fix(vegas): keep plugin data and visuals fresh during Vegas scroll mode (#291)

* fix(vegas): keep plugin data and visuals fresh during Vegas scroll mode

Plugins using ESPN APIs and other data sources were not updating during
Vegas mode because the render loop blocked for 60-600s per iteration,
starving the scheduled update tick. This adds a non-blocking background
thread that runs plugin updates every ~1s during Vegas mode, bridges
update notifications to the stream manager, and clears stale scroll
caches so all three content paths (native, scroll_helper, fallback)
reflect fresh data.

- Add background update tick thread in Vegas coordinator (non-blocking)
- Add _tick_plugin_updates_for_vegas() bridge in display controller
- Fix fallback capture to call update() instead of only update_data()
- Clear scroll_helper.cached_image on update for scroll-based plugins
- Drain background thread on Vegas stop/exit to prevent races

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* fix(vegas): address review findings in update pipeline

- Extract _drive_background_updates() helper and call it from both the
  render loop and the static-pause wait loop so plugin data stays fresh
  during static pauses (was skipped by the early `continue`)
- Remove synchronous plugin.update() from the fallback capture path;
  the background update tick already handles API refreshes so the
  content-fetch thread should only call lightweight update_data()
- Use scroll_helper.clear_cache() instead of just clearing cached_image
  so cached_array, total_scroll_width and scroll_position are also reset

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Chuck <chuck@example.com>
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Chuck
2026-03-21 13:42:27 -04:00
committed by GitHub
parent c8737d1a6c
commit 8391832c90
4 changed files with 238 additions and 56 deletions

View File

@@ -398,6 +398,12 @@ class DisplayController:
check_interval=10 # Check every 10 frames (~80ms at 125 FPS)
)
# Set up plugin update tick to keep data fresh during Vegas mode
self.vegas_coordinator.set_update_tick(
self._tick_plugin_updates_for_vegas,
interval=1.0
)
logger.info("Vegas mode coordinator initialized")
except Exception as e:
@@ -434,6 +440,38 @@ class DisplayController:
return False
def _tick_plugin_updates_for_vegas(self):
"""
Run scheduled plugin updates and return IDs of plugins that were updated.
Called periodically by the Vegas coordinator to keep plugin data fresh
during Vegas mode. Returns a list of plugin IDs whose data changed so
Vegas can refresh their content in the scroll.
Returns:
List of updated plugin IDs, or None if no updates occurred
"""
if not self.plugin_manager or not hasattr(self.plugin_manager, 'plugin_last_update'):
self._tick_plugin_updates()
return None
# Snapshot update timestamps before ticking
old_times = dict(self.plugin_manager.plugin_last_update)
# Run the scheduled updates
self._tick_plugin_updates()
# Detect which plugins were actually updated
updated = []
for plugin_id, new_time in self.plugin_manager.plugin_last_update.items():
if new_time > old_times.get(plugin_id, 0.0):
updated.append(plugin_id)
if updated:
logger.info("Vegas update tick: %d plugin(s) updated: %s", len(updated), updated)
return updated or None
def _check_schedule(self):
"""Check if display should be active based on schedule."""
# Get fresh config from config_service to support hot-reload

View File

@@ -90,6 +90,14 @@ 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
# Config update tracking
self._config_version = 0
self._pending_config_update = False
@@ -158,6 +166,25 @@ 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:
"""
Set the callback for periodic plugin update ticking during Vegas mode.
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.
Args:
callback: Callable that returns list of updated plugin IDs or None
interval: Seconds between update tick calls (default 1.0)
"""
self._update_tick = callback
self._update_tick_interval = max(0.5, interval)
def start(self) -> bool:
"""
Start Vegas mode operation.
@@ -210,6 +237,9 @@ 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()
@@ -305,71 +335,83 @@ 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)
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
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
return False
# After static pause, skip this segment and continue
self.stream_manager.get_next_segment() # Consume the segment
continue
# Sleep for frame interval
time.sleep(frame_interval)
# 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
# Increment frame count and check for interrupt periodically
frame_count += 1
fps_frame_count += 1
# Sleep for frame interval
time.sleep(frame_interval)
# 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
# Increment frame count and check for interrupt periodically
frame_count += 1
fps_frame_count += 1
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 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
# Check elapsed time
elapsed = time.time() - start_time
if elapsed >= duration:
break
# Periodic plugin update tick to keep data fresh (non-blocking)
self._drive_background_updates()
# Check for cycle completion
if self.render_pipeline.is_cycle_complete():
break
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")
logger.info("Vegas iteration completed after %.1fs", time.time() - start_time)
return True
# Check elapsed time
elapsed = time.time() - start_time
if elapsed >= duration:
break
# Check for cycle completion
if self.render_pipeline.is_cycle_complete():
break
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()
def _check_live_priority(self) -> bool:
"""
@@ -458,6 +500,71 @@ 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.
@@ -576,6 +683,9 @@ class VegasModeCoordinator:
logger.info("Static pause interrupted by live priority")
return False
# Keep plugin data fresh during static pause
self._drive_background_updates()
# Sleep in small increments to remain responsive
time.sleep(0.1)

View File

@@ -408,7 +408,10 @@ class PluginAdapter:
original_image = self.display_manager.image.copy()
logger.info("[%s] Fallback: saved original display state", plugin_id)
# Ensure plugin has fresh data before capturing
# Lightweight in-memory data refresh before capturing.
# Full update() is intentionally skipped here — the background
# update tick in the Vegas coordinator handles periodic API
# refreshes so we don't block the content-fetch thread.
has_update_data = hasattr(plugin, 'update_data')
logger.info("[%s] Fallback: has update_data=%s", plugin_id, has_update_data)
if has_update_data:
@@ -582,6 +585,28 @@ class PluginAdapter:
else:
self._content_cache.clear()
def invalidate_plugin_scroll_cache(self, plugin: 'BasePlugin', plugin_id: str) -> None:
"""
Clear a plugin's scroll_helper cache so Vegas re-fetches fresh visuals.
Uses scroll_helper.clear_cache() to reset all cached state (cached_image,
cached_array, total_scroll_width, scroll_position, etc.) — not just the
image. Without this, plugins that use scroll_helper (stocks, news,
odds-ticker, etc.) would keep serving stale scroll images even after
their data refreshes.
Args:
plugin: Plugin instance
plugin_id: Plugin identifier
"""
scroll_helper = getattr(plugin, 'scroll_helper', None)
if scroll_helper is None:
return
if getattr(scroll_helper, 'cached_image', None) is not None:
scroll_helper.clear_cache()
logger.debug("[%s] Cleared scroll_helper cache", plugin_id)
def get_content_type(self, plugin: 'BasePlugin', plugin_id: str) -> str:
"""
Get the type of content a plugin provides.

View File

@@ -217,6 +217,15 @@ class StreamManager:
refreshed_segments = {}
for plugin_id in updated_plugins:
self.plugin_adapter.invalidate_cache(plugin_id)
# Clear the plugin's scroll_helper cache so the visual is rebuilt
# from fresh data (affects stocks, news, odds-ticker, etc.)
plugin = None
if hasattr(self.plugin_manager, 'plugins'):
plugin = self.plugin_manager.plugins.get(plugin_id)
if plugin:
self.plugin_adapter.invalidate_plugin_scroll_cache(plugin, plugin_id)
segment = self._fetch_plugin_content(plugin_id)
if segment:
refreshed_segments[plugin_id] = segment