Files
LEDMatrix/src/vegas_mode/coordinator.py
T
ChuckandClaude Opus 5.5 6bc13a8934 fix(display): Vegas resumes after live priority, and six smaller runtime fixes (#644)
- Vegas: a live-priority pause was only lifted from inside run_frame(),
  which returns before that check while paused, so the ticker never came
  back until a restart. run_iteration() now resumes it (the controller
  only calls it when nothing preempts Vegas); start()/stop() clear the
  pause state. Iteration length is timed with the monotonic clock.
- Dim schedule: a per-day disabled day now updates the minute-gate cache,
  so brightness no longer flips back to dim within each minute.
- On-demand: a second request no longer overwrites the rotation resume
  index with the first request's mode.
- Render pipeline: reset() drops the prepared group and deferred queue,
  and a prefetch in flight across a reset discards its result.
- Sync: stop() removes the status file (and the controller's cleanup now
  calls it), standalone removes a stale one at startup, and writes use a
  unique mkstemp temp file.
- render_gate.swap_releases_gil() delegates to frame_timing.
- Stale docstrings/comments corrected.

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 08:25:26 -04:00

955 lines
39 KiB
Python

"""
Vegas Mode Coordinator
Main orchestrator for Vegas-style continuous scroll mode. Coordinates between
StreamManager, RenderPipeline, and the display system to provide smooth
continuous scrolling of all enabled plugin content.
Supports three display modes per plugin:
- SCROLL: Content scrolls continuously within the stream
- FIXED_SEGMENT: Fixed block that scrolls by with other content
- STATIC: Scroll pauses, plugin displays for its duration, then resumes
"""
import logging
import math
import sys
import time
import threading
from typing import Optional, Dict, Any, List, Callable, TYPE_CHECKING
from src.common import render_gate
from src.vegas_mode.config import VegasModeConfig
from src.vegas_mode.plugin_adapter import PluginAdapter
from src.vegas_mode.stream_manager import StreamManager
from src.vegas_mode.render_pipeline import RenderPipeline
from src.plugin_system.base_plugin import VegasDisplayMode
if TYPE_CHECKING:
from src.plugin_system.plugin_manager import PluginManager
from src.plugin_system.base_plugin import BasePlugin
from src.display_manager import DisplayManager
logger = logging.getLogger(__name__)
#: Degradation threshold, as a fraction of target_fps. A marquee jitters a
#: little all the time, so "anything under target" would report constantly and
#: mean nothing; 90% of target is the point where a shortfall is real. At a
#: 60fps target that is 54fps -- 55fps is a normal wobble and stays at DEBUG,
#: which is deliberate, not an off-by-one.
_FPS_HEALTHY_FRACTION = 0.9
#: A healthy marquee still reports this often, so silence means stopped
#: rather than fine.
_FPS_HEARTBEAT_INTERVAL = 300.0
#: Seconds between live-priority scans while scrolling. The scan asks every
#: plugin mode has_live_priority() / has_live_content(): 139us per call on a
#: Pi 4 with two scoreboards (9 modes), 1.7% of a 125fps frame, growing with
#: every plugin. Game state doesn't change within a quarter second.
_LIVE_PRIORITY_CHECK_INTERVAL = 0.25
def _percentile(ordered: List[float], fraction: float) -> float:
"""Nearest-rank percentile of an already-sorted list.
Index ceil(n * fraction) - 1, so 100 samples at 0.99 give the 99th-ranked
value. The obvious int(n * fraction) is off by one and, at exactly 100
samples, lands on the maximum -- which is the number already reported
alongside this one as the worst frame, so the two columns would agree
precisely when the sample was smallest.
"""
if not ordered:
return 0.0
index = math.ceil(len(ordered) * fraction) - 1
return ordered[min(len(ordered) - 1, max(0, index))]
class VegasModeCoordinator:
"""
Orchestrates Vegas scroll mode operation.
Responsibilities:
- Initialize and coordinate all Vegas mode components
- Manage the high-FPS render loop
- Handle live priority interruptions
- Process config updates
- Provide status and control interface
"""
# Class-level so coordinators built without __init__ (tests) have it.
_last_live_check: float = float('-inf')
def __init__(
self,
config: Dict[str, Any],
display_manager: 'DisplayManager',
plugin_manager: 'PluginManager'
):
"""
Initialize the Vegas mode coordinator.
