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refactor: remove the skin system and the unused src/base_classes package (#615)
* refactor: remove the skin system Skins never rendered with the current scoreboard plugins: the only hook was SportsCore._render_game in src/base_classes, which no plugin builds on, so the UI and store already treated them as unsupported. The owner decided on 2026-09-23 to remove them outright. Removed src/skin_system/ (runtime, base class, fixtures), skins/, scripts/validate_skin.py and their tests; the store's "type": "skin" installer, uninstaller and hide/refuse filters (the official registry lists no skins); SchemaManager.inject_skin_selector; and GET /api/v3/skins. Stored skin/skin_options config values are handled in the next commit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * fix(config): drop retired skin/skin_options keys instead of validating them A config.json written while the skin system existed can carry skin and skin_options in any plugin section, and most plugin schemas set additionalProperties: false. They are no longer core plugin properties; RETIRED_PLUGIN_KEYS in schema_manager lists them and drop_retired_plugin_keys removes them (unless the plugin's own schema declares the name) in prepare_plugin_config, which loading, hot reload, GET /plugins/config and both web saves already share, and in validate_config_against_schema for callers that validate a raw section. POST /plugins/config and /config/main also drop them from the stored section they merge into, so they leave config.json on the next save. Tests cover the load path (real PluginManager.load_plugin: no schema warning, not degraded), raw and prepared validation, validate_all_plugin_configs, and the JSON, form and /config/main saves. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * refactor: remove the unused src/base_classes package No scoreboard plugin builds on src.base_classes: the nine monorepo scoreboards ship their own sports.py and share code through src/common (docs/SPORTS_UNIFICATION.md), and none of the third-party registry plugins imports it. The one import anywhere, baseball-scoreboard's rankings_manager.py, is a lazy import of ESPNDataSource in a class nothing instantiates. Removed the package and the eight test files that only tested it (test_api_extractors, test_data_sources, test_sports_base_characterization, test_sports_capabilities, test_sports_core_promotions, test_sports_logo_cache_bounded, test_sports_modes_promotions, test_sports_odds_fanout). test_common_is_hardware_free no longer lists src.base_classes as a forbidden import, and comments in sports_helpers.py and base_odds_manager.py stop pointing at it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * docs: drop the skin system and src/base_classes from the docs Deletes docs/SKIN_SYSTEM.md and docs/CREATING_SKINS.md and every link to them (docs/README.md, README.md, PLUGIN_DEVELOPMENT_GUIDE.md, the /skins section of REST_API_REFERENCE.md), the skin section of CLAUDE.md and the term in PRODUCT.md. SPORTS_UNIFICATION.md now says src/base_classes was removed and shared code lives in src/common, in the Layering section and the view-model-contract rule. Other docs stop pointing at the removed package. CHANGELOG records both removals under Unreleased. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * fix(store): hide and refuse registry entries that aren't plugins The skin filters went with the skin system, but a custom registry can still list "type": "skin" entries, and installing one as a plugin would unpack it into the plugins directory. PluginStoreManager.is_plugin_entry() (a missing type means plugin) now hides non-plugin entries from the store and custom-registry listings, and install refuses them, in the route with a clear 400 and in _install_plugin_impl for any other caller. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -104,7 +104,7 @@ logical image to multiple chained physical panels.
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|---|---|---|---|
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| `display_durations` | object, `{}` | Per-plugin display duration in seconds, keyed by plugin id (e.g. `"clock": 15`) | `DisplayController._get_display_duration()` (`src/display_controller.py`) |
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| `plugin_rotation_order` | array, `[]` | Explicit rotation order of plugin ids; empty = all enabled plugins in discovery order | `DisplayController._apply_plugin_rotation_order()` (`src/display_controller.py`) |
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| `use_short_date_format` | bool, `true` | Compact date rendering in sports scoreboards | `src/base_classes/sports/core.py` |
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| `use_short_date_format` | bool, `true` | Compact date rendering in sports scoreboards | Nothing since `src/base_classes` was removed; scoreboards read `display.use_short_date_format` from their own plugin config |
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| `dynamic_duration.max_duration_seconds` | int, optional | Cap for plugins that request dynamic display time | `DisplayController._get_global_dynamic_cap()` (`src/display_controller.py`) |
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## `display.vegas_scroll` — continuous scroll mode
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@@ -1,254 +0,0 @@
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# Creating Skins
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> **Not supported yet: skins don't render with the current scoreboard
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> plugins.** The only render hook is `SportsCore._render_game()` in
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> `src/base_classes/sports/core.py`, and no current scoreboard (monorepo or
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> third-party) builds on `src.base_classes`, so a skin you build here passes
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> `validate_skin.py` but never appears on the matrix. The web UI and Plugin
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> Store don't offer skins for that reason. Details:
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> [SKIN_SYSTEM.md](SKIN_SYSTEM.md#status-not-supported-yet). The guide below
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> stays accurate for the skin API itself.
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A skin restyles a sports scoreboard (live / recent / upcoming) without
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forking the plugin: the plugin keeps fetching data, scheduling, caching, and
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doing vegas mode; your skin only draws. Architecture background:
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[SKIN_SYSTEM.md](SKIN_SYSTEM.md).
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## Quick start
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```bash
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cp -r skins/example-classic-baseball skins/my-skin
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# edit skins/my-skin/skin.json -> set id ("my-skin"), name, author, class_name
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# edit skins/my-skin/skin.py -> rename the class, start restyling
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python scripts/validate_skin.py --skin my-skin
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```
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The validator renders your skin against bundled fixture games at several
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panel sizes with **no hardware, no network, no running service**, saves PNGs
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(plus 4x previews) to `skin_renders/`, and fails loudly on errors. Iterate:
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edit → validate → look at the PNGs.
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To select it, add to your plugin's section in `config/config.json` (this is
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stored and validated, but has no visible effect until a scoreboard uses the
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skin hook — see the note at the top):
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```json
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"baseball-scoreboard": {
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"skin": "my-skin",
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"skin_options": { }
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}
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```
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The web UI's **Visual Skin** dropdown is hidden while skins are unsupported.
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`"skin"` also accepts a per-mode mapping:
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`{"live": "my-skin", "recent": "built-in"}`.
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## The manifest (`skin.json`)
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```json
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{
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"id": "my-skin",
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"name": "My Skin",
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"version": "1.0.0",
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"author": "you",
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"description": "What it looks like",
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"skin_api_version": "1.0.0",
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"targets": {
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"sports": ["baseball"],
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"sport_keys": ["mlb", "milb"],
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"plugins": []
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},
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"entry_point": "skin.py",
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"class_name": "MySkin",
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"modes": ["live", "recent", "upcoming"],
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"preview": "preview.png"
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}
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```
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Field notes: `id` must equal the directory name; `skin_api_version`'s major
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version must match the host's `SKIN_API_VERSION` or the skin is refused at
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load; `targets` takes sport families (`sports`), exact sport keys
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(`sport_keys`), and/or exact plugin ids (`plugins`) — any match applies.
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## The renderer (`skin.py`)
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```python
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from src.skin_system.skin_base import ScoreboardSkin, SkinContext
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class MySkin(ScoreboardSkin):
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def render_live(self, ctx: SkinContext, game: dict) -> bool:
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score = f"{game.get('away_score', '0')}-{game.get('home_score', '0')}"
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fit = ctx.layout.fit_text(score, ctx.layout.bounds)
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ctx.draw_fit(fit, ctx.layout.bounds)
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return True # True = "I drew it"; False = use the built-in layout
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```
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Implement only the modes you care about — anything else falls back to the
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plugin's built-in rendering. Return `False` to decline a specific game (e.g.
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a layout that only makes sense while a game is live).
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### The rules (they keep your skin from breaking the display)
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1. **Draw only onto `ctx.canvas`** (via the helpers or `ctx.draw`). Never
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reassign `ctx.canvas`, never touch the display or call any update method.
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2. **No I/O in render paths.** No network, no file loads per frame —
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`render_live` runs every display pass, and a slow render stalls the whole
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matrix (the host warns at >150 ms). Use `ctx.load_logo` (cached) and
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`cache_key=` for images.
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3. **Derive everything from `(ctx, game)`.** Skins must be stateless: the
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live/recent/upcoming modes each get their own instance.
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4. **Always `.get()` optional keys.** Only the guaranteed keys below are
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promised to exist.
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5. **Never hardcode pixel positions for the panel.** Use `ctx.width`/
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`ctx.height`, `ctx.layout` regions and `fit_text` — your skin will be run
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at sizes you didn't test (64x32, 128x64, vegas cards).
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6. **No third-party dependencies.** Stdlib + PIL + what `ctx` provides.
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A skin that raises 3 renders in a row is disabled until the service restarts
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(the built-in layout takes over), so a bug is cosmetic — but check your logs.
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## SkinContext reference
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| Member | What it is |
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|---|---|
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| `ctx.canvas` / `ctx.draw` | Fresh RGB `PIL.Image` at display size + its `ImageDraw` (raw-PIL escape hatch) |
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| `ctx.width`, `ctx.height` | Canvas size — the only size truth |
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| `ctx.layout` | `LayoutContext` (see [ADAPTIVE_LAYOUT.md](ADAPTIVE_LAYOUT.md)): `bounds`, `fit_text`, `fit_text_proportional`, `fit_image`, `px`, `by_tier` |
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| `ctx.draw_fit(fit, box, color, align, valign)` | Draw a `fit_text` result aligned in a `Region` (handles BDF fonts) |
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| `ctx.draw_text(text, x, y, color, font)` | Positioned text (handles BDF fonts) |
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| `ctx.draw_image(img, box, mode, align, valign, cache_key)` | Fit + paste an image with alpha; no-ops on `None` |
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| `ctx.load_logo("home" \| "away")` | Team logo as RGBA, or `None` (always handle `None`). Cached after first use; see note below |
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| `ctx.draw_text_outlined(text, (x, y), font, fill, outline_color)` | The classic scorebug outlined text (TTF fonts only) |
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| `ctx.fonts` | The host's font dict — keys `score`, `time`, `team`, `status`, `detail`, `rank` |
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| `ctx.options` | Your user's `skin_options` from config |
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| `ctx.sport`, `ctx.view_model_version`, `ctx.logger` | Context metadata + logger |
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**A note on `ctx.load_logo` vs the no-I/O rule:** `load_logo` is the one
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sanctioned exception. It goes through the host's logo cache — after the
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first call per team it's a pure in-memory lookup. If a logo file is missing
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on disk, the *first* call may download it, exactly like the built-in
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renderer does for the same game (a skin is never worse than built-in here).
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Always pass a stable `cache_key` when drawing it, never load image files
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yourself in a render path, and always handle `None`.
