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https://github.com/ChuckBuilds/LEDMatrix.git
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fix(vegas): eliminate plugin re-appearance at scroll cycle boundaries (#327)
* fix(vegas): eliminate plugin re-appearance at scroll cycle boundaries The Vegas scroll image is wider than the display. scroll_helper marks a cycle complete only after total_distance_scrolled >= total_scroll_width + display_width, meaning it keeps scrolling for an extra display_width of pixels after all content has exited left. During that extra travel the scroll_position wraps back to ~0 and the first plugin re-enters from the right - visible for ~2-3 seconds as a plugin partially displaying before the next one starts. render_pipeline.render_frame(): end the cycle the moment total_distance_scrolled >= total_scroll_width (the natural wrap point), before any second-pass content becomes visible. Push a blank frame immediately on detection so hardware never shows a frozen content snapshot while start_new_cycle() recomposes (~100 ms). display_manager.py: add capture_mode() context manager. When active, update_display() and the canvas clear in clear() skip the hardware write, preventing plugins that call update_display() internally from flashing on the matrix during off-screen content capture inside start_new_cycle(). plugin_adapter.py: wrap all plugin.display() calls in _capture_display_content() and _trigger_scroll_content_generation() with capture_mode() so the fallback capture path never produces hardware output. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix(vegas): tighten exception handling in clear() and blank-frame push display_manager.clear(): replace bare except/pass on the three hardware Clear() calls with (RuntimeError, OSError) and a logger.error() so failures are visible in logs rather than silently swallowed. Still non-fatal — the PIL image buffer is already black before these calls, so the next update_display() will push clean content regardless. render_pipeline.render_frame(): replace broad except/pass in the blank-frame push with (ImportError, ValueError, TypeError, MemoryError) and a logger.error() that includes display dimensions for context. update_display() already handles its own hardware errors internally. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix(vegas): catch OSError and RuntimeError in blank-frame push Image.new() can raise OSError in some PIL environments and hardware libraries may surface RuntimeError on I/O failures. Add both to the exception tuple alongside the existing ImportError/ValueError/TypeError/ MemoryError so no boundary failure escapes the local handler. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -3,6 +3,7 @@ if os.getenv("EMULATOR", "false") == "true":
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from RGBMatrixEmulator import RGBMatrix, RGBMatrixOptions
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else:
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from rgbmatrix import RGBMatrix, RGBMatrixOptions
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from contextlib import contextmanager
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from PIL import Image, ImageDraw, ImageFont
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import time
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from typing import Dict, Any, List, Tuple
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@@ -28,6 +29,8 @@ class DisplayManager:
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self.config = config or {}
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self._force_fallback = force_fallback
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self._suppress_test_pattern = suppress_test_pattern
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# When True, update_display() and clear() skip hardware writes (used during off-screen content capture)
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self._capture_mode_active = False
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# Snapshot settings for web preview integration (service writes, web reads)
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self._snapshot_path = "/tmp/led_matrix_preview.png"
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self._snapshot_min_interval_sec = 0.2 # max ~5 fps
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@@ -255,6 +258,22 @@ class DisplayManager:
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except Exception as e:
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logger.error(f"Error drawing test pattern: {e}", exc_info=True)
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@contextmanager
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def capture_mode(self):
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"""Suppress hardware output during off-screen content capture.
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Plugins call update_display() as part of their normal display() flow.
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When fetching content for Vegas mode the render loop is still running,
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so any incidental hardware write causes a visible flash on the matrix.
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Entering this context prevents those writes without affecting the PIL
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image buffer, which the adapter reads to extract content.
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"""
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self._capture_mode_active = True
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try:
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yield
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finally:
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self._capture_mode_active = False
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def update_display(self):
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"""Update the display using double buffering with proper sync."""
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try:
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@@ -265,6 +284,9 @@ class DisplayManager:
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self._write_snapshot_if_due()
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return
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if self._capture_mode_active:
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return # Skip hardware write — content is being captured off-screen
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# Copy the current image to the offscreen canvas
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self.offscreen_canvas.SetImage(self.image)
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@@ -305,20 +327,22 @@ class DisplayManager:
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self.image = Image.new('RGB', (self.matrix.width, self.matrix.height))
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self.draw = ImageDraw.Draw(self.image)
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# Clear both canvases and the underlying matrix to ensure no artifacts
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if not self._capture_mode_active:
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# Clear both canvases and the underlying matrix to ensure no artifacts.
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# Failures are non-fatal — the image buffer is already black above, so
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# the next update_display() call will push clean content regardless.
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try:
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self.offscreen_canvas.Clear()
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except Exception:
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pass
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except (RuntimeError, OSError) as e:
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logger.error("Failed to clear offscreen canvas: %s", e)
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try:
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self.current_canvas.Clear()
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except Exception:
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pass
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except (RuntimeError, OSError) as e:
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logger.error("Failed to clear current canvas: %s", e)
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try:
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# Extra safety: clear the matrix front buffer as well
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self.matrix.Clear()
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except Exception:
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pass
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except (RuntimeError, OSError) as e:
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logger.error("Failed to clear matrix front buffer: %s", e)
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# Note: We do NOT call update_display() here to avoid black flashes.