Args:
config: Main configuration dictionary
display_manager: DisplayManager instance
plugin_manager: PluginManager instance
"""
# Parse configuration
self.vegas_config = VegasModeConfig.from_config(config)
# Store references
self.display_manager = display_manager
self.plugin_manager = plugin_manager
# Initialize components
self.plugin_adapter = PluginAdapter(
display_manager, self.vegas_config, plugin_manager=plugin_manager)
self.stream_manager = StreamManager(
self.vegas_config,
plugin_manager,
self.plugin_adapter
)
self.render_pipeline = RenderPipeline(
self.vegas_config,
display_manager,
self.stream_manager
)
# State management
self._is_active = False
self._is_paused = False
self._should_stop = False
# Frame-rate health, tracked across run_iteration() calls so the
# heartbeat is one-per-interval rather than one-per-cycle, and so a
# recovery spanning two cycles is still reported. Reset on start().
self._fps_last_health_log = 0.0
self._fps_was_degraded = False
self._state_lock = threading.Lock()
# Live priority tracking
self._live_priority_active = False
self._live_priority_check: Optional[Callable[[], Optional[str]]] = None
# Interrupt checker for yielding control back to display controller
self._interrupt_check: Optional[Callable[[], bool]] = None
self._interrupt_check_interval: int = 10 # Check every N frames
# Plugin update callback — fired from a background thread inside the loop
# so the main loop's _tick_plugin_updates() finds nothing due when Vegas
# returns, eliminating the inter-iteration frozen-frame gap.
self._update_callback: Optional[Callable[[], None]] = None
self._update_tick_running: bool = False
# Config update tracking
self._config_version = 0
self._pending_config_update = False
self._pending_config: Optional[Dict[str, Any]] = None
# Static pause handling
self._static_pause_active = False
self._saved_scroll_position: Optional[int] = None
# Statistics
self.stats = {
'total_runtime_seconds': 0.0,
'cycles_completed': 0,
'interruptions': 0,
'config_updates': 0,
'static_pauses': 0,
}
self._start_time: Optional[float] = None
logger.info(
"VegasModeCoordinator initialized: enabled=%s, fps=%d, buffer_ahead=%d",
self.vegas_config.enabled,
self.vegas_config.target_fps,
self.vegas_config.buffer_ahead
)
@property
def is_enabled(self) -> bool:
"""Check if Vegas mode is enabled in configuration."""
return self.vegas_config.enabled
@property
def is_active(self) -> bool:
"""Check if Vegas mode is currently running."""
return self._is_active
def set_sync_manager(self, sync_manager, follower_position: str = "left") -> None:
"""
Attach a DisplaySyncManager so Vegas mode sends the follower's portion
of the ticker to the second display on every rendered frame.
Args:
sync_manager: DisplaySyncManager instance, or None to disable sync
follower_position: "left" (default) or "right" — physical position of
the follower display relative to the leader
"""
if self.render_pipeline:
# Don't expose a standalone (no-op) manager to the pipeline — treat it as None
if sync_manager is not None and hasattr(sync_manager, 'role'):
from src.common.sync_manager import SyncRole
if sync_manager.role == SyncRole.STANDALONE:
sync_manager = None
self.render_pipeline.sync_manager = sync_manager
self.render_pipeline.sync_follower_left = (follower_position == "left")
def set_live_priority_checker(self, checker: Callable[[], Optional[str]]) -> None:
"""
Set the callback for checking live priority content.
Args:
checker: Callable that returns live priority mode name or None
"""
self._live_priority_check = checker
def set_interrupt_checker(
self,
checker: Callable[[], bool],
check_interval: int = 10
) -> None:
"""
Set the callback for checking if Vegas should yield control.
This allows the display controller to interrupt Vegas mode
when on-demand, wifi status, or other priority events occur.
Args:
checker: Callable that returns True if Vegas should yield
check_interval: Check every N frames (default 10)
"""
self._interrupt_check = checker
self._interrupt_check_interval = max(1, check_interval)
def set_update_callback(self, callback: Callable[[], None]) -> None:
"""
Set a callback for running plugin updates from inside the Vegas loop.
Fired in a daemon background thread every ~4 s so plugin data stays
fresh without blocking the render loop. The main loop's
_tick_plugin_updates() then finds all intervals already satisfied and
returns immediately, collapsing the inter-iteration gap to <1 ms.