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The default layout idiom — carve regions, then fit text into them:
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```python
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from src.adaptive_layout import scoreboard_regions
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regions = scoreboard_regions(ctx.layout.bounds, ctx=ctx.layout)
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ctx.draw_image(ctx.load_logo("away"), regions.away_slot, cache_key=f"logo:{game.get('away_abbr')}")
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ctx.draw_image(ctx.load_logo("home"), regions.home_slot, cache_key=f"logo:{game.get('home_abbr')}")
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fit = ctx.layout.fit_text("3-5", regions.score_area)
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ctx.draw_fit(fit, regions.score_area)
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```
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`Region` supports `split_h`/`split_v`/`inset`/`top_band`/`bottom_band`/
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`left_col`/`right_col` for custom carves. Raw `ctx.draw.rectangle/polygon/
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ellipse/...` is always available for custom marks (see the bases diamond in
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the example skin).
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## The game view model
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Guaranteed for every sport (view model v1.0 — renaming these breaks skins and
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is treated as a breaking change upstream):
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| Key | Notes |
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|---|---|
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| `id` | Event id (string) |
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| `status_text` | Display-ready status, e.g. `"Final"`, `"7:30 PM"`, `"Bot 7th"` |
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| `is_live`, `is_final`, `is_upcoming`, `is_halftime` | Booleans |
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| `game_date`, `game_time` | Pre-formatted local date/time strings |
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| `start_time_utc` | UTC `datetime` |
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| `home_abbr`, `away_abbr` | Team abbreviations (can be 2–5 chars — fit, don't assume) |
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| `home_id`, `away_id` | Team ids |
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| `home_score`, `away_score` | **Strings**, not ints |
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| `home_record`, `away_record` | `"58-33"` or `""` (0-0 records are blanked) |
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| `home_logo_path`, `away_logo_path` | Prefer `ctx.load_logo` over touching these |
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Sport extras (present for that sport, still `.get()` defensively):
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- **baseball**: `inning` (int), `inning_half` (`"top"`/`"bottom"`), `balls`,
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`strikes`, `outs` (ints), `bases_occupied` (`[first, second, third]`
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booleans), `series_summary` (str)
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- **football**: `period`, `period_text`, `clock`, `home_timeouts`,
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`away_timeouts`, `down_distance_text`, `down_distance_text_long`,
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`is_redzone`, `possession`, `possession_indicator` (`"home"`/`"away"`),
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`scoring_event`
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- **basketball**: `period`, `period_text`, `clock`
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- **hockey**: `period`, `period_text`, `clock`, `power_play`, `penalties`,
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`home_shots`, `away_shots`
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Optional everywhere (only when the user enabled the feature): `odds` (dict),
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`series_summary`, rankings-related fields.
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Fixture copies of these dicts live in `src/skin_system/fixtures/` — that's
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exactly what the validator feeds your skin.
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## Vegas mode
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You get vegas support for free: vegas captures the normal display output,
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which is already your skin's rendering. Optionally implement
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`render_vegas_card(ctx, game)` to return a purpose-built card at
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`ctx.width x ctx.height` (sizes vary — never assume 128x32).
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## Building a skin with Claude Code
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Skins are ideal Claude Code projects: small, isolated, and verifiable with
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one command. Paste this to start:
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> You are building a **display skin** for LEDMatrix — a visual overlay for a
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> sports scoreboard on a small LED matrix (commonly 128x32 or 64x32 pixels).
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> First read `docs/CREATING_SKINS.md` and the reference skin in
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> `skins/example-classic-baseball/`.
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>
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> Rules:
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> - Create/modify files ONLY under `skins/<my-skin-id>/`. Do NOT modify
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> anything in `src/`, `scripts/`, the plugins, or any other skin.
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> - Render only from the `game` dict and `ctx` helpers. No network calls, no
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> per-frame file I/O, no new pip dependencies, no touching the display —
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> draw onto `ctx.canvas` and return True.
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> - Use `ctx.layout` regions and `fit_text` for positioning so the skin works
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> at any panel size; use `.get()` for every optional game key.
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> - After every change run
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> `python scripts/validate_skin.py --skin <my-skin-id>` and LOOK at the
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> PNGs it writes to `skin_renders/` (the `_x4.png` files are easiest to
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> read). Iterate until it passes and looks right at both 128x32 and 64x32.
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>
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> What I want it to look like: <describe your layout — where logos, score,
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> status go; colors; what shows during live vs upcoming vs final>
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Tips that keep Claude (and you) out of trouble:
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- One mode at a time: get `render_live` right before touching the others —
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unimplemented modes automatically use the built-in look.
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- Ask for edge-case renders: long team abbreviations, missing logos
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(`ctx.load_logo` returning `None`), 0-0 records, extra innings/OT.
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- If the render looks cramped at 64x32, ask Claude to use
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`ctx.layout.by_tier(...)` to drop elements on small panels rather than
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shrinking everything.
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- Never let it "fix" a problem by editing `src/` — if the skin can't do
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something within its directory, that's a feature request, not a workaround.
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## Pre-publish checklist
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- [ ] `python scripts/validate_skin.py --skin <id> --size 128x32 --size 64x32 --size 128x64` passes
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- [ ] Looked at every PNG in `skin_renders/` — nothing clipped or overlapping
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- [ ] Handles a missing logo (`None`) without crashing — temporarily point a
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fixture's logo path at a nonexistent file to test
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- [ ] Long abbreviations (`"TA&M"`, 4–5 chars) don't overflow
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- [ ] No render warning above the time budget
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- [ ] `skin.json`: `id` matches the directory, `version` set,
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`skin_api_version` matches the host, targets correct
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- [ ] `preview.png` added (grab your favorite `_x4` render)
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- [ ] Tested on real hardware if you have it — a Pi is much slower than your
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dev machine
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Distribute by publishing the directory as a git repo (users
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`git clone <repo> skins/<id>`). Registry entries with `"type": "skin"` are
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hidden and refused by the Plugin Store while skins are unsupported (see
|
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[SKIN_SYSTEM.md](SKIN_SYSTEM.md) §Distribution).
|
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|
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**Trust note:** a skin is Python running inside the display service — the
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same trust level as a plugin. Review code before installing skins from
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others.
