fix(vegas): a static pause redraws its plugin for the whole pause (#798)

* fix(vegas): a static pause redraws its plugin for the whole pause

The pause called display(force_clear=True) once and slept out the
duration, so a plugin that rotates its screens or animates (Fantasy
Blitz's playlist) was frozen on its first frame. The pause now calls
display() again at the rotation's rate: once a second, or the high-FPS
interval for a plugin that declares needs_high_fps (or scrolls). Only
the first call clears. A redraw that finds update() holding the plugin
lock is skipped; the pause carries on. Interrupt checks and the
watchdog beat still run every 0.1 s; a raise still ends the pause.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* fix(vegas): legacy static-image pauses redraw at high FPS

Match DisplayController._needs_high_fps: a static-image that does not
declare needs_high_fps gets the high-FPS loop for its GIFs.

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:
Chuck
2026-10-16 20:38:59 -04:00
committed by GitHub
co-authored by Claude Opus 5.5
parent 397333ae59
commit 7c51c93707
6 changed files with 182 additions and 17 deletions
+53 -11
View File
@@ -23,6 +23,7 @@ from typing import Optional, Dict, Any, FrozenSet, List, Callable, TYPE_CHECKING
from src import display_watchdog
from src.common import render_gate
from src.plugin_system.base_plugin import finite_seconds
from src.screen_runner import HIGH_FPS_INTERVAL, STATIC_INTERVAL
from src.vegas_mode.config import VegasModeConfig
from src.vegas_mode.elements import LiveEpochs
from src.vegas_mode.plugin_adapter import PluginAdapter
@@ -970,25 +971,38 @@ class VegasModeCoordinator:
# turn rather than stall the marquee.
get_lock = getattr(self.plugin_manager, 'get_plugin_lock', None)
plugin_lock = get_lock(plugin_id) if get_lock else None
if plugin_lock is not None and not plugin_lock.acquire(
timeout=self.STATIC_LOCK_TIMEOUT):
if not self._draw_static(plugin, plugin_lock, self.STATIC_LOCK_TIMEOUT,
force_clear=True):
logger.info("Static pause skipped for %s: its update() is still running",
plugin_id)
return True
try:
plugin.display(force_clear=True)
finally:
if plugin_lock is not None:
plugin_lock.release()
self.display_manager.update_display()
# Wait for the plugin's display duration. Monotonic, like the
# iteration clock: an NTP step on an RTC-less Pi would otherwise
# end the pause at once or stretch it by the correction.
duration = self._static_pause_duration(plugin)
start = time.monotonic()
# Redraw for the whole pause at the rotation's own rate. One
# display() used to be all a pause got, so a plugin that rotates
# its screens or animates was frozen on its first frame.
interval = (HIGH_FPS_INTERVAL if self._static_needs_high_fps(plugin)
else STATIC_INTERVAL)
next_draw = start + interval
next_check = start
while (now := time.monotonic()) - start < duration:
if now >= next_draw:
next_draw = max(next_draw, now) + interval
# No wait for the lock: update() holding it costs this
# frame only, and the next one tries again.
self._draw_static(plugin, plugin_lock, 0)
if now < next_check:
time.sleep(max(0.0, min(next_draw, next_check) - time.monotonic()))
continue
# Every 0.1 s, however fast the redraws: the live-priority
# check asks the plugins.
next_check = now + 0.1
while time.monotonic() - start < duration:
# Check for interruptions
if self._should_stop:
logger.info("Static pause interrupted by stop request")
@@ -1003,9 +1017,8 @@ class VegasModeCoordinator:
logger.info("Static pause interrupted by the display controller")
return False
# Sleep in small increments to remain responsive
time.sleep(0.1)
display_watchdog.beat()
time.sleep(max(0.0, min(next_draw, next_check) - time.monotonic()))
logger.info(
"Static pause completed for %s after %.1fs",
@@ -1021,6 +1034,35 @@ class VegasModeCoordinator:
return True
def _draw_static(self, plugin: 'BasePlugin', plugin_lock: Any,
timeout: float, **kwargs: Any) -> bool:
"""One display() of a static pause, under the plugin's lock like
every other display() call: without it this could draw while the
update worker is inside the plugin's update(). False when update()
held the lock past ``timeout`` and nothing was drawn."""
if plugin_lock is not None and not plugin_lock.acquire(timeout=timeout):
return False
try:
plugin.display(**kwargs)
finally:
if plugin_lock is not None:
plugin_lock.release()
self.display_manager.update_display()
return True
@staticmethod
def _static_needs_high_fps(plugin: 'BasePlugin') -> bool:
"""Whether the rotation would run ``plugin`` in its high-FPS loop:
DisplayController._needs_high_fps's rule. Older static-image
versions, which do not declare needs_high_fps, get high FPS for
their GIFs there too."""
declared = getattr(plugin, 'needs_high_fps', None)
if declared is not None:
return bool(declared)
if getattr(plugin, 'plugin_id', None) == 'static-image':
return True
return bool(getattr(plugin, 'enable_scrolling', False))
def _static_pause_duration(self, plugin: 'BasePlugin') -> float:
"""Seconds a static pause shows ``plugin``: its display duration,
read the way the rotation reads it.