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# The caller should call update_display() after drawing new content.
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@@ -329,6 +329,7 @@ class PluginAdapter:
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# Save display state to restore after
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original_image = self.display_manager.image.copy()
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with self.display_manager.capture_mode():
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# Method 1: Try _create_scrolling_display (stocks pattern)
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if hasattr(plugin, '_create_scrolling_display'):
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logger.info(
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@@ -408,10 +409,7 @@ class PluginAdapter:
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original_image = self.display_manager.image.copy()
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logger.info("[%s] Fallback: saved original display state", plugin_id)
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# Lightweight in-memory data refresh before capturing.
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# Full update() is intentionally skipped here — the background
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# update tick in the Vegas coordinator handles periodic API
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# refreshes so we don't block the content-fetch thread.
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# Ensure plugin has fresh data before capturing
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has_update_data = hasattr(plugin, 'update_data')
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logger.info("[%s] Fallback: has update_data=%s", plugin_id, has_update_data)
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if has_update_data:
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@@ -421,7 +419,9 @@ class PluginAdapter:
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except (AttributeError, RuntimeError, OSError):
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logger.exception("[%s] Fallback: update_data() failed", plugin_id)
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# Clear and call plugin display
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# Clear and call plugin display — use capture_mode to suppress hardware writes
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# that plugins may trigger internally via update_display().
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with self.display_manager.capture_mode():
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self.display_manager.clear()
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logger.info("[%s] Fallback: display cleared, calling display()", plugin_id)
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@@ -436,6 +436,7 @@ class PluginAdapter:
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# Capture the result
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captured = self.display_manager.image.copy()
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logger.info(
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"[%s] Fallback: captured frame %dx%d, mode=%s",
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plugin_id, captured.width, captured.height, captured.mode
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@@ -454,6 +455,7 @@ class PluginAdapter:
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plugin_id
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)
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# Try once more with force_clear=True
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with self.display_manager.capture_mode():
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self.display_manager.clear()
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plugin.display(force_clear=True)
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captured = self.display_manager.image.copy()
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@@ -585,28 +587,6 @@ class PluginAdapter:
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else:
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self._content_cache.clear()
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def invalidate_plugin_scroll_cache(self, plugin: 'BasePlugin', plugin_id: str) -> None:
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"""
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Clear a plugin's scroll_helper cache so Vegas re-fetches fresh visuals.
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Uses scroll_helper.clear_cache() to reset all cached state (cached_image,
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cached_array, total_scroll_width, scroll_position, etc.) — not just the
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image. Without this, plugins that use scroll_helper (stocks, news,
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odds-ticker, etc.) would keep serving stale scroll images even after
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their data refreshes.
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Args:
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plugin: Plugin instance
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plugin_id: Plugin identifier
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"""
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scroll_helper = getattr(plugin, 'scroll_helper', None)
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if scroll_helper is None:
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return
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if getattr(scroll_helper, 'cached_image', None) is not None:
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scroll_helper.clear_cache()
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logger.debug("[%s] Cleared scroll_helper cache", plugin_id)
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def get_content_type(self, plugin: 'BasePlugin', plugin_id: str) -> str:
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"""
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Get the type of content a plugin provides.
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@@ -202,8 +202,25 @@ class RenderPipeline:
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# Update scroll position
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self.scroll_helper.update_scroll_position()
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# Check if cycle is complete
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if self.scroll_helper.is_scroll_complete():
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# Determine if the cycle is done.
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#
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# scroll_helper considers a cycle complete only after
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# total_distance_scrolled >= total_scroll_width + display_width.
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# That extra display_width of travel causes a "wrap-around" phase
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# where scroll_position resets to ~0 and the first plugin's content
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# re-enters from the right — the user sees this 2-3 s window as
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# "a plugin partially displaying before the next one starts."
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#
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# We end the cycle as soon as total_distance_scrolled reaches
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# total_scroll_width (the wrap-around point), before any second-pass
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# content becomes visible. scroll_helper.is_scroll_complete() is
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# kept as a fallback for edge-cases where that threshold is skipped.
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at_wrap_point = (
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not self._cycle_complete and
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self.scroll_helper.total_distance_scrolled >= self.scroll_helper.total_scroll_width
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)
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if at_wrap_point or self.scroll_helper.is_scroll_complete():
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if not self._cycle_complete:
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self._cycle_complete = True
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self.stats['scroll_cycles'] += 1
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@@ -211,6 +228,20 @@ class RenderPipeline:
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"Scroll cycle complete after %.1fs",
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time.time() - self._cycle_start_time
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)
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# Push blank immediately so the hardware never shows
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# post-wrap content while the coordinator recomposes.
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try:
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from PIL import Image as _Image
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blank = _Image.new('RGB', (self.display_width, self.display_height))
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self.display_manager.image = blank
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self.display_manager.update_display()
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except (ImportError, OSError, RuntimeError, ValueError, TypeError, MemoryError) as exc:
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logger.error(
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"Failed to push blank frame at cycle end "
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"(display=%dx%d): %s",
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self.display_width, self.display_height, exc
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)
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return True # Cycle done; coordinator starts new cycle next frame
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# Get visible portion
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visible_frame = self.scroll_helper.get_visible_portion()
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