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@@ -393,7 +393,5 @@ self.font = self.font_manager.resolve_font(
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## Example: Complete Manager Implementation
|
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For a working example of the font manager API in use, see
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`src/font_manager.py` itself and the bundled scoreboard base classes
|
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in `src/base_classes/` (e.g., `hockey.py`, `football.py`) which
|
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register and resolve fonts via the patterns documented above.
|
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`src/font_manager.py` itself.
|
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|
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|
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@@ -430,9 +430,7 @@ self.display_manager.image.paste(icon, (5, 5), icon)
|
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self.display_manager.update_display()
|
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```
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|
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This is the same pattern the bundled scoreboard base classes
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(`src/base_classes/baseball.py`, `basketball.py`, `football.py`,
|
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`hockey.py`) use, so it's the canonical way to render arbitrary images.
|
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This is the canonical way to render arbitrary images.
|
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|
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### Weather Icons
|
||||
|
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|
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@@ -12,9 +12,9 @@
|
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> in `web_interface/app.py`.
|
||||
> - The default plugin location is `plugin-repos/` (configurable via
|
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> `plugin_system.plugins_directory`), not `./plugins/`.
|
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> - Example imports use `src/plugin_system/base_classes/*_plugin.py`;
|
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> the shipped base classes live in `src/base_classes/` (e.g.
|
||||
> `src.base_classes.sports.SportsCore`, `src.base_classes.hockey.Hockey`).
|
||||
> - Example imports use `src/plugin_system/base_classes/*_plugin.py`,
|
||||
> which do not exist. The old `src/base_classes/` package has been
|
||||
> removed; shared sports code lives in `src/common/`.
|
||||
> - The "Migration Strategy" and "Implementation Roadmap" sections
|
||||
> describe work that has now shipped.
|
||||
>
|
||||
|
||||
@@ -25,16 +25,7 @@ is `CORE_PLUGIN_PROPERTIES` in `src/plugin_system/schema_manager.py`):
|
||||
- Description: Enable live priority takeover when plugin has live content
|
||||
- Used by DisplayController for priority scheduling
|
||||
|
||||
4. **`skin`** (string, object or null; no default)
|
||||
- Description: Visual skin id, or a per-mode mapping like `{"live": "my-skin"}`
|
||||
- Not an enum, so a stored value keeps validating after the skin is
|
||||
uninstalled. Skins do not render with the current scoreboard plugins;
|
||||
the key is kept so stored values keep loading and saving
|
||||
|
||||
5. **`skin_options`** (object; no default)
|
||||
- Description: Options passed through to the selected skin
|
||||
|
||||
6. **`vegas_width_pct`**, **`vegas_overflow`**, **`vegas_max_width_screens`**
|
||||
4. **`vegas_width_pct`**, **`vegas_overflow`**, **`vegas_max_width_screens`**
|
||||
(untyped; no default)
|
||||
- Description: Vegas mode tuning for this plugin — card width as a
|
||||
percentage of the panel, `"rotate"` or `"truncate"` on overflow, and the
|
||||
@@ -42,6 +33,10 @@ is `CORE_PLUGIN_PROPERTIES` in `src/plugin_system/schema_manager.py`):
|
||||
- Read by `src/vegas_mode/plugin_adapter.py` and `BasePlugin`, which
|
||||
validate the values themselves and ignore a bad one with a log line
|
||||
|
||||
`skin` and `skin_options` were core properties until the skin system was
|
||||
removed. A plugin config saved with them still loads and saves; the keys are
|
||||
dropped on the next save (see `RETIRED_PLUGIN_KEYS` in `schema_manager.py`).
|
||||
|
||||
## How Core Properties Work
|
||||
|
||||
### Schema Validation
|
||||
|
||||
@@ -12,12 +12,6 @@ This guide explains how to set up a development workflow for plugins that are ma
|
||||
> scale. Existing plugins keep their classic rendering unless they adopt
|
||||
> those APIs; nothing migrates automatically.
|
||||
|
||||
> **Want a different look for an existing sports scoreboard?** Skins are
|
||||
> meant for that, but they are **not supported yet**: the current scoreboard
|
||||
> plugins don't render them (see [SKIN_SYSTEM.md](SKIN_SYSTEM.md#status-not-supported-yet)).
|
||||
> For now, change the look through the plugin's own display settings or its
|
||||
> code.
|
||||
|
||||
## Overview
|
||||
|
||||
When developing plugins in separate repositories, you need a way to:
|
||||
|
||||
@@ -56,8 +56,6 @@ Going deeper:
|
||||
- [ADVANCED_FEATURES.md](ADVANCED_FEATURES.md) — Vegas scroll, on-demand display,
|
||||
cache management, background services, permissions
|
||||
- [FONT_MANAGER.md](FONT_MANAGER.md) — font system
|
||||
- [SKIN_SYSTEM.md](SKIN_SYSTEM.md) — skin architecture for sports scoreboards (not supported yet: current scoreboards don't render skins)
|
||||
- [CREATING_SKINS.md](CREATING_SKINS.md) — writing and validating a skin (same caveat)
|
||||
|
||||
## Reference
|
||||
|
||||
|
||||
@@ -37,7 +37,6 @@ the entry below says so.
