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Add skin system: user-installable visual overlays for sports scoreboards (#419)
* Add skin system: user-installable visual overlays for sports scoreboards Skins restyle a scoreboard's live/recent/upcoming rendering while the host plugin keeps doing data fetching, scheduling, caching, live priority, and vegas mode — the anti-fork alternative for users who only want a different layout. - src/skin_system/: ScoreboardSkin API, SkinContext (canvas + adaptive layout + logo/font helpers), discovery/loading runtime with API major version gating and per-skin module namespacing - src/base_classes/sports.py: _render_game() seam at the three _draw_scorebug_layout call sites; skin-first with built-in fallback, 3-strikes session disable, slow-render warning; per-mode skin config - scripts/validate_skin.py: headless multi-mode/multi-size validator with bundled per-sport fixtures (no hardware or network needed) - skins/example-classic-baseball/: working reference skin - Web UI: served-schema Visual Skin dropdown (validation never enum-restricted, so uninstalled skins can't invalidate configs) and GET /api/v3/skins - Store: registry entries with type "skin" install to skins/ - docs/SKIN_SYSTEM.md (architecture), docs/CREATING_SKINS.md (author guide incl. Claude Code prompt), view-model contract locked by tests Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01LrCusPasy1qeUN5anK3aA1 * Address review feedback on skin system - skin_runtime: cache the entry module so the 2nd/3rd load of the same skin (live/recent/upcoming hosts) doesn't re-execute it with unbound sibling aliases; rebind cached sibling modules to their bare names around entry import and restore prior bindings after; include per- manifest mtimes in the discovery cache fingerprint so in-place skin updates are picked up - sports.py: count render_skin_card exceptions toward the 3-strike session disable - store_manager: validate skin ids (pattern + resolved-path containment in skins/), reject registry/manifest id mismatches, and stage+validate downloads in a temp sibling before replacing an existing skin - schema_manager: leave the schema untouched when the configured skin value is a per-mode mapping (a string dropdown could overwrite it) - validate_skin.py: reject non-positive sizes and non-object --options at parse time; support --output-dir outside the repo; type annotations - example skin: validate accent_color once at load with logged fallback - fixtures: pregame 0-0 scores in football/hockey upcoming fixtures - api /skins: rely on the self-invalidating discovery cache instead of force_refresh - docs: valid JSON manifest example, load_logo caching semantics spelled out, language ids on fenced blocks - tests: view-model contract test now exercises the real extractor; regression test for repeated same-skin loads with sibling modules Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01LrCusPasy1qeUN5anK3aA1 --------- Co-authored-by: Claude <noreply@anthropic.com>
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+110
-3
@@ -29,6 +29,10 @@ except ImportError:
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class SportsCore(ABC):
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# Which ScoreboardSkin render method this class's display path maps to.
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# SportsLive inherits the default; SportsUpcoming/SportsRecent override.
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SKIN_MODE = "live"
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def __init__(self, config: Dict[str, Any], display_manager: DisplayManager, cache_manager: CacheManager, logger: logging.Logger, sport_key: str):
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self.logger = logger
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self.config = config
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@@ -99,6 +103,17 @@ class SportsCore(ABC):
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self.last_update = 0
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self.current_game = None
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self.fonts = self._load_fonts()
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# Optional visual skin (see docs/SKIN_SYSTEM.md). "skin" is either a
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# skin id applied to all modes, or a per-mode mapping like
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# {"live": "retro", "recent": "built-in"}. Loaded lazily on first
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# render so a broken skin can never block startup.
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self._skin_config = self.mode_config.get("skin")
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self.skin_options = self.mode_config.get("skin_options", {}) or {}
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self._skin = None
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self._skin_load_attempted = False
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self._skin_failures = 0
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self._skin_slow_renders = 0
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# Initialize dynamic team resolver and resolve favorite teams
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self.dynamic_resolver = DynamicTeamResolver()
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@@ -205,6 +220,95 @@ class SportsCore(ABC):
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self.logger.error(f"Error in base _draw_scorebug_layout: {e}", exc_info=True)
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def _resolve_skin_id(self) -> Optional[str]:
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"""The skin id configured for this instance's mode, or None for the
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built-in renderer. Accepts a plain id (all modes) or a per-mode
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mapping ({"live": "retro-baseball", "recent": "built-in"})."""
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skin_id = self._skin_config
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if isinstance(skin_id, dict):
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skin_id = skin_id.get(self.SKIN_MODE)
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if not skin_id or not isinstance(skin_id, str) or skin_id == "built-in":
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return None
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return skin_id
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def _get_skin(self):
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"""Lazily load the configured skin once. Returns None (built-in
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renderer) when no skin is configured or loading failed."""
