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:
sarjent
2026-05-14 08:51:44 -05:00
committed by GitHub
parent dbb53da31d
commit 1c4d5c5271
7 changed files with 2160 additions and 2698 deletions

View File

@@ -90,13 +90,11 @@ class VegasModeCoordinator:
self._interrupt_check: Optional[Callable[[], bool]] = None
self._interrupt_check_interval: int = 10 # Check every N frames
# Plugin update tick for keeping data fresh during Vegas mode
self._update_tick: Optional[Callable[[], Optional[List[str]]]] = None
self._update_tick_interval: float = 1.0 # Tick every 1 second
self._update_thread: Optional[threading.Thread] = None
self._update_results: Optional[List[str]] = None
self._update_results_lock = threading.Lock()
self._last_update_tick_time: float = 0.0
# Plugin update callback — fired from a background thread inside the loop
# so the main loop's _tick_plugin_updates() finds nothing due when Vegas
# returns, eliminating the inter-iteration frozen-frame gap.
self._update_callback: Optional[Callable[[], None]] = None
self._update_tick_running: bool = False
# Config update tracking
self._config_version = 0
@@ -139,6 +137,25 @@ class VegasModeCoordinator:
"""Check if Vegas mode is currently running."""
return self._is_active
def set_sync_manager(self, sync_manager, follower_position: str = "left") -> None:
"""
Attach a DisplaySyncManager so Vegas mode sends the follower's portion
of the ticker to the second display on every rendered frame.
Args:
sync_manager: DisplaySyncManager instance, or None to disable sync
follower_position: "left" (default) or "right" — physical position of
the follower display relative to the leader
"""
if self.render_pipeline:
# Don't expose a standalone (no-op) manager to the pipeline — treat it as None
if sync_manager is not None and hasattr(sync_manager, 'role'):
from src.common.sync_manager import SyncRole
if sync_manager.role == SyncRole.STANDALONE:
sync_manager = None
self.render_pipeline.sync_manager = sync_manager
self.render_pipeline.sync_follower_left = (follower_position == "left")
def set_live_priority_checker(self, checker: Callable[[], Optional[str]]) -> None:
"""
Set the callback for checking live priority content.
@@ -166,24 +183,19 @@ class VegasModeCoordinator:
self._interrupt_check = checker
self._interrupt_check_interval = max(1, check_interval)
def set_update_tick(
self,
callback: Callable[[], Optional[List[str]]],
interval: float = 1.0
) -> None:
def set_update_callback(self, callback: Callable[[], None]) -> None:
"""
Set the callback for periodic plugin update ticking during Vegas mode.
Set a callback for running plugin updates from inside the Vegas loop.
This keeps plugin data fresh while the Vegas render loop is running.
The callback should run scheduled plugin updates and return a list of
plugin IDs that were actually updated, or None/empty if no updates occurred.
Fired in a daemon background thread every ~4 s so plugin data stays
fresh without blocking the render loop. The main loop's
_tick_plugin_updates() then finds all intervals already satisfied and
returns immediately, collapsing the inter-iteration gap to <1 ms.
Args:
callback: Callable that returns list of updated plugin IDs or None
interval: Seconds between update tick calls (default 1.0)
callback: Callable with no arguments (typically _tick_plugin_updates)
"""
self._update_tick = callback
self._update_tick_interval = max(0.5, interval)
self._update_callback = callback
def start(self) -> bool:
"""
@@ -237,9 +249,6 @@ class VegasModeCoordinator:
self.stats['total_runtime_seconds'] += time.time() - self._start_time
self._start_time = None
# Wait for in-flight background update before tearing down state
self._drain_update_thread()
# Cleanup components
self.render_pipeline.reset()
self.stream_manager.reset()
@@ -335,83 +344,101 @@ class VegasModeCoordinator:
last_fps_log_time = start_time
fps_frame_count = 0
self._last_update_tick_time = start_time
logger.info("Starting Vegas iteration for %.1fs", duration)
try:
while True:
# Check for STATIC mode plugin that should pause scroll
static_plugin = self._check_static_plugin_trigger()
if static_plugin:
if not self._handle_static_pause(static_plugin):
# Static pause was interrupted
while True:
# Check for STATIC mode plugin that should pause scroll
static_plugin = self._check_static_plugin_trigger()
if static_plugin:
if not self._handle_static_pause(static_plugin):
# Static pause was interrupted
return False
# After static pause, skip this segment and continue
self.stream_manager.get_next_segment() # Consume the segment
continue
# Run frame
if not self.run_frame():
# Check why we stopped
with self._state_lock:
if self._should_stop:
return False
if self._is_paused:
# Paused for live priority - let caller handle
return False
# After static pause, skip this segment and continue
self.stream_manager.get_next_segment() # Consume the segment
continue
# Run frame
if not self.run_frame():
# Check why we stopped
with self._state_lock:
if self._should_stop:
return False
if self._is_paused:
# Paused for live priority - let caller handle
return False
# Sleep for frame interval
time.sleep(frame_interval)
# Sleep for frame interval
time.sleep(frame_interval)
# Increment frame count and check for interrupt periodically
frame_count += 1
fps_frame_count += 1
# Increment frame count and check for interrupt periodically
frame_count += 1
fps_frame_count += 1
# Periodic FPS logging
current_time = time.time()
if current_time - last_fps_log_time >= fps_log_interval:
fps = fps_frame_count / (current_time - last_fps_log_time)
logger.info(
"Vegas FPS: %.1f (target: %d, frames: %d)",
fps, self.vegas_config.target_fps, fps_frame_count
)
last_fps_log_time = current_time
fps_frame_count = 0
# Periodic FPS logging
current_time = time.time()
if current_time - last_fps_log_time >= fps_log_interval:
fps = fps_frame_count / (current_time - last_fps_log_time)
logger.info(
"Vegas FPS: %.1f (target: %d, frames: %d)",
fps, self.vegas_config.target_fps, fps_frame_count
)
last_fps_log_time = current_time
fps_frame_count = 0
if (self._interrupt_check and
frame_count % self._interrupt_check_interval == 0):
try:
if self._interrupt_check():
logger.debug(
"Vegas interrupted by callback after %d frames",
frame_count
)
return False
except Exception:
# Log but don't let interrupt check errors stop Vegas
logger.exception("Interrupt check failed")
# Periodic plugin update tick to keep data fresh (non-blocking)
self._drive_background_updates()
if (self._interrupt_check and
frame_count % self._interrupt_check_interval == 0):