|
||||
- [Integrations](#integrations)
|
||||
- [Plugin-specific endpoints](#plugin-specific-endpoints)
|
||||
- [Starlark Apps](#starlark-apps)
|
||||
- [Skins](#skins)
|
||||
|
||||
> The API blueprint is the `api_v3` package in
|
||||
> `web_interface/blueprints/api_v3/` (one module per area: `config.py`,
|
||||
@@ -2084,17 +2083,6 @@ runs.
|
||||
|
||||
---
|
||||
|
||||
## Skins
|
||||
|
||||
**GET** `/api/v3/skins`
|
||||
|
||||
Installed scoreboard skins (optional `?plugin_id=` filter). Skins are not
|
||||
supported by the current scoreboard plugins, so the response carries
|
||||
`data.supported: false` and a `data.message`; clients must not offer these
|
||||
as selectable. See [SKIN_SYSTEM.md](SKIN_SYSTEM.md).
|
||||
|
||||
---
|
||||
|
||||
## Error Responses
|
||||
|
||||
Errors use one of two shapes. Most endpoints answer:
|
||||
|
||||
@@ -1,206 +0,0 @@
|
||||
# Skin System Architecture
|
||||
|
||||
## Status: not supported yet
|
||||
|
||||
**Skins don't render with the current scoreboard plugins.** The skin system
|
||||
below works in isolation (it loads, validates and renders skins in
|
||||
`scripts/validate_skin.py` and `test/test_skin_system.py`), but nothing on a
|
||||
running display calls it:
|
||||
|
||||
- The only render hook is `SportsCore._render_game()` in
|
||||
`src/base_classes/sports/core.py`.
|
||||
- None of the current scoreboard plugins build on `src.base_classes`. The
|
||||
official scoreboards in the `ledmatrix-plugins` monorepo, and the
|
||||
third-party scoreboards in the plugin registry, carry their own sports and
|
||||
rendering code (with the shared `src/common/sports_*` helpers) and never
|
||||
reach `SportsCore._render_game()`.
|
||||
|
||||
So a skin can be dropped into `skins/` and named in a plugin's config, but the
|
||||
scoreboard keeps drawing its built-in layout. Until a scoreboard adopts the
|
||||
hook, core does not offer skins to users:
|
||||
|
||||
- The plugin config page shows no **Visual Skin** dropdown.
|
||||
- The Plugin Store hides registry entries with `"type": "skin"` and refuses
|
||||
to install one (`POST /api/v3/plugins/install` answers 400 with the reason).
|
||||
- `GET /api/v3/skins` still lists what is in `skins/`, with
|
||||
`"supported": false` and a `message`.
|
||||
- A config that already contains `"skin"` / `"skin_options"` still loads,
|
||||
validates and saves unchanged; the value is simply unused.
|
||||
|
||||
The rest of this document describes the design as built, for whoever wires a
|
||||
scoreboard to it.
|
||||
|
||||
Skins are user-installable **visual overlays** for the sports scoreboards.
|
||||
A skin replaces only the *look* of a scoreboard — the host plugin keeps doing
|
||||
data fetching, scheduling, caching, dedup, live-priority takeover, and vegas
|
||||
mode. If you only want to **build** a skin, read
|
||||
[CREATING_SKINS.md](CREATING_SKINS.md); this document explains how the system
|
||||
works and why it is shaped this way.
|
||||
|
||||
## Why skins instead of forks
|
||||
|
||||
Before skins, changing a scoreboard's layout meant forking the whole plugin
|
||||
(e.g. the community MLB scoreboard fork). The fork gets the new look but loses
|
||||
everything the maintained plugin keeps earning: duration/scheduling behavior,
|
||||
vegas mode support, caching and background-fetch improvements, bug fixes. It
|
||||
also silently drifts: every upstream improvement now has to be re-ported by
|
||||
hand.
|
||||
|
||||
A skin inverts that trade. The plugin remains stock and keeps updating through
|
||||
the store; the skin is ~100 lines of pure rendering code that receives the
|
||||
plugin's already-fetched data each frame. Uninstalling the skin (or the skin
|
||||
crashing) simply restores the built-in look.
|
||||
|
||||
```text
|
||||
(unchanged) (the skin seam)
|
||||
ESPN API ──► update() ──► game view model ──► _render_game() ──► display
|
||||
fetching (a dict) │ │
|
||||
caching │ └─ built-in
|
||||
scheduling └─ skin.render_<mode>(ctx, game)
|
||||
live priority draws onto ctx.canvas
|
||||
```
|
||||
|
||||
## The render funnel
|
||||
|
||||
A sports scoreboard built on the `src/base_classes/sports/` package
|
||||
(`core.py`) renders through exactly one seam. No current scoreboard plugin is
|
||||
built on it (see [Status](#status-not-supported-yet)), so for them this seam is
|
||||
never reached:
|
||||
`SportsCore._render_game(game, force_clear)`.
|
||||
|
||||
1. The mode class's `display()` (live, `SportsUpcoming`, `SportsRecent`)
|
||||
picks `self.current_game` and calls `_render_game`.
|
||||
2. `_render_game` lazily loads the configured skin (once, on first render —
|
||||
a broken skin can never block plugin startup).
|
||||
3. If a skin is active, the host builds a `SkinContext` — a fresh black
|
||||
canvas at the current display size plus layout/font/logo helpers — and
|
||||
calls the skin's `render_live` / `render_recent` / `render_upcoming`
|
||||
with a **copy** of the game dict.