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if not self._skin_load_attempted:
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self._skin_load_attempted = True
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skin_id = self._resolve_skin_id()
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if skin_id:
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try:
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from src.skin_system import skin_runtime
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self._skin = skin_runtime.load_skin(
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skin_id, sport=self.sport, sport_key=self.sport_key,
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options=self.skin_options)
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except Exception as e:
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self.logger.error(f"Failed to load skin '{skin_id}': {e}", exc_info=True)
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self._skin = None
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return self._skin
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def _render_game(self, game: Dict, force_clear: bool = False) -> None:
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"""Render one game: try the configured skin first, fall back to the
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built-in _draw_scorebug_layout. A skin that raises 3 times in a row
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is disabled for the rest of the session."""
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skin = self._get_skin()
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if skin is not None and self._skin_failures < 3:
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try:
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from src.skin_system import skin_runtime
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ctx = skin_runtime.build_context(self, game)
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render = getattr(skin, f"render_{self.SKIN_MODE}")
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started = time.monotonic()
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handled = render(ctx, dict(game))
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elapsed = time.monotonic() - started
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if elapsed > 0.15 and self._skin_slow_renders < 5:
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self._skin_slow_renders += 1
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self.logger.warning(
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f"Skin '{self._resolve_skin_id()}' took {elapsed * 1000:.0f}ms to "
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f"render {self.SKIN_MODE} — slow renders stall the whole display loop")
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if handled:
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self._skin_failures = 0
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self.display_manager.image.paste(ctx.canvas, (0, 0))
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self.display_manager.update_display()
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return
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except Exception:
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self._skin_failures += 1
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outcome = ("disabling skin for this session" if self._skin_failures >= 3
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else "falling back to built-in renderer")
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self.logger.error(
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f"Skin '{self._resolve_skin_id()}' failed rendering {self.SKIN_MODE} "
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f"({self._skin_failures}/3); {outcome}", exc_info=True)
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self._draw_scorebug_layout(game, force_clear)
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def render_skin_card(self, game: Dict, size: tuple) -> Optional[Image.Image]:
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"""Render one game as a standalone card via the configured skin —
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for vegas mode and previews. Tries render_vegas_card at the given
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size, then the mode renderer on a card-sized canvas. Returns None
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when no skin is active or the skin declined, so callers can use
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their default rendering."""
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skin = self._get_skin()
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if skin is None or self._skin_failures >= 3:
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return None
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try:
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from src.skin_system import skin_runtime
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ctx = skin_runtime.build_context(self, game, size=size)
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card = skin.render_vegas_card(ctx, dict(game))
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if card is not None:
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return card
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ctx = skin_runtime.build_context(self, game, size=size)
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render = getattr(skin, f"render_{self.SKIN_MODE}")
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if render(ctx, dict(game)):
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return ctx.canvas
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except Exception:
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# Card failures count toward the same 3-strike session disable
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# as display failures — a skin broken for vegas shouldn't get
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# to throw on every scroll tick forever.
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self._skin_failures += 1
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self.logger.error(
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f"Skin '{self._resolve_skin_id()}' card render failed "
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f"({self._skin_failures}/3)", exc_info=True)
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return None
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def display(self, force_clear: bool = False) -> bool:
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"""Common display method for all NCAA FB managers""" # Updated docstring
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if not self.is_enabled: # Check if module is enabled
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@@ -229,7 +333,7 @@ class SportsCore(ABC):
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return False
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try:
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self._draw_scorebug_layout(self.current_game, force_clear)
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self._render_game(self.current_game, force_clear)
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# display_manager.update_display() should be called within subclass draw methods
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# or after calling display() in the main loop. Let's keep it out of the base display.
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return True
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@@ -646,6 +750,8 @@ class SportsCore(ABC):
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pass
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class SportsUpcoming(SportsCore):
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SKIN_MODE = "upcoming"
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def __init__(self, config: Dict[str, Any], display_manager: DisplayManager, cache_manager: CacheManager, logger: logging.Logger, sport_key: str):
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super().__init__(config, display_manager, cache_manager, logger, sport_key)
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self.upcoming_games = [] # Store all fetched upcoming games initially
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@@ -973,7 +1079,7 @@ class SportsUpcoming(SportsCore):
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self.logger.debug(f"Switched to game index {self.current_game_index}")
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if self.current_game:
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self._draw_scorebug_layout(self.current_game, force_clear)
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self._render_game(self.current_game, force_clear)
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return True
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# update_display() is called within _draw_scorebug_layout for upcoming
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return False
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@@ -984,6 +1090,7 @@ class SportsUpcoming(SportsCore):
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class SportsRecent(SportsCore):
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SKIN_MODE = "recent"
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def __init__(self, config: Dict[str, Any], display_manager: DisplayManager, cache_manager: CacheManager, logger: logging.Logger, sport_key: str):
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super().__init__(config, display_manager, cache_manager, logger, sport_key)
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@@ -1274,7 +1381,7 @@ class SportsRecent(SportsCore):
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self.logger.debug(f"Switched to game index {self.current_game_index}")
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if self.current_game:
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self._draw_scorebug_layout(self.current_game, force_clear)
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self._render_game(self.current_game, force_clear)
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return True
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# update_display() is called within _draw_scorebug_layout for recent
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return False
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