# Fire plugin update tick in a background thread every ~4 s.
# Running it here (rather than only between iterations) means the
# main loop's _tick_plugin_updates() finds all intervals already
# satisfied on return, so the inter-iteration gap is <1 ms and the
# display never shows a frozen frame between iterations.
_UPDATE_TICK_FRAMES = max(1, int(self.vegas_config.target_fps * 4)) # every 4 s regardless of FPS
if (self._update_callback and
frame_count % _UPDATE_TICK_FRAMES == 0 and
not self._update_tick_running):
self._update_tick_running = True
def _run_tick(cb=self._update_callback):
try:
if self._interrupt_check():
logger.debug(
"Vegas interrupted by callback after %d frames",
frame_count
)
return False
except Exception:
# Log but don't let interrupt check errors stop Vegas
logger.exception("Interrupt check failed")
cb()
finally:
self._update_tick_running = False
threading.Thread(
target=_run_tick, daemon=True, name="vegas-plugin-tick"
).start()
# Check elapsed time
elapsed = time.time() - start_time
if elapsed >= duration:
break
# Check elapsed time
elapsed = time.time() - start_time
if elapsed >= duration:
break
# Check for cycle completion
if self.render_pipeline.is_cycle_complete():
break
# NOTE: do NOT break on is_cycle_complete() here.
# When multi-display sync is active, breaking exits run_iteration()
# which causes a 2-3s delay before start_new_cycle() is called on
# the next run_iteration(). During that gap the scroll advances into
# the pre-roll zone, then start_new_cycle() resets it — producing a
# second visible jump on the follower display ~2.5s after the first.
#
# Instead, run_frame() handles cycle completion directly (it calls
# start_new_cycle() in the very next frame, 8ms later), collapsing
# the two events into a single clean transition.
#
# Without sync, the iteration now runs to its full duration and may
# cycle content multiple times within one iteration — acceptable for
# a continuous ticker.
logger.info("Vegas iteration completed after %.1fs", time.time() - start_time)
return True
finally:
# Ensure background update thread finishes before the main loop
# resumes its own _tick_plugin_updates() calls, preventing concurrent
# run_scheduled_updates() execution.
self._drain_update_thread()
logger.info("Vegas iteration completed after %.1fs", time.time() - start_time)
return True
def _check_live_priority(self) -> bool:
"""
@@ -500,71 +527,6 @@ class VegasModeCoordinator:
if self._pending_config is None:
self._pending_config_update = False
def _run_update_tick_background(self) -> None:
"""Run the plugin update tick in a background thread.
Stores results for the render loop to pick up on its next iteration,
so the scroll never blocks on API calls.
"""
try:
updated_plugins = self._update_tick()
if updated_plugins:
with self._update_results_lock:
# Accumulate rather than replace to avoid losing notifications
# if a previous result hasn't been picked up yet
if self._update_results is None:
self._update_results = updated_plugins
else:
self._update_results.extend(updated_plugins)
except Exception:
logger.exception("Background plugin update tick failed")
def _drain_update_thread(self, timeout: float = 2.0) -> None:
"""Wait for any in-flight background update thread to finish.
Called when transitioning out of Vegas mode so the main-loop
``_tick_plugin_updates`` call doesn't race with a still-running
background thread.
"""
if self._update_thread is not None and self._update_thread.is_alive():
self._update_thread.join(timeout=timeout)
if self._update_thread.is_alive():
logger.warning(
"Background update thread did not finish within %.1fs", timeout
)
def _drive_background_updates(self) -> None:
"""Collect finished background update results and launch new ticks.
Safe to call from both the main render loop and the static-pause
wait loop so that plugin data stays fresh regardless of which
code path is active.
"""
# 1. Collect results from a previously completed background update
with self._update_results_lock:
ready_results = self._update_results
self._update_results = None
if ready_results:
for pid in ready_results:
self.mark_plugin_updated(pid)
# 2. Kick off a new background update if interval elapsed and none running
current_time = time.time()
if (self._update_tick and
current_time - self._last_update_tick_time >= self._update_tick_interval):
thread_alive = (
self._update_thread is not None
and self._update_thread.is_alive()
)
if not thread_alive:
self._last_update_tick_time = current_time
self._update_thread = threading.Thread(
target=self._run_update_tick_background,
daemon=True,
name="vegas-update-tick",
)
self._update_thread.start()
def mark_plugin_updated(self, plugin_id: str) -> None:
"""
Notify that a plugin's data has been updated.
@@ -683,8 +645,10 @@ class VegasModeCoordinator:
logger.info("Static pause interrupted by live priority")
return False
# Keep plugin data fresh during static pause
self._drive_background_updates()
# Yield immediately if multi-display follower mode becomes active
if self._interrupt_check and self._interrupt_check():
logger.info("Static pause interrupted by sync follower mode")
return False
# Sleep in small increments to remain responsive
time.sleep(0.1)