|
||||
4. If the skin returns `True`, the canvas is composited onto the display.
|
||||
If it returns `False`, isn't implemented for that mode, or raises, the
|
||||
built-in `_draw_scorebug_layout` runs instead.
|
||||
|
||||
Key properties that fall out of this design:
|
||||
|
||||
- **Per-mode fallback.** A skin that only implements `render_live` gets the
|
||||
stock recent/upcoming screens for free.
|
||||
- **Three strikes.** A skin that raises 3 times in a row is disabled for the
|
||||
rest of the session (one loud error log per failure); the display never
|
||||
goes dark. Restarting the service re-arms it.
|
||||
- **Copies, not references.** Skins receive a shallow copy of the game dict,
|
||||
so a buggy skin cannot corrupt the plugin's scheduling state.
|
||||
- **Vegas mode works untouched.** Vegas capture falls back to grabbing the
|
||||
regular `display()` output, which is already skin-rendered. Skins can
|
||||
additionally implement `render_vegas_card` for purpose-built scroll cards,
|
||||
and hosts can call `SportsCore.render_skin_card(game, size)` to use it.
|
||||
- **Hot-loop caution.** `render_live` runs every display-loop pass during a
|
||||
live game. The host logs a warning when a skin render exceeds 150 ms, and
|
||||
`scripts/validate_skin.py` enforces a budget at development time — but
|
||||
Python cannot forcibly time-out a stuck render, so a skin that blocks
|
||||
(network I/O, giant image ops) stalls the display. This is why the rules
|
||||
in CREATING_SKINS.md ban I/O in render paths.
|
||||
|
||||
## The view model contract
|
||||
|
||||
The `game` dict a skin receives is the plugin's already-extracted view model
|
||||
(`SportsCore._extract_game_details_common` plus per-sport extras from
|
||||
`src/base_classes/{baseball,basketball,football,hockey}.py`).
|
||||
|
||||
- **Guaranteed keys (view model v1.0)** — always present for every sport:
|
||||
`id`, `game_time`, `game_date`, `start_time_utc` (a UTC `datetime`),
|
||||
`status_text`, `is_live`, `is_final`, `is_upcoming`, `is_halftime`,
|
||||
`home_abbr`/`away_abbr`, `home_id`/`away_id`, `home_score`/`away_score`
|
||||
(**strings**), `home_logo_path`/`away_logo_path`, `home_record`/`away_record`.
|
||||
- **Sport extras** — documented per sport in CREATING_SKINS.md (e.g. baseball
|
||||
adds `inning`, `inning_half`, `balls`, `strikes`, `outs`, `bases_occupied`).
|
||||
- **Optional keys** (`odds`, rankings, `series_summary`, …) are present only
|
||||
when the feature is enabled — skins must always use `.get()`.
|
||||
|
||||
Versioning policy: additive changes bump the minor version
|
||||
(`VIEW_MODEL_VERSION` in `src/skin_system/skin_base.py`, surfaced to skins as
|
||||
`ctx.view_model_version`); renaming or removing a guaranteed key requires a
|
||||
major bump plus a compat shim. `test/test_skin_system.py::TestViewModelContract`
|
||||
fails CI if a guaranteed key disappears from the extractor.
|
||||
|
||||
Separately, `SKIN_API_VERSION` versions the Python API (`ScoreboardSkin`,
|
||||
`SkinContext`). The loader refuses a skin whose manifest declares a different
|
||||
major version and falls back to the built-in renderer with a clear
|
||||
"skin needs an update" log line.
|
||||
|
||||
## Package layout and lifecycle
|
||||
|
||||
```text
|
||||
skins/<skin-id>/
|
||||
skin.json # manifest (required)
|
||||
skin.py # ScoreboardSkin subclass (required)
|
||||
preview.png # optional, shown by the web UI
|
||||
assets/ # optional skin-local images
|
||||
helpers.py ... # optional extra modules (namespaced per skin at import)
|
||||
```
|
||||
|
||||
Skins live in the central `skins/` directory — deliberately **not** inside the
|
||||
plugin's directory, because plugin reinstall/update deletes the whole plugin
|
||||
directory and a skin must survive that. One skin can also target several
|
||||
plugins (mlb + milb).
|
||||
|
||||
Lifecycle: discovered lazily on first render → manifest validated → API major
|
||||
version gated → module imported under a namespaced `sys.modules` key (two
|
||||
skins can both ship a `helpers.py`, same scheme plugins use) → instantiated
|
||||
with `(manifest, options)`. Every failure logs and falls back to built-in.
|
||||
|
||||
Skins should be **stateless**: the live, recent, and upcoming mode classes
|
||||
each hold their own skin instance, so derive everything from `(ctx, game)`.
|
||||
|
||||
## Selection and configuration
|
||||
|
||||
Inside the plugin's own config section in `config/config.json`:
|
||||
|
||||
```json
|
||||
"baseball-scoreboard": {
|
||||
"skin": "retro-baseball",
|
||||
"skin_options": { "accent_color": [255, 80, 0] }
|
||||
}
|
||||
```
|
||||
|
||||
`"skin"` is either one id for all modes or a per-mode mapping
|
||||
(`{"live": "retro-baseball", "recent": "built-in"}`). Absent, empty, or
|
||||
`"built-in"` means the stock renderer. Because this rides the plugin's config
|
||||
section, it persists across plugin reinstalls like every other setting.