Args:
callback: Callable with no arguments. The display controller
passes _tick_plugin_updates_for_vegas, which also reports the
plugins that got fresh data through mark_plugin_updated().
"""
self._update_callback = callback
def start(self) -> bool:
"""
Start Vegas mode operation.
Returns:
True if started successfully
"""
if not self.vegas_config.enabled:
logger.warning("Cannot start Vegas mode - not enabled in config")
return False
with self._state_lock:
if self._is_active:
logger.warning("Vegas mode already active")
return True
# Validate configuration
errors = self.vegas_config.validate()
if errors:
logger.error("Vegas config validation failed: %s", errors)
return False
# Initialize stream manager
if not self.stream_manager.initialize():
logger.error("Failed to initialize stream manager")
return False
# Compose initial content
if not self.render_pipeline.compose_scroll_content():
logger.error("Failed to compose initial scroll content")
return False
self._is_active = True
self._should_stop = False
# A pause belongs to the run it happened in; carrying it into a
# new run would have run_frame() refuse every frame.
self._is_paused = False
self._live_priority_active = False
self._start_time = time.time()
# A fresh run starts with a clean health slate: no stale
# "was degraded" from the previous run, and a heartbeat that is
# due immediately so the first sample confirms the marquee is up.
self._fps_last_health_log = 0.0
self._fps_was_degraded = False
self._apply_switch_interval()
self._install_render_gate()
# Line up the next group immediately, so the first extension is already
# warm rather than stalling the scroll to fetch it.
if self.vegas_config.continuous_scroll:
self.render_pipeline.start_prefetch()
logger.info("Vegas mode started")
return True
def stop(self) -> None:
"""Stop Vegas mode operation."""
with self._state_lock:
if not self._is_active:
return
self._should_stop = True
self._is_active = False
self._is_paused = False
self._live_priority_active = False
if self._start_time:
self.stats['total_runtime_seconds'] += time.time() - self._start_time
self._start_time = None
self._restore_switch_interval()
self._remove_render_gate()
# Cleanup components
self.render_pipeline.reset()
self.stream_manager.reset()
self.display_manager.set_scrolling_state(False)
logger.info("Vegas mode stopped")
def _apply_switch_interval(self) -> None:
"""Shorten the GIL switch interval for the run; see VegasModeConfig."""
ms = self.vegas_config.switch_interval_ms
if not ms or ms <= 0:
return
if getattr(self, '_saved_switch_interval', None) is None:
self._saved_switch_interval = sys.getswitchinterval()
sys.setswitchinterval(ms / 1000.0)
logger.info("Vegas: GIL switch interval %.1fms (was %.1fms)",
ms, self._saved_switch_interval * 1000.0)
def _restore_switch_interval(self) -> None:
saved = getattr(self, '_saved_switch_interval', None)
if saved is not None:
sys.setswitchinterval(saved)
self._saved_switch_interval = None
def _install_render_gate(self) -> None:
"""Gate the prefetch thread on the render thread's swaps; see VegasModeConfig."""
if not self.vegas_config.prefetch_gate:
return
if getattr(self.display_manager, 'render_gate', None) is not None:
return
releases = render_gate.swap_releases_gil()
if releases is None:
logger.debug("Vegas: no prefetch gate -- no hardware binding loaded")
return
if not releases:
# On by default, so this is every stock install: say so once per
# run, not as a warning.
logger.info("Vegas: no prefetch gate -- this rgbmatrix binding keeps "
"the GIL in SwapOnVSync (scripts/build_rgbmatrix_nogil.sh)")
return
gate = render_gate.RenderGate()
# Locks the render thread takes too: never park the prefetch holding one.
gate.guard(self._state_lock,
getattr(self.stream_manager, '_buffer_lock', None),
getattr(self.render_pipeline, '_buffer_lock', None),
getattr(self.render_pipeline, '_prefetch_lock', None),
getattr(self.plugin_adapter, '_cache_lock', None))
self.display_manager.render_gate = gate
logger.info("Vegas: prefetch gated on vsync")
def _remove_render_gate(self) -> None:
gate = getattr(self.display_manager, 'render_gate', None)
if gate is None:
return
self.display_manager.render_gate = None
logger.info("Vegas: prefetch gate parked the prefetch %d times, %.1fs in all",
gate.parks, gate.parked_seconds)
def pause(self) -> None:
"""Pause Vegas mode (for live priority interruption)."""
with self._state_lock:
if not self._is_active:
return
self._is_paused = True
self.stats['interruptions'] += 1
self.display_manager.set_scrolling_state(False)
logger.info("Vegas mode paused")
def resume(self) -> None:
"""Resume Vegas mode after pause."""
with self._state_lock:
if not self._is_active:
return
self._is_paused = False
self.display_manager.set_scrolling_state(True)
logger.info("Vegas mode resumed")
def run_frame(self) -> bool:
"""
Run a single frame of Vegas mode.
Should be called at target FPS (e.g., 125 FPS = every 8ms).
Returns:
True if frame was rendered, False if Vegas mode is not active
"""
# Check if we should be running
with self._state_lock:
if not self._is_active or self._is_paused or self._should_stop:
return False
# Check for config updates (synchronized access)
has_pending_update = self._pending_config_update
# Check for live priority (throttled; see _LIVE_PRIORITY_CHECK_INTERVAL).
# Only a negative result is ever reused: a positive one pauses Vegas,
# and run_frame() returns early while paused.
now = time.monotonic()
if now - self._last_live_check >= _LIVE_PRIORITY_CHECK_INTERVAL:
self._last_live_check = now
if self._check_live_priority():
return False
# Apply pending config update outside lock
if has_pending_update:
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
# viewport already full.
# Trickle in the plugins that can only be fetched here, one per
# frame, before considering a further extension.
if self.render_pipeline.has_deferred():
self.render_pipeline.drain_deferred()
elif self.render_pipeline.needs_extension():
if self.render_pipeline.extend_scroll_content():
self.stats['cycles_completed'] += 1
elif self.render_pipeline.is_cycle_complete():
# Extension failed and the strip has run out: fall back to
# the swap rather than sitting on a dead frame.
self.render_pipeline.start_new_cycle()
else:
# Check if we need to start a new cycle
if self.render_pipeline.is_cycle_complete():
if not self.render_pipeline.start_new_cycle():
logger.warning("Failed to start new Vegas cycle")
return False
self.stats['cycles_completed'] += 1
# Check for hot-swap opportunities
if self.render_pipeline.should_recompose():
self.render_pipeline.hot_swap_content()
# Render frame
return self.render_pipeline.render_frame()
def run_iteration(self) -> bool:
"""
Run a complete Vegas mode iteration (display duration).
This is called by DisplayController to run Vegas mode for one
"display duration" period before checking for mode changes.
Handles three display modes:
- SCROLL/FIXED_SEGMENT: Continue normal scroll rendering
- STATIC: Pause scroll, display plugin, resume on completion
Returns:
True if iteration completed normally, False if interrupted
"""
if not self.is_active:
if not self.start():
return False
# A live-priority pause is only ever lifted by _check_live_priority(),
# and run_frame() returns before reaching it while paused -- so once
# paused, every later iteration returned False at its first frame and
# the ticker never came back until a restart. The display controller
# only calls run_iteration() when nothing preempts Vegas (no live mode,
# or live content is kept in the ticker), so being called at all means
# the live content that paused us has ended.
with self._state_lock:
paused_for_live = self._is_paused and self._live_priority_active
if paused_for_live:
self._live_priority_active = False
self.resume()
logger.info("Live priority ended - resuming Vegas")
if self.vegas_config.continuous_scroll:
# The strip is continuously extended and trimmed, so its width says
# nothing about how long to run. This is only how often control
# returns to the display controller; interrupts are still checked
# every few frames, so it costs nothing to make it a fixed period.
duration = float(self.vegas_config.max_cycle_duration)
else:
duration = self.render_pipeline.get_dynamic_duration()
# Monotonic for the same reason as the per-frame clock below: this
# bounds how long the iteration runs, and an NTP step on an RTC-less
# Pi would otherwise end it at once (forward) or stretch it by the
# size of the correction (backward).
start_time = time.monotonic()
