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| Author | SHA1 | Date | |
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37d2280a15 |
@@ -76,6 +76,17 @@ to for one release are gone.
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interface can no longer start or stop on-demand sessions or clear errors
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on a running display (the mailbox used to carry them).
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### Fixes
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- Vegas: a `pause` (STATIC) turn redraws its plugin for the whole pause,
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once a second, or at the high-FPS rate for a plugin that declares
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`needs_high_fps` (or scrolls) -- the rate the rotation uses. The pause used
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to call `display()` once and sleep out the duration, so a plugin that
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rotates its screens or animates was frozen on its first frame. The first
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draw still passes `force_clear=True`; later ones pass nothing. A redraw
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that finds the plugin's `update()` holding its lock is skipped; the pause
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carries on.
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## 3.8.7
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Sports consolidation family 10: `src.common.sports_view_model`, the game
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@@ -21,7 +21,10 @@ Each plugin has a *Vegas participation*:
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**`pause`:**
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- The scroll stops when the plugin's turn comes round
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- The plugin draws the whole panel for its display duration, then the
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scroll resumes
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scroll resumes. `display()` is called again through the pause at the
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rotation's rate (once a second, or the high-FPS rate for a plugin that
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declares `needs_high_fps`), so a plugin can rotate screens or animate in
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it; only the first call passes `force_clear=True`
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- Best for content that needs to be read in full, or alerts
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**`exclude`:**
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@@ -362,7 +365,7 @@ Vegas mode consists of four core components working together to provide smooth 1
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**Main Loop:**
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1. Check for interrupts (live priority, on-demand, config updates)
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2. If static pause active, wait for duration
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2. If a static pause is due, redraw that plugin for its duration
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3. Otherwise, delegate to render pipeline for frame rendering
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4. Sleep to maintain target FPS
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@@ -328,7 +328,7 @@ Each plugin takes part in Vegas mode in one of three ways:
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| Participation | What Vegas does |
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|---|---|
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| `'scroll'` | The plugin's content (`get_vegas_content()`) scrolls by with everything else |
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| `'pause'` | The scroll stops when the plugin's turn comes round; its `display()` draws it full screen for `get_display_duration()` seconds, then the scroll resumes |
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| `'pause'` | The scroll stops when the plugin's turn comes round; its `display()` draws it full screen for `get_display_duration()` seconds, then the scroll resumes. `display()` is called again through the pause, as in the rotation: once a second, or at the high-FPS rate if the plugin declares `needs_high_fps`; the first call passes `force_clear=True` |
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| `'exclude'` | The plugin is left out of Vegas mode |
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Declare the plugin's default in `manifest.json`:
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@@ -23,6 +23,7 @@ from typing import Optional, Dict, Any, FrozenSet, List, Callable, TYPE_CHECKING
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from src import display_watchdog
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from src.common import render_gate
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from src.plugin_system.base_plugin import finite_seconds
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from src.screen_runner import HIGH_FPS_INTERVAL, STATIC_INTERVAL
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from src.vegas_mode.config import VegasModeConfig
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from src.vegas_mode.elements import LiveEpochs
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from src.vegas_mode.plugin_adapter import PluginAdapter
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@@ -970,25 +971,38 @@ class VegasModeCoordinator:
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# turn rather than stall the marquee.
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get_lock = getattr(self.plugin_manager, 'get_plugin_lock', None)
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plugin_lock = get_lock(plugin_id) if get_lock else None
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if plugin_lock is not None and not plugin_lock.acquire(
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timeout=self.STATIC_LOCK_TIMEOUT):
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if not self._draw_static(plugin, plugin_lock, self.STATIC_LOCK_TIMEOUT,
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force_clear=True):
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logger.info("Static pause skipped for %s: its update() is still running",
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plugin_id)
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return True
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try:
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plugin.display(force_clear=True)
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finally:
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if plugin_lock is not None:
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plugin_lock.release()
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self.display_manager.update_display()
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# Wait for the plugin's display duration. Monotonic, like the
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# iteration clock: an NTP step on an RTC-less Pi would otherwise
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# end the pause at once or stretch it by the correction.
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duration = self._static_pause_duration(plugin)
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start = time.monotonic()
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# Redraw for the whole pause at the rotation's own rate. One
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# display() used to be all a pause got, so a plugin that rotates
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# its screens or animates was frozen on its first frame.
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interval = (HIGH_FPS_INTERVAL if self._static_needs_high_fps(plugin)
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else STATIC_INTERVAL)
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next_draw = start + interval
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next_check = start
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while (now := time.monotonic()) - start < duration:
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if now >= next_draw:
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next_draw = max(next_draw, now) + interval
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# No wait for the lock: update() holding it costs this
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# frame only, and the next one tries again.
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self._draw_static(plugin, plugin_lock, 0)
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if now < next_check:
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time.sleep(max(0.0, min(next_draw, next_check) - time.monotonic()))
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continue
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# Every 0.1 s, however fast the redraws: the live-priority
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# check asks the plugins.
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next_check = now + 0.1
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while time.monotonic() - start < duration:
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# Check for interruptions
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if self._should_stop:
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logger.info("Static pause interrupted by stop request")
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@@ -1003,9 +1017,8 @@ class VegasModeCoordinator:
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logger.info("Static pause interrupted by the display controller")
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return False
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# Sleep in small increments to remain responsive
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time.sleep(0.1)
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display_watchdog.beat()
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time.sleep(max(0.0, min(next_draw, next_check) - time.monotonic()))
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logger.info(
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"Static pause completed for %s after %.1fs",
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@@ -1021,6 +1034,32 @@ class VegasModeCoordinator:
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return True
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def _draw_static(self, plugin: 'BasePlugin', plugin_lock: Any,
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timeout: float, **kwargs: Any) -> bool:
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"""One display() of a static pause, under the plugin's lock like
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every other display() call: without it this could draw while the
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update worker is inside the plugin's update(). False when update()
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held the lock past ``timeout`` and nothing was drawn."""
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if plugin_lock is not None and not plugin_lock.acquire(timeout=timeout):
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return False
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try:
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plugin.display(**kwargs)
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finally:
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if plugin_lock is not None:
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plugin_lock.release()
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self.display_manager.update_display()
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return True
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@staticmethod
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def _static_needs_high_fps(plugin: 'BasePlugin') -> bool:
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"""Whether the rotation would run ``plugin`` in its high-FPS loop:
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DisplayController._needs_high_fps's rule, without its static-image
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special case (static-image declares needs_high_fps)."""
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declared = getattr(plugin, 'needs_high_fps', None)
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if declared is None:
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declared = getattr(plugin, 'enable_scrolling', False)
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return bool(declared)
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def _static_pause_duration(self, plugin: 'BasePlugin') -> float:
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"""Seconds a static pause shows ``plugin``: its display duration,
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read the way the rotation reads it.
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@@ -14,6 +14,7 @@ from collections import deque
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from types import SimpleNamespace
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from unittest.mock import MagicMock
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import pytest
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from PIL import Image
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from src.plugin_system.base_plugin import VegasDisplayMode
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@@ -233,7 +234,7 @@ class TestCoordinatorStaticPause:
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plugin.display.side_effect = lambda **k: seen.append(lock.locked())
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coord = self._coord(plugin, lock)
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assert coord._handle_static_pause(plugin) is True
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assert seen == [True]
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assert seen and all(seen)
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assert not lock.locked()
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def test_pause_is_skipped_while_update_holds_the_lock(self):
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@@ -247,3 +248,99 @@ class TestCoordinatorStaticPause:
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finally:
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lock.release()
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plugin.display.assert_not_called()
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class FakeClock:
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"""time.monotonic/time.sleep for the pause loop: sleeping moves the clock."""
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def __init__(self):
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self.now = 0.0
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def monotonic(self):
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return self.now
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def sleep(self, seconds):
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assert seconds >= 0
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self.now += seconds
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if self.now > 3600:
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raise RuntimeError("the static pause never ended")
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class TestStaticPauseRedraws:
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"""A pause redraws its plugin for as long as it lasts.
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It used to call display() once and sleep out the duration, so a plugin
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that rotates its screens or animates (Fantasy Blitz's playlist, say) was
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frozen on its first frame for the whole pause.
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"""
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def _run(self, monkeypatch, duration=10.0, high_fps=False, interrupt_at=None,
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lock=None):
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from src.vegas_mode import coordinator
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clock = FakeClock()
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monkeypatch.setattr(coordinator, 'time', clock)
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plugin = MagicMock()
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plugin.plugin_id = 'clock'
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plugin.needs_high_fps = high_fps
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plugin.get_display_duration.return_value = duration
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calls = []
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plugin.display.side_effect = lambda **k: calls.append((clock.now, k))
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coord = TestCoordinatorStaticPause()._coord(plugin, lock)
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if interrupt_at is not None:
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coord._interrupt_check = lambda: clock.now >= interrupt_at
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return coord._handle_static_pause(plugin), calls, clock
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def test_redraws_once_a_second_for_the_whole_pause(self, monkeypatch):
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done, calls, clock = self._run(monkeypatch, duration=10.0)
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assert done is True
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assert len(calls) == 10
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assert [round(t, 6) for t, _ in calls] == [float(i) for i in range(10)]
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assert 10.0 <= clock.now < 10.2
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def test_only_the_first_draw_clears(self, monkeypatch):
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_, calls, _ = self._run(monkeypatch, duration=3.0)
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assert calls[0][1] == {'force_clear': True}
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assert all(kwargs == {} for _, kwargs in calls[1:])
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def test_a_high_fps_plugin_redraws_at_the_high_fps_rate(self, monkeypatch):
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from src.screen_runner import HIGH_FPS_INTERVAL
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_, calls, _ = self._run(monkeypatch, duration=1.0, high_fps=True)
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assert len(calls) == pytest.approx(1.0 / HIGH_FPS_INTERVAL, abs=2)
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def test_an_interrupt_still_ends_the_pause(self, monkeypatch):
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done, calls, clock = self._run(monkeypatch, duration=30.0, interrupt_at=2.5)
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assert done is False
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assert clock.now < 2.7
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assert len(calls) == 3
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def test_a_held_lock_skips_one_redraw_not_the_pause(self, monkeypatch):
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lock = threading.Lock()
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real_acquire = lock.acquire
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held = {'count': 0}
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class FlakyLock:
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def acquire(self, timeout=-1):
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held['count'] += 1
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# update() holds the lock at the third draw only.
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return False if held['count'] == 3 else real_acquire(timeout=timeout)
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def release(self):
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lock.release()
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done, calls, _ = self._run(monkeypatch, duration=5.0, lock=FlakyLock())
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assert done is True
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assert [round(t) for t, _ in calls] == [0, 1, 3, 4]
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def test_a_raise_from_a_redraw_ends_the_pause(self, monkeypatch):
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from src.vegas_mode import coordinator
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clock = FakeClock()
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monkeypatch.setattr(coordinator, 'time', clock)
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plugin = MagicMock()
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plugin.plugin_id = 'clock'
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plugin.needs_high_fps = False
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plugin.get_display_duration.return_value = 30.0
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plugin.display.side_effect = [None, RuntimeError('boom')]
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coord = TestCoordinatorStaticPause()._coord(plugin)
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assert coord._handle_static_pause(plugin) is False
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assert clock.now < 1.2
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assert coord._static_pause_active is False
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@@ -19,7 +19,7 @@ import logging
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import os
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import threading
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from types import SimpleNamespace
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from unittest.mock import MagicMock
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from unittest.mock import MagicMock, call
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os.environ.setdefault("EMULATOR", "true")
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@@ -62,6 +62,7 @@ def _plugin(duration, plugin_id='clock-simple'):
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plugin = MagicMock()
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plugin.plugin_id = plugin_id
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plugin.get_display_duration.return_value = duration
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plugin.needs_high_fps = False
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return plugin
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@@ -104,7 +105,9 @@ class TestPauseLength:
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completed, lasted = _pause(_coord(plugin), plugin, clock)
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assert completed is True
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assert lasted == pytest.approx(30.0, abs=0.15)
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plugin.display.assert_called_once_with(force_clear=True)
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# Redrawn once a second; only the first draw clears.
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assert plugin.display.call_args_list[0] == call(force_clear=True)
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assert plugin.display.call_count == 30
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@pytest.mark.parametrize('value', NOT_ABOVE_ZERO, ids=repr)
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def test_a_number_not_above_zero_pauses_for_15s(self, clock, value):
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Block a user