|
||||
|
||||
`SchemaManager.inject_skin_selector` can add a **Visual Skin** enum to the
|
||||
*served* schema for plugins with matching skins installed. While skins are
|
||||
unsupported the plugin schema endpoint does not call it, so the dropdown is
|
||||
not shown. Validation never sees the enum either way: the base schema allows
|
||||
any `skin` value, so a config that references an uninstalled skin stays valid.
|
||||
`GET /api/v3/skins` lists installed skins (optionally filtered by
|
||||
`?plugin_id=`) and reports `"supported": false`.
|
||||
|
||||
## Distribution
|
||||
|
||||
- **Manual:** `git clone <skin repo> skins/<skin-id>` — that's the whole
|
||||
install. No manifest bumps, no `update_registry.py`; skins are not monorepo
|
||||
plugins.
|
||||
- **Store (disabled while unsupported):** registry entries with
|
||||
`"type": "skin"` are hidden from the store list and refused on install.
|
||||
`PluginStoreManager._install_skin_from_info` is kept: once
|
||||
`SKINS_RENDER_SUPPORTED` in `src/skin_system/__init__.py` is true, such
|
||||
entries install through the same `plugins.json` pipeline, land in `skins/`,
|
||||
are validated against `skin.json` (including the API major version) instead
|
||||
of `manifest.json`, and never install dependencies — skins are render-only
|
||||
(stdlib + PIL + the provided context, no third-party packages in v1).
|
||||
|
||||
## Trust model
|
||||
|
||||
A skin is Python executing inside the display service — **exactly the same
|
||||
trust level as a plugin**, even though "skin" sounds cosmetic. Only install
|
||||
skins from sources you'd be willing to install a plugin from.
|
||||
|
||||
## v2 directions (not in v1)
|
||||
|
||||
- A generic `BasePlugin` opt-in (`render_with_skin()`) so non-sports plugins
|
||||
(weather, music) can offer skinnable layouts; `skin_runtime` is already
|
||||
sports-agnostic in anticipation.
|
||||
- Store UI: preview gallery, one-click install from the skin browser.
|
||||
- An update path for git-cloned skins (today: re-clone or store reinstall).
|
||||
- Animation support in skins (today the API is one frame per render call;
|
||||
stateful tricks work but are at-your-own-risk).
|
||||
+21
-27
@@ -7,9 +7,9 @@ becoming nine clients of a god class.
|
||||
|
||||
Nine plugins (`afl`, `baseball`, `basketball`, `football`, `hockey`, `lacrosse`,
|
||||
`nrl`, `soccer`, `ufc`) each ship a ~3,000-line `sports.py` descended from this
|
||||
repo's `src/base_classes/sports.py`. They have drifted into three lineages, and
|
||||
only 28 of the 66 methods appearing across them are present in all nine. One
|
||||
logical fix (the UTC start-time bug) cost 75 files.
|
||||
repo's former `src/base_classes/sports.py` (since removed). They have drifted
|
||||
into three lineages, and only 28 of the 66 methods appearing across them are
|
||||
present in all nine. One logical fix (the UTC start-time bug) cost 75 files.
|
||||
|
||||
Merging everything into one base class would fix the duplication and create a
|
||||
worse problem: a single 2,500-line class that all nine plugins inherit, where any
|
||||
@@ -26,7 +26,7 @@ These are independent concerns. Conflating them is what produces god classes.
|
||||
|---|---|
|
||||
| Plugin loads on a core that predates a module | Guarded import with a bundled fallback (`try: from src.X import Y / except ModuleNotFoundError: from y import Y`) |
|
||||
| Plugin loads on a core that predates a *method* | Capability probing — `hasattr(SportsCore, "_detect_stale_games")` — never a version comparison. The loader's compat check is advisory-only (it logs and continues), so probing is the real protection. |
|
||||
| Core changes never break a plugin's rendering | The **view-model contract**: `_extract_game_details_common` returns a dict whose `GUARANTEED_KEYS` are frozen by `test/test_skin_system.py::TestViewModelContract`. Keys may be added, never renamed or removed. |
|
||||
| Core changes never break a plugin's rendering | The **view-model contract**: the game dict each plugin's `_extract_game_details_common` builds is read by the shared `src/common` renderers, so its keys may be added, never renamed or removed. |
|
||||
| A plugin can drop its bundled copy safely | The **sunset rule**: its manifest must floor `ledmatrix_min_version` at the first core release shipping the module (recorded in `CHANGELOG.md`) — *necessary but not sufficient*. The store enforces that floor on every registry-managed install and on both supported update paths (sideloading via `install_from_url` is not gated), but a floor cannot reach a user who never updates, so the copy also waits for the B6 gate below. |
|
||||
|
||||
The core API is **additive-only**. A method the plugins call is never removed or
|
||||
@@ -67,16 +67,13 @@ This is the property the naive merge destroys, and it is enforced structurally:
|
||||
|
||||
## Layering
|
||||
|
||||
```
|
||||
src/base_classes/sports/
|
||||
__init__.py re-exports the public API (import path unchanged)
|
||||
core.py SportsCore — fetch, cache, config, logos, fonts, odds,
|
||||
view-model extraction, the skin seam
|
||||
modes.py SportsUpcoming / SportsRecent / SportsLive
|
||||
capabilities/
|
||||
celebrations.py CelebrationMixin (opt-in: 4 of 9 plugins)
|
||||
rotation.py RotationStrategy + registry
|
||||
`src/base_classes/` has been removed: no scoreboard plugin built on it. B1 and
|
||||
B2 below promoted code into it (`SportsCore`, the mode classes,
|
||||
`CelebrationMixin`, the rotation strategies); the override points and
|
||||
capabilities sections record that design, but none of it ships in core any
|
||||
more. Shared sports code lives in `src/common`:
|
||||
|
||||
```
|
||||
src/common/
|
||||
sports_scroll.py SportsScrollDisplay / …Manager — scroll orchestration
|
||||
(content building stays in the plugins)
|
||||
@@ -85,13 +82,10 @@ src/common/
|
||||
plugins' sports.py, and the _favorite_key seam
|
||||
```
|
||||
|
||||
`from src.base_classes.sports import SportsCore` keeps working — the package
|
||||
`__init__` re-exports, so the conversion is invisible to every existing importer.