frame_count = 0
fps_log_interval = 5.0 # Sample FPS every 5 seconds
# Health state lives on the coordinator, not here: run_iteration() is
# called once per cycle, so locals reset every few seconds. That made
# `last_fps_health_log = 0.0` fire the "heartbeat" on the first sample
# of every iteration rather than once per interval, and a recovery
# that crossed an iteration boundary was never reported at all --
# was_degraded had already gone back to False.
# Monotonic. Never mix it with a wall-clock value: every delta would
# be hugely negative and silence the frame-rate reporting altogether.
last_fps_log_time = time.monotonic()
fps_frame_count = 0
# A mean hides stutter completely. At 120fps a five-second window is
# ~600 frames, so a 200ms freeze -- plainly visible on a marquee --
# moves the average from 120.0 to 115.4 and reads as healthy. What a
# viewer actually notices is the worst frame, so track that too.
frame_worst = 0.0
frame_times: List[float] = []
logger.info("Starting Vegas iteration for %.1fs", duration)
while True:
# Monotonic, like the FPS window below. These devices have no RTC,
# so the wall clock jumps by however wrong boot time was the moment
# NTP first syncs. A backward jump makes frame_elapsed negative,
# and `frame_interval - frame_elapsed` then sleeps for longer than
# the whole budget -- the render loop stalls for the size of the
# correction. A forward jump inflates p99 and worst-frame instead.
frame_started = time.monotonic()
# Check for STATIC mode plugin that should pause scroll
static_plugin = self._check_static_plugin_trigger()
if static_plugin:
if not self._handle_static_pause(static_plugin):
# Static pause was interrupted
return False
# After static pause, skip this segment and continue
self.stream_manager.get_next_segment() # Consume the segment
continue
# Run frame
if not self.run_frame():
# Check why we stopped
with self._state_lock:
if self._should_stop:
return False
if self._is_paused:
# Paused for live priority - let caller handle
return False
# Sleep only the remainder of the frame budget. This used to sleep
# the whole interval on top of however long the frame took, so at a
# measured 31.6ms per frame a fixed 8ms of that was pure idle — a
# quarter of the budget spent not rendering. Subtracting the work
# already done keeps the pacing target while reclaiming that time,
# and yields the GIL either way so other threads still run.
# Read every frame: a config change applied mid-iteration can
# switch between crisp and blended pacing.
frame_elapsed = time.monotonic() - frame_started
frame_interval = self.render_pipeline.frame_interval
time.sleep(max(0.0, frame_interval - frame_elapsed))
# Measured before the sleep: time spent working, not pacing.
if frame_elapsed > frame_worst:
frame_worst = frame_elapsed
frame_times.append(frame_elapsed)
# Increment frame count and check for interrupt periodically
frame_count += 1
fps_frame_count += 1
# Periodic FPS logging. Reported at INFO only when the frame rate
# is actually worth an operator's attention -- a shortfall against
# target, or the recovery from one -- with a slow heartbeat so a
# healthy marquee still shows a pulse.
#
# Measured over two hours on a running rig: 1410 samples, 98.5%
# of them within 10% of target. The 1.5% that were not included a
# reading of 8.6fps against a target of 60 -- a real stall, and
# completely invisible inside 1389 lines reading "59.6".
# Monotonic: every use of this value in the block below is a
# duration, and these devices have no RTC, so the wall clock jumps
# by however wrong boot time was the moment NTP first syncs. That
# would not only mis-fire the heartbeat, it would corrupt the
# frame rate itself, since fps is frames divided by this delta.
current_time = time.monotonic()
if current_time - last_fps_log_time >= fps_log_interval:
fps = fps_frame_count / (current_time - last_fps_log_time)
p99 = _percentile(sorted(frame_times), 0.99)
target = self.render_pipeline.target_fps
degraded = target > 0 and fps < target * _FPS_HEALTHY_FRACTION
due = (current_time - self._fps_last_health_log
>= _FPS_HEARTBEAT_INTERVAL)
if degraded or self._fps_was_degraded or due:
logger.info(
"Vegas FPS: %.1f (target: %.0f, frames: %d) p99 %.1fms worst %.1fms",
fps, target, fps_frame_count,
p99 * 1000.0, frame_worst * 1000.0
)
gate = getattr(self.display_manager, 'render_gate', None)
if gate is not None:
logger.info("Vegas: prefetch parked %d times, %.1fs in all",
gate.parks, gate.parked_seconds)
self._fps_last_health_log = current_time
else:
logger.debug(
"Vegas FPS: %.1f (target: %.0f, frames: %d) p99 %.1fms worst %.1fms",
fps, target, fps_frame_count,
p99 * 1000.0, frame_worst * 1000.0
)
self._fps_was_degraded = degraded
last_fps_log_time = current_time
fps_frame_count = 0
frame_worst = 0.0
frame_times.clear()
if (self._interrupt_check and
frame_count % self._interrupt_check_interval == 0):
try:
if self._interrupt_check():
logger.debug(
"Vegas interrupted by callback after %d frames",
frame_count
)
return False
except Exception:
# Log but don't let interrupt check errors stop Vegas
logger.exception("Interrupt check failed")
# Fire plugin update tick in a background thread every ~4 s.
# Running it here (rather than only between iterations) means the
# main loop's _tick_plugin_updates() finds all intervals already
# satisfied on return, so the inter-iteration gap is <1 ms and the
# display never shows a frozen frame between iterations.
_UPDATE_TICK_FRAMES = max(1, int(self.render_pipeline.target_fps * 4)) # every 4 s regardless of FPS
if (self._update_callback and
frame_count % _UPDATE_TICK_FRAMES == 0 and
not self._update_tick_running):
self._update_tick_running = True
def _run_tick(cb=self._update_callback):
try:
cb()
finally:
self._update_tick_running = False
threading.Thread(
target=_run_tick, daemon=True, name="vegas-plugin-tick"
).start()
# Check elapsed time
elapsed = time.monotonic() - start_time
if elapsed >= duration:
break
# NOTE: do NOT break on is_cycle_complete() here.
# When multi-display sync is active, breaking exits run_iteration()
# which causes a 2-3s delay before start_new_cycle() is called on
# the next run_iteration(). During that gap the scroll advances into
# the pre-roll zone, then start_new_cycle() resets it — producing a
# second visible jump on the follower display ~2.5s after the first.
#
# Instead, run_frame() handles cycle completion directly (it calls
# start_new_cycle() in the very next frame, 8ms later), collapsing
# the two events into a single clean transition.
#
# Without sync, the iteration now runs to its full duration and may
# cycle content multiple times within one iteration — acceptable for
# a continuous ticker.
logger.info("Vegas iteration completed after %.1fs", time.monotonic() - start_time)
return True
def _check_live_priority(self) -> bool:
"""
Check if live priority content should interrupt Vegas mode.
Returns:
True if Vegas mode should be paused for live priority
"""
if not self._live_priority_check:
return False
if self.vegas_config.live_in_ticker:
# The ticker keeps live content rather than yielding to it; the
# extra turns are arranged in the rotation itself, so there is
# nothing to pause for.
return False
try:
live_mode = self._live_priority_check()
if live_mode:
if not self._live_priority_active:
self._live_priority_active = True
self.pause()
logger.info("Live priority detected: %s - pausing Vegas", live_mode)
return True
else:
if self._live_priority_active:
self._live_priority_active = False
self.resume()
logger.info("Live priority ended - resuming Vegas")
return False
except Exception:
logger.exception("Error checking live priority")
return False
def update_config(self, new_config: Dict[str, Any]) -> None:
"""
Update Vegas mode configuration.
Config changes are applied at next safe point to avoid disruption.
Args:
new_config: New configuration dictionary
"""
with self._state_lock:
self._pending_config_update = True
self._pending_config = new_config
self._config_version += 1
self.stats['config_updates'] += 1
logger.debug("Config update queued (version %d)", self._config_version)
def apply_pending_config_if_idle(self) -> None:
"""Apply a queued config update while Vegas isn't running.
run_frame() applies updates between frames but returns early once
Vegas has stopped, so without this a disable followed by a re-enable
would never take effect. Call from the display thread only.
"""
with self._state_lock:
if self._is_active or not self._pending_config_update:
return
self._apply_pending_config()
def _apply_pending_config(self) -> None:
"""Apply pending configuration update."""
# Atomically grab pending config and clear it to avoid losing concurrent updates
with self._state_lock:
if self._pending_config is None:
self._pending_config_update = False
return
pending_config = self._pending_config
self._pending_config = None # Clear while holding lock
try:
new_vegas_config = VegasModeConfig.from_config(pending_config)
# Check if enabled state changed
was_enabled = self.vegas_config.enabled
self.vegas_config = new_vegas_config
# Update components
self.render_pipeline.update_config(new_vegas_config)
self.stream_manager.config = new_vegas_config
self.plugin_adapter.config = new_vegas_config
# Cached segments were trimmed under the old settings, so drop them
# or a changed trim/padding value would not visibly take effect.
self.plugin_adapter.invalidate_cache()
# Force refresh of stream manager to pick up plugin_order/buffer changes
self.stream_manager._last_refresh = 0
self.stream_manager.refresh()
# Handle enable/disable
if was_enabled and not new_vegas_config.enabled:
self.stop()
elif not was_enabled and new_vegas_config.enabled:
self.start()
logger.info("Config update applied (version %d)", self._config_version)
except Exception:
logger.exception("Error applying config update")
finally:
# Only clear update flag if no new config arrived during processing
with self._state_lock:
if self._pending_config is None:
self._pending_config_update = False
def mark_plugin_updated(self, plugin_id: str) -> None:
"""
Notify that a plugin's data has been updated.
