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7f06cc9c3b |
feat(vegas): keep live games in the ticker by default (#699)
* perf(timing): say which render-thread work a late frame followed The soak already says how often a moving frame reached the panel late, but not what the render thread was doing just before it. Vegas does two kinds of work there between frames -- building its strip (compose, extend) and, with live elements, patching changed pixels into it -- and deciding whether either is affordable needs their own numbers. - FrameTimingRecorder.note_op(kind, nbytes) tags the next presented frame. Totals gain op_frames, late_op_frames, op_freezes and op_bytes per kind; aggregate() still takes frames without ops. The file schema is unchanged. - Vegas tags compose and every strip extension (with the bytes it copied). - frame_soak prints an "after work" table: frames, late %, freezes and MB moved per kind, only when something tagged its work. - render_bench gains --strip-screens (Vegas-sized strips), --patch-bytes / --patch-every / --patch-where (in-place column writes, as a live element update does) and --extend-every-screens / --extend-width (append + trim on a fixed cadence that holds the strip's width). No runtime behaviour changes: this is the measurement gate for live Vegas elements. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * docs(changelog): note the frame-op attribution and bench modes Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * perf(scroll): build the strip's PIL image only when something reads it Every Vegas strip extension rebuilt ScrollHelper.cached_image from cached_array in full, twice (append, then trim), on the render thread: Image.fromarray is 1.7ms for an 8,000px strip and 3.8ms for 20,000px on a Pi 4 (measured on ledpi), about two thirds of an extension's render-thread cost. Nothing on the frame path reads the image's pixels; every frame is cut from the array. cached_image is now a property. append_content and drop_scrolled_prefix defer it; the first read builds it from the array it started with and keeps it only if the strip has not changed meanwhile, so a sync push racing an extension cannot leave a stale image cached. Assigning cached_image stores exactly what was assigned, as before. has_strip() says whether there is a strip without building its image; the helper's frame path, Vegas and the adapter's scroll-cache invalidation use it. The strip is also no longer held in memory twice. In Vegas the image is now built only by a multi-display sync push. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * feat(vegas): live elements -- a plugin API for content that changes while it scrolls Vegas bakes each plugin's pictures into one strip, so a card already on its way across the panel keeps what it showed when it was drawn. This adds the API and bookkeeping for content that can be updated in place; the worker that redraws and swaps it follows separately. No shipped plugin implements the hook yet, so nothing changes for users. Plugin API (core 3.8.0), all no-ops by default: - BasePlugin.get_vegas_elements() -> [VegasElement(key, image, version, live, refresh_hz)]: named, fixed-width pieces of Vegas content. - BasePlugin.redraw_vegas_element(key, width, height, at): a lock-free redraw for content that changes with time. - BasePlugin.notify_vegas_data_changed(): data that lands outside update(). - src/plugin_system/vegas_elements.py (VegasElement, re-exported from base_plugin). Core: - PluginAdapter asks a plugin that implements the hook for elements on the background fetch only (under its lock, on its own canvas); every other path keeps get_vegas_content(). Live elements are pinned (padded with content_padding, never trimmed), tagged with their key, digest and data epoch in Image.info so the existing cache and group plumbing carry them unchanged, and untagged if a width budget crops them. - RenderPipeline records where each live element lands (ElementRecord), in absolute strip columns a trim does not move; the block-start arithmetic is shared with the STATIC markers. - PluginManager update listeners (add/remove_update_listener, notify_data_changed): told the moment update() completes, not at the next ~4s Vegas poll. The coordinator uses one to move each plugin's data epoch on. - vegas_scroll.live_refresh (kill switch), live_max_hz, live_min_interval, live_lead_screens; per-plugin core-owned vegas_live. Live elements are off under multi-display sync, in swap mode and with offscreen_prefetch off. - scripts/check_plugin.py checks the element contract (src/plugin_system/testing/vegas.py); test/fixtures/plugins/vegas-live-stub is a working example. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * feat(vegas): live elements update in place while they scroll One background worker (src/vegas_mode/live_worker.py) redraws a plugin's live elements when its data epoch moves on (update listener) or on their refresh_hz, nearest the screen first, and hands changed pixels lock-free to the render thread, which copies them into the strip between frames (RenderPipeline.apply_live_patches, ScrollHelper.patch_columns): at most four patches or two screens of bytes a frame, no drawing or locks there. The worker takes over group prefetch once a live element is placed, runs inside the render gate, and is supervised. Update tick 1s while live elements exist. Web UI switch for live_refresh. OFFSCREEN_RENDERING.md describes what was built and why SegmentStrip was not needed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * feat(sports): live Vegas cards for the scoreboards (shared layer) One live element per game, drawn only when what the card shows changes, so a score changes on a card already crossing the panel. The shared part, so each scoreboard adopts it in a few lines: - src/common/sports_vegas.py: game_key, game_fingerprint (the whole game dict, frozen: no drawn field can be missed), dedupe_games, VegasCardCache, StickyOdds (odds a live poll left out stay drawn), finished_games / with_finished_games (a game that just went final keeps its card, after its league's live games; one a heuristic only judged over keeps its live state, so a tied end of regulation never shows FINAL early). - SportsScrollDisplay.make_vegas_renderer() is the override point; build_vegas_elements() and SportsScrollDisplayManager .get_vegas_elements_for() do the rest. A card's version includes its teams' ranks, which the renderer draws from the rankings cache. - SportsLiveSharedMixin._record_finished_game() / finished_games_snapshot(): held for FINISHED_GAME_TTL after it leaves the live list. A sport that does not implement make_vegas_renderer keeps its ordinary Vegas content, so no scoreboard changes until it opts in. scripts/render_plugin.py --vegas renders a plugin's Vegas block as the ticker lays it out, and --timeline stacks it at successive moments as the ticker would update it in place; the join is now render_pipeline.join_plugin_rows(). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * feat(vegas): keep live games in the ticker by default display.vegas_scroll.live_in_ticker now defaults to true: through a live game the marquee keeps running and the live scoreboard takes extra turns in it -- its cards updating in place while they scroll -- instead of the ticker giving way to the full-screen scoreboard. The new default would reach nobody on its own: every existing config holds an explicit false copied from the template (there was no control for it), and the template merge only adds missing keys. ConfigManager therefore turns a stored false on once, with a backup, and records live_in_ticker_migrated so a false chosen afterwards stays. The marker is never in the template. A "Keep live games in the ticker" checkbox under Vegas mode sets it. Tests that pin the full-screen takeover now say live_in_ticker=false. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * refactor(sports): a default _determine_game_type on SportsScrollDisplay render_vegas_card looked the method up with getattr and a None default, which static analysis (Codacy) reports as calling something that may not be callable. The base class now has the default -- the card type from the game's state -- and the plugins that define their own override it as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * fix: review follow-ups on the shared live-card layer - The reused Vegas renderer always gets the current rankings, empty included, so ranks cleared since are not kept drawn. - render_plugin.py: --timeline refuses --no-live (a timeline shows live elements changing), --timeline/--no-live need --vegas, and the Vegas paths create the output's directory like the display path does. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com> |
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08265c1135 |
feat(vegas): let live content keep its place in the ticker (#457)
* feat(vegas): let live content keep its place in the ticker Live content used to preempt Vegas outright: while any plugin reported live priority the display controller refused to run the ticker at all and showed a full-screen scoreboard instead. Keeping the marquee meant not seeing live scores; seeing live scores meant losing the marquee. Two changes, both off by default. vegas_scroll.live_in_ticker keeps the ticker running through a live game. Three places assumed the takeover and all three now honour it: the controller's gate, the coordinator's per-frame pause, and the rotation switch that would otherwise move current_mode_index underneath a ticker that never yields. And the rotation is no longer a strict round robin. It was one slot per plugin per cycle, so with a dozen plugins enabled a live score came round once a lap and could be minutes old on screen. A plugin can now hold several slots, placed