|
||||
|
||||
### Converging on `src/common`
|
||||
|
||||
The scoreboards do not build on `src/base_classes`; their own `sports.py` copies
|
||||
have moved past it. So shared code now lands in hardware-free `src/common`
|
||||
The scoreboards never built on `src/base_classes` (now removed); their own
|
||||
`sports.py` copies had moved past it. So shared code now lands in hardware-free `src/common`
|
||||
modules taken from the plugin copies, each a **new module** rather than growth
|
||||
on an existing one: a plugin that deletes a method copy and relies on an older
|
||||
module having gained it fails at runtime with an `AttributeError`, while a
|
||||
@@ -100,7 +94,7 @@ missing module fails at load, where the version checks can see it.
|
||||
listed below, for later phases); its parity test compares every body against
|
||||
the plugin copies when `LEDMATRIX_PLUGINS` points at a checkout, and
|
||||
`test/test_common_is_hardware_free.py` keeps `src/common` free of
|
||||
`rgbmatrix`, `src.base_classes` and `src.plugin_system`. How a plugin adopts a
|
||||
`rgbmatrix`, `src.display_manager` and `src.plugin_system`. How a plugin adopts a
|
||||
module and drops its copy is documented in the plugins repo's
|
||||
`docs/plugin-development/08-shared-sports-code.md`.
|
||||
|
||||
@@ -116,7 +110,6 @@ deprecation cycle.
|
||||
| `_extract_game_details(event)` | Sport-specific view-model fields on top of the common ones | delegates to `_extract_game_details_common` |
|
||||
| `_draw_scorebug_layout(game, force_clear)` | Sport's card rendering | base layout |
|
||||
| `_custom_scorebug_layout(game, draw)` | Per-sport overlay on the base layout | no-op |
|
||||
| `render_skin_card(game, size)` | Skin-system entry point | built-in fallback |
|
||||
| `score_phrase(points, team_abbr)` | Celebration wording (`"GOOOOAAALLL!"` vs `"TOUCHDOWN!"`). `points` is the score delta, which sports with variable-value scores use to name the play | `"<abbr> SCORES!"` — only consulted when `CelebrationMixin` is present |
|
||||
| `win_phrase(team_abbr)` | Win-celebration wording | `"<abbr> WINS!"` — mixin only |
|
||||
| `_favorite_key(game, side)` | Which view-model field identifies a team for favorites matching | `game["<side>_abbr"]` |
|
||||
@@ -189,9 +182,9 @@ and a typo should cost the boost, not the scoreboard. When a plugin needs an
|
||||
ordering that core does not ship, it calls `register_rotation_strategy` to add
|
||||
its own — rather than core growing a branch for it.
|
||||
|
||||
`test_sports_capabilities.py` checks each strategy against a **verbatim
|
||||
transcription** of the plugin code it replaces, over every live-game shape up to
|
||||
four games. That differential is what B5 deletes the bundled copies on the
|
||||
`test_sports_capabilities.py` (removed with `src/base_classes`) checked each
|
||||
strategy against a **verbatim transcription** of the plugin code it replaces,
|
||||
over every live-game shape up to four games. That differential is what B5 deletes the bundled copies on the
|
||||
strength of.
|
||||
|
||||
## Scroll display — where the promotion line falls
|
||||
@@ -507,9 +500,9 @@ What actually remains, smallest first:
|
||||
3. **Reconsider the held modules** (`data_sources.py`, `game_renderer.py`,
|
||||
`base_odds_manager.py`) now that the sunset has closed. `game_renderer.py` is
|
||||
the largest single duplication left: ~11,500 lines across eight plugins, with
|
||||
~36,500 more in the eight `sports.py`. Note that core already ships
|
||||
`src/base_classes/sports/` (~143KB, promoted in B1/B2) that **no plugin
|
||||
imports** — check whether it has drifted before treating it as the target.
|
||||
~36,500 more in the eight `sports.py`. The `src/base_classes/sports/`
|
||||
package promoted in B1/B2 was never imported by a plugin and has been
|
||||
removed, so the plugin copies are the only starting point.
|
||||
|
||||
## How to keep this project healthy
|
||||
|
||||
@@ -542,6 +535,7 @@ Lessons this migration paid for, worth applying beyond it:
|
||||
- **A capability that is not opted into must not execute.** If you find yourself
|
||||
writing `if self.<capability>_enabled` inside a base class, it belongs in a
|
||||
mixin.
|
||||
- **Touch the view-model keys only additively.** Published skins depend on them.
|
||||
- **Touch the view-model keys only additively.** The shared `src/common`
|
||||
renderers read them.
|
||||
- **Every promotion lands with the characterization suite green**, and every
|
||||
pilot adoption lands with that plugin's harness and golden suites green.
|
||||
|
||||
Reference in New Issue
Block a user