = threading.Thread(
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target=self._run_update_tick_background,
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daemon=True,
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name="vegas-update-tick",
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)
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self._update_thread.start()
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def mark_plugin_updated(self, plugin_id: str) -> None:
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"""
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Notify that a plugin's data has been updated.
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@@ -683,8 +645,10 @@ class VegasModeCoordinator:
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logger.info("Static pause interrupted by live priority")
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return False
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# Keep plugin data fresh during static pause
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self._drive_background_updates()
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# Yield immediately if multi-display follower mode becomes active
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if self._interrupt_check and self._interrupt_check():
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logger.info("Static pause interrupted by sync follower mode")
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return False
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# Sleep in small increments to remain responsive
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time.sleep(0.1)
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