by Smooth Weighted Round-Robin -- the same scheduler the sports plugins already use to rotate their own games. The property that matters is that repeats are spread through the cycle rather than clumped: three in a row and then silence would be worse than no boost at all. Weight comes from the plugin first, via a new optional get_vegas_priority_weight(), then from the core: live content earns live_weight, everything else 1. So existing plugins gain the behaviour without changes, and the hook exists for the one thing the core cannot work out -- the core can see that a game is live but not whose, so only the plugin can say a favorite is playing. Documented in ADVANCED_FEATURES (worked example, why weights are per plugin not per game, and that frequency is not freshness), CONFIG_REFERENCE, PLUGIN_API_REFERENCE, and the config template. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Udr6MfaFLUPhX5Fgo67Jf5 * fix(vegas): carry the new keys through config, and correct two docs Three findings from CodeRabbit, all valid. to_dict() and update() enumerate keys explicitly and had not learned the three new ones, so get_status() never reported them and a live config change never applied -- turning live_in_ticker on in the web UI would have done nothing until a restart. update() clamps the weights exactly as from_config does. The vegas_scroll key count in ADVANCED_FEATURES said 29; the template has 30. My arithmetic, not the reviewer's. The third was a documentation error rather than a code one, and I have fixed it the other way round. The docs claimed a raising get_vegas_priority_weight() is treated as weight 1. The code instead falls through to the core's own live-content check, and that is the better behaviour: the hook is only how a plugin asks for *more* than live_weight, and has_live_priority/has_live_content are separate methods guarded separately, so a plugin with a broken weight calculation should lose the favorite distinction and keep the live boost. Said so in the code, the base-plugin docstring and the API reference. The test fake now fails in each place independently, because the two failures mean different things: a broken hook still earns live_weight, a plugin that cannot say whether it is live has nothing to fall back on and weighs 1. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ui/code/session_01Udr6MfaFLUPhX5Fgo67Jf5 * fix(vegas): stop the heaviest plugin doubling across the cycle seam Smooth Weighted Round-Robin spaces repeats well within a pass, but it schedules the heaviest item first and usually last as well. The strip loops, so those two are neighbours: the marquee showed the same plugin twice running at exactly the one join a within-cycle check cannot see. Observed on a live rig at 28 slots -- gaps of 6, 7, 7, 7 and then 1. Rotating the list does not fix it. Rotation preserves the cyclic order exactly, so it moves where the seam is drawn rather than the adjacency itself; the trailing entry has to be swapped with one from the middle. The first version swapped with the first slot that merely fitted, which undid the spacing this exists to protect -- it moved a repeat from a gap of 7 into a gap of 2, more clumped than the seam had ever been. It now picks the candidate furthest from any other appearance, so the repeat lands in the widest gap. Left alone when no candidate exists. A plugin holding most of the slots has to neighbour itself, and scheduling it is better than refusing to. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Udr6MfaFLUPhX5Fgo67Jf5 * fix(vegas): stop the seam repair creating the duplicate it removes Swapping the trailing repeat with a middle slot moves two elements, and the candidate filter only guarded one of them. It checked the neighbours `repeated` would acquire at j, but not what the displaced element would sit beside at the end -- so ['a','b','c','d','x','y','x','a'] came back as [...,'x','x'], the seam duplicate traded for a fresh one. Reported by CodeRabbit with that exact case. Adding the missing condition fixed it and immediately broke something else: schedule[j] is schedule[-2] when j is the second-to-last slot, so that candidate was always excluded, and ['a','b','c','a'] lost the only repair it has. The same class of mistake twice, from reasoning about which neighbours two moved elements end up with. So it no longer reasons. It performs each candidate swap, counts the cyclic duplicates in the result, and keeps the best one that has none -- preferring whichever leaves the boosted plugin most evenly spread. When no such swap exists the schedule is returned untouched, which is the unavoidable case: a plugin holding most of the slots has to neighbour itself. Fuzzed across 6,956 seam schedules: none made worse, none lost an entry. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Udr6MfaFLUPhX5Fgo67Jf5 --------- Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com> |