Stop Vegas mode showing last night's games as if they were live

A game that was live in the evening was still being drawn as live the next
morning. Two faults combined to freeze plugin visuals indefinitely.

PR #291 added a call to plugin_adapter.invalidate_plugin_scroll_cache() so
a plugin's own cached scroll image would be rebuilt from fresh data. That
method was never implemented. hot_swap_content() wraps the call in a broad
except, so every hot swap has raised AttributeError and been swallowed
silently ever since — which is why the visuals it was meant to keep fresh
never were.

Continuous scrolling then removed the only path that reached it at all:
should_recompose() and hot_swap_content() are called from the
non-continuous branch of run_frame(), and continuous_scroll defaults to
True. So on a default install the pending-update flags were set by the
update tick, never consumed, and grew without bound.

Together these froze content completely, because refetching is not enough
on its own: the sports plugins' get_vegas_content() regenerates only "if
the cache is empty", so take_next_group() kept receiving the same picture
however often it asked.

Fixed by:

- Implementing invalidate_plugin_scroll_cache(). It covers both layouts —
  a helper directly on the plugin (stocks, news, odds-ticker) and one
  owned by a scroll-display manager (the sports scoreboards, which is the
  shape that produced this bug) — and clears cached_image and
  cached_array together, since the array is the image's numpy mirror.

- Adding StreamManager.invalidate_pending_updates() and calling it from
  the continuous branch. It only drops the caches; the plugin recomposes
  when it next comes round in the rotation. process_updates() is wrong
  here: it refetches synchronously and merges into the active buffer that
  continuous mode bypasses, and hot_swap_content() rebuilds and
  repositions the whole strip, which is the freeze-and-jump this mode
  exists to avoid.

Tests assert the fix rather than the implementation: 14 of the 17 new
tests fail without it. Includes the wiring itself, since the regression
was a call that was simply absent, and a check that the scroll position is
untouched so this cannot regress into the swap's visible jump.

All Vegas suites pass (355 tests). test_display_controller_vegas_tick.py
still cannot be collected off-device for want of rgbmatrix, identically
with and without this change.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KEZK1P1Q1fu5pcuVrkrCFZ
This commit is contained in:
ChuckBuilds
2026-07-30 10:28:54 -04:00
co-authored by Claude
parent a413849891
commit d14381980a
5 changed files with 344 additions and 0 deletions
+10
View File
@@ -307,6 +307,16 @@ class VegasModeCoordinator:
self._apply_pending_config()
if self.vegas_config.continuous_scroll:
# Drop cached content for plugins whose data just changed, so the
# next time each comes round it is composed from current data. The
# swap path's hot_swap_content() does this via process_updates(),
# but it also rebuilds and repositions the whole strip, which is
# the freeze-and-jump this mode exists to avoid. Without this the
# pending-update flags are never consumed and a segment keeps
# rendering whatever it was first built from — last night's live
# game still shown as live the next morning.
self.render_pipeline.refresh_updated_plugins()
# Extend the strip before the scroll can reach its end, so the next
# group arrives from the right and motion never stops. No cycle
# boundary, so no freeze, no substitution and no restart with the
+47
View File
@@ -1135,6 +1135,53 @@ class PluginAdapter:
else:
self._content_cache.clear()
def invalidate_plugin_scroll_cache(
self, plugin: 'BasePlugin', plugin_id: str
) -> bool:
"""
Drop a plugin's own cached scroll image so its visual is rebuilt.
Invalidating only this adapter's cache is not enough. A plugin that
composes a scroll strip hands back the *same* image every time until its
own cache is cleared — the sports plugins' ``get_vegas_content()``
regenerates only "if the cache is empty" — so without this a segment
keeps rendering whatever data it was first built from. That is how a
game that was live last night can still be displayed as live the next
morning.
Two layouts to cover: a helper directly on the plugin (stocks, news,
odds-ticker) and one owned by a scroll-display manager (the sports
scoreboards). ``cached_image`` and ``cached_array`` must be cleared
together, since the array is the image's numpy mirror and code paths
read whichever is convenient.
Returns:
True if a cache was found and cleared.
"""
cleared = False
for owner in (plugin, getattr(plugin, '_scroll_manager', None),
getattr(plugin, 'scroll_manager', None)):
if owner is None:
continue
helper = getattr(owner, 'scroll_helper', None)
if helper is None:
continue
try:
if getattr(helper, 'cached_image', None) is not None:
helper.cached_image = None
cleared = True
if getattr(helper, 'cached_array', None) is not None:
helper.cached_array = None
cleared = True
except Exception: # pylint: disable=broad-except
logger.exception(
"[%s] Could not clear scroll cache on %s",
plugin_id, type(owner).__name__
)
if cleared:
logger.debug("[%s] Cleared plugin scroll cache", plugin_id)
return cleared
def get_content_type(self, plugin: 'BasePlugin', plugin_id: str) -> str:
"""
Get the type of content a plugin provides.
+19
View File
@@ -629,6 +629,25 @@ class RenderPipeline:
return False
def refresh_updated_plugins(self) -> bool:
"""
Let changed plugin data reach the strip without interrupting motion.
Used instead of :meth:`hot_swap_content` when scrolling continuously.
The swap rebuilds the whole image and repositions the scroll, which is
visible as a freeze and a jump; the strip is extended here rather than
replaced, so it is enough to drop the stale caches and let the plugin
recompose when it next comes round.
Returns:
True if any plugin's cached content was dropped.
"""
try:
return bool(self.stream_manager.invalidate_pending_updates())
except Exception: # pylint: disable=broad-except
logger.exception("Failed to refresh updated plugins")
return False
def hot_swap_content(self) -> bool:
"""
Hot-swap to new composed content.
+41
View File
@@ -201,6 +201,47 @@ class StreamManager:
logger.debug("Plugin %s marked for update", plugin_id)
def invalidate_pending_updates(self) -> List[str]:
"""
Drop cached content for plugins whose data changed, without refetching.
The continuous-scroll counterpart to :meth:`process_updates`. That method
belongs to the swap path: it refetches immediately and merges into the
active buffer, which continuous mode bypasses entirely, and doing that
work on the render thread would hitch the scroll.
Here it is enough to clear the caches and let the plugin come round in
the rotation, which recomposes it from current data a moment later. Left
uncalled, ``_pending_updates`` simply accumulates and no visual ever
refreshes — a game that was live last night keeps being drawn as live.
Returns:
The plugin ids whose caches were dropped.
"""
with self._buffer_lock:
if not self._pending_updates:
return []
updated = list(self._pending_updates.keys())
self._pending_updates.clear()
plugins = getattr(self.plugin_manager, 'plugins', {})
for plugin_id in updated:
try:
self.plugin_adapter.invalidate_cache(plugin_id)
plugin = plugins.get(plugin_id)
if plugin is not None:
self.plugin_adapter.invalidate_plugin_scroll_cache(
plugin, plugin_id)
except Exception: # pylint: disable=broad-except
logger.exception(
"[%s] Could not invalidate cached content", plugin_id)
logger.info(
"Vegas: dropped cached content for %d updated plugin(s): %s",
len(updated), ', '.join(updated)
)
return updated
def has_pending_updates(self) -> bool:
"""Check if any plugins have pending updates awaiting processing."""
with self._buffer_lock: