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ChuckandClaude Opus 5.5 37d2280a15 fix(vegas): a static pause redraws its plugin for the whole pause
The pause called display(force_clear=True) once and slept out the
duration, so a plugin that rotates its screens or animates (Fantasy
Blitz's playlist) was frozen on its first frame. The pause now calls
display() again at the rotation's rate: once a second, or the high-FPS
interval for a plugin that declares needs_high_fps (or scrolls). Only
the first call clears. A redraw that finds update() holding the plugin
lock is skipped; the pause carries on. Interrupt checks and the
watchdog beat still run every 0.1 s; a raise still ends the pause.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 18:06:48 -04:00
6 changed files with 170 additions and 17 deletions
+11
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@@ -76,6 +76,17 @@ to for one release are gone.
interface can no longer start or stop on-demand sessions or clear errors
on a running display (the mailbox used to carry them).
### Fixes
- Vegas: a `pause` (STATIC) turn redraws its plugin for the whole pause,
once a second, or at the high-FPS rate for a plugin that declares
`needs_high_fps` (or scrolls) -- the rate the rotation uses. The pause used
to call `display()` once and sleep out the duration, so a plugin that
rotates its screens or animates was frozen on its first frame. The first
draw still passes `force_clear=True`; later ones pass nothing. A redraw
that finds the plugin's `update()` holding its lock is skipped; the pause
carries on.
## 3.8.7
Sports consolidation family 10: `src.common.sports_view_model`, the game
+5 -2
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@@ -21,7 +21,10 @@ Each plugin has a *Vegas participation*:
**`pause`:**
- The scroll stops when the plugin's turn comes round
- The plugin draws the whole panel for its display duration, then the
scroll resumes
scroll resumes. `display()` is called again through the pause at the
rotation's rate (once a second, or the high-FPS rate for a plugin that
declares `needs_high_fps`), so a plugin can rotate screens or animate in
it; only the first call passes `force_clear=True`
- Best for content that needs to be read in full, or alerts
**`exclude`:**
@@ -362,7 +365,7 @@ Vegas mode consists of four core components working together to provide smooth 1
**Main Loop:**
1. Check for interrupts (live priority, on-demand, config updates)
2. If static pause active, wait for duration
2. If a static pause is due, redraw that plugin for its duration
3. Otherwise, delegate to render pipeline for frame rendering
4. Sleep to maintain target FPS
+1 -1
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@@ -328,7 +328,7 @@ Each plugin takes part in Vegas mode in one of three ways:
| Participation | What Vegas does |
|---|---|
| `'scroll'` | The plugin's content (`get_vegas_content()`) scrolls by with everything else |
| `'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 |
| `'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` |
| `'exclude'` | The plugin is left out of Vegas mode |
Declare the plugin's default in `manifest.json`:
+50 -11
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@@ -23,6 +23,7 @@ from typing import Optional, Dict, Any, FrozenSet, List, Callable, TYPE_CHECKING
from src import display_watchdog
from src.common import render_gate
from src.plugin_system.base_plugin import finite_seconds
from src.screen_runner import HIGH_FPS_INTERVAL, STATIC_INTERVAL
from src.vegas_mode.config import VegasModeConfig
from src.vegas_mode.elements import LiveEpochs
from src.vegas_mode.plugin_adapter import PluginAdapter
@@ -970,25 +971,38 @@ class VegasModeCoordinator:
# turn rather than stall the marquee.
get_lock = getattr(self.plugin_manager, 'get_plugin_lock', None)
plugin_lock = get_lock(plugin_id) if get_lock else None
if plugin_lock is not None and not plugin_lock.acquire(
timeout=self.STATIC_LOCK_TIMEOUT):
if not self._draw_static(plugin, plugin_lock, self.STATIC_LOCK_TIMEOUT,
force_clear=True):
logger.info("Static pause skipped for %s: its update() is still running",
plugin_id)
return True
try:
plugin.display(force_clear=True)
finally:
if plugin_lock is not None:
plugin_lock.release()
self.display_manager.update_display()
# Wait for the plugin's display duration. Monotonic, like the
# iteration clock: an NTP step on an RTC-less Pi would otherwise
# end the pause at once or stretch it by the correction.
duration = self._static_pause_duration(plugin)
start = time.monotonic()
# Redraw for the whole pause at the rotation's own rate. One
# display() used to be all a pause got, so a plugin that rotates
# its screens or animates was frozen on its first frame.
interval = (HIGH_FPS_INTERVAL if self._static_needs_high_fps(plugin)
else STATIC_INTERVAL)
next_draw = start + interval
next_check = start
while (now := time.monotonic()) - start < duration:
if now >= next_draw:
next_draw = max(next_draw, now) + interval
# No wait for the lock: update() holding it costs this
# frame only, and the next one tries again.
self._draw_static(plugin, plugin_lock, 0)
if now < next_check:
time.sleep(max(0.0, min(next_draw, next_check) - time.monotonic()))
continue
# Every 0.1 s, however fast the redraws: the live-priority
# check asks the plugins.
next_check = now + 0.1
while time.monotonic() - start < duration:
# Check for interruptions
if self._should_stop:
logger.info("Static pause interrupted by stop request")
@@ -1003,9 +1017,8 @@ class VegasModeCoordinator:
logger.info("Static pause interrupted by the display controller")
return False
# Sleep in small increments to remain responsive
time.sleep(0.1)
display_watchdog.beat()
time.sleep(max(0.0, min(next_draw, next_check) - time.monotonic()))
logger.info(
"Static pause completed for %s after %.1fs",
@@ -1021,6 +1034,32 @@ class VegasModeCoordinator:
return True
def _draw_static(self, plugin: 'BasePlugin', plugin_lock: Any,
timeout: float, **kwargs: Any) -> bool:
"""One display() of a static pause, under the plugin's lock like
every other display() call: without it this could draw while the
update worker is inside the plugin's update(). False when update()
held the lock past ``timeout`` and nothing was drawn."""
if plugin_lock is not None and not plugin_lock.acquire(timeout=timeout):
return False
try:
plugin.display(**kwargs)
finally:
if plugin_lock is not None:
plugin_lock.release()
self.display_manager.update_display()
return True
@staticmethod
def _static_needs_high_fps(plugin: 'BasePlugin') -> bool:
"""Whether the rotation would run ``plugin`` in its high-FPS loop:
DisplayController._needs_high_fps's rule, without its static-image
special case (static-image declares needs_high_fps)."""
declared = getattr(plugin, 'needs_high_fps', None)
if declared is None:
declared = getattr(plugin, 'enable_scrolling', False)
return bool(declared)
def _static_pause_duration(self, plugin: 'BasePlugin') -> float:
"""Seconds a static pause shows ``plugin``: its display duration,
read the way the rotation reads it.
+98 -1
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@@ -14,6 +14,7 @@ from collections import deque
from types import SimpleNamespace
from unittest.mock import MagicMock
import pytest
from PIL import Image
from src.plugin_system.base_plugin import VegasDisplayMode
@@ -233,7 +234,7 @@ class TestCoordinatorStaticPause:
plugin.display.side_effect = lambda **k: seen.append(lock.locked())
coord = self._coord(plugin, lock)
assert coord._handle_static_pause(plugin) is True
assert seen == [True]
assert seen and all(seen)
assert not lock.locked()
def test_pause_is_skipped_while_update_holds_the_lock(self):
@@ -247,3 +248,99 @@ class TestCoordinatorStaticPause:
finally:
lock.release()
plugin.display.assert_not_called()
class FakeClock:
"""time.monotonic/time.sleep for the pause loop: sleeping moves the clock."""
def __init__(self):
self.now = 0.0
def monotonic(self):
return self.now
def sleep(self, seconds):
assert seconds >= 0
self.now += seconds
if self.now > 3600:
raise RuntimeError("the static pause never ended")
class TestStaticPauseRedraws:
"""A pause redraws its plugin for as long as it lasts.
It used to call display() once and sleep out the duration, so a plugin
that rotates its screens or animates (Fantasy Blitz's playlist, say) was
frozen on its first frame for the whole pause.
"""
def _run(self, monkeypatch, duration=10.0, high_fps=False, interrupt_at=None,
lock=None):
from src.vegas_mode import coordinator
clock = FakeClock()
monkeypatch.setattr(coordinator, 'time', clock)
plugin = MagicMock()
plugin.plugin_id = 'clock'
plugin.needs_high_fps = high_fps
plugin.get_display_duration.return_value = duration
calls = []
plugin.display.side_effect = lambda **k: calls.append((clock.now, k))
coord = TestCoordinatorStaticPause()._coord(plugin, lock)
if interrupt_at is not None:
coord._interrupt_check = lambda: clock.now >= interrupt_at
return coord._handle_static_pause(plugin), calls, clock
def test_redraws_once_a_second_for_the_whole_pause(self, monkeypatch):
done, calls, clock = self._run(monkeypatch, duration=10.0)
assert done is True
assert len(calls) == 10
assert [round(t, 6) for t, _ in calls] == [float(i) for i in range(10)]
assert 10.0 <= clock.now < 10.2
def test_only_the_first_draw_clears(self, monkeypatch):
_, calls, _ = self._run(monkeypatch, duration=3.0)
assert calls[0][1] == {'force_clear': True}
assert all(kwargs == {} for _, kwargs in calls[1:])
def test_a_high_fps_plugin_redraws_at_the_high_fps_rate(self, monkeypatch):
from src.screen_runner import HIGH_FPS_INTERVAL
_, calls, _ = self._run(monkeypatch, duration=1.0, high_fps=True)
assert len(calls) == pytest.approx(1.0 / HIGH_FPS_INTERVAL, abs=2)
def test_an_interrupt_still_ends_the_pause(self, monkeypatch):
done, calls, clock = self._run(monkeypatch, duration=30.0, interrupt_at=2.5)
assert done is False
assert clock.now < 2.7
assert len(calls) == 3
def test_a_held_lock_skips_one_redraw_not_the_pause(self, monkeypatch):
lock = threading.Lock()
real_acquire = lock.acquire
held = {'count': 0}
class FlakyLock:
def acquire(self, timeout=-1):
held['count'] += 1
# update() holds the lock at the third draw only.
return False if held['count'] == 3 else real_acquire(timeout=timeout)
def release(self):
lock.release()
done, calls, _ = self._run(monkeypatch, duration=5.0, lock=FlakyLock())
assert done is True
assert [round(t) for t, _ in calls] == [0, 1, 3, 4]
def test_a_raise_from_a_redraw_ends_the_pause(self, monkeypatch):
from src.vegas_mode import coordinator
clock = FakeClock()
monkeypatch.setattr(coordinator, 'time', clock)
plugin = MagicMock()
plugin.plugin_id = 'clock'
plugin.needs_high_fps = False
plugin.get_display_duration.return_value = 30.0
plugin.display.side_effect = [None, RuntimeError('boom')]
coord = TestCoordinatorStaticPause()._coord(plugin)
assert coord._handle_static_pause(plugin) is False
assert clock.now < 1.2
assert coord._static_pause_active is False
+5 -2
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@@ -19,7 +19,7 @@ import logging
import os
import threading
from types import SimpleNamespace
from unittest.mock import MagicMock
from unittest.mock import MagicMock, call
os.environ.setdefault("EMULATOR", "true")
@@ -62,6 +62,7 @@ def _plugin(duration, plugin_id='clock-simple'):
plugin = MagicMock()
plugin.plugin_id = plugin_id
plugin.get_display_duration.return_value = duration
plugin.needs_high_fps = False
return plugin
@@ -104,7 +105,9 @@ class TestPauseLength:
completed, lasted = _pause(_coord(plugin), plugin, clock)
assert completed is True
assert lasted == pytest.approx(30.0, abs=0.15)
plugin.display.assert_called_once_with(force_clear=True)
# Redrawn once a second; only the first draw clears.
assert plugin.display.call_args_list[0] == call(force_clear=True)
assert plugin.display.call_count == 30
@pytest.mark.parametrize('value', NOT_ABOVE_ZERO, ids=repr)
def test_a_number_not_above_zero_pauses_for_15s(self, clock, value):