Args:
plugin_id: ID of plugin that was updated
"""
if self._is_active:
self.stream_manager.mark_plugin_updated(plugin_id)
self.plugin_adapter.invalidate_cache(plugin_id)
def get_status(self) -> Dict[str, Any]:
"""Get comprehensive Vegas mode status."""
status = {
'enabled': self.vegas_config.enabled,
'active': self._is_active,
'paused': self._is_paused,
'live_priority_active': self._live_priority_active,
'config': self.vegas_config.to_dict(),
'stats': self.stats.copy(),
}
if self._is_active:
status['render_info'] = self.render_pipeline.get_current_scroll_info()
status['stream_status'] = self.stream_manager.get_buffer_status()
return status
# -------------------------------------------------------------------------
# Static pause handling (for STATIC display mode)
# -------------------------------------------------------------------------
def _check_static_plugin_trigger(self) -> Optional['BasePlugin']:
"""
Check if a STATIC mode plugin should take over display.
Called during iteration to detect when scroll should pause
for a static plugin display.
Returns:
Plugin instance if static pause should begin, None otherwise
"""
# Get the next plugin that would be displayed
next_segment = self.stream_manager.peek_next_segment()
if not next_segment:
return None
plugin_id = next_segment.plugin_id
plugin = self.plugin_manager.get_plugin(plugin_id)
if not plugin:
return None
# Check if this plugin is configured for STATIC mode
try:
display_mode = plugin.get_vegas_display_mode()
if display_mode == VegasDisplayMode.STATIC:
return plugin
except (AttributeError, TypeError):
logger.exception("Error checking vegas mode for %s", plugin_id)
return None
def _handle_static_pause(self, plugin: 'BasePlugin') -> bool:
"""
Handle a static pause - scroll pauses while plugin displays.
Args:
plugin: The STATIC mode plugin to display
Returns:
True if completed normally, False if interrupted
"""
plugin_id = plugin.plugin_id
with self._state_lock:
if self._static_pause_active:
logger.warning("Static pause already active")
return True
# Save current scroll position for smooth resume
self._saved_scroll_position = self.render_pipeline.get_scroll_position()
self._static_pause_active = True
self.stats['static_pauses'] += 1
logger.info("Static pause started for plugin: %s", plugin_id)
# Stop scrolling indicator
self.display_manager.set_scrolling_state(False)
try:
# Display the plugin using its standard display() method
plugin.display(force_clear=True)
self.display_manager.update_display()
# Wait for the plugin's display duration
duration = plugin.get_display_duration()
start = time.time()
while time.time() - start < duration:
# Check for interruptions
if self._should_stop:
logger.info("Static pause interrupted by stop request")
return False
if self._check_live_priority():
logger.info("Static pause interrupted by live priority")
return False
# On-demand, a WiFi message, the schedule, follower mode...
if self._interrupt_check and self._interrupt_check():
logger.info("Static pause interrupted by the display controller")
return False
# Sleep in small increments to remain responsive
time.sleep(0.1)
logger.info(
"Static pause completed for %s after %.1fs",
plugin_id, time.time() - start
)
except Exception:
logger.exception("Error during static pause for %s", plugin_id)
return False
finally:
self._end_static_pause()
return True
def _end_static_pause(self) -> None:
"""End static pause and restore scroll state."""
should_resume_scrolling = False
with self._state_lock:
# Only resume scrolling if we weren't interrupted
was_active = self._static_pause_active
should_resume_scrolling = (
was_active and
not self._should_stop and
not self._live_priority_active
)
# Clear pause state
self._static_pause_active = False
# Restore scroll position if we're resuming
if should_resume_scrolling and self._saved_scroll_position is not None:
self.render_pipeline.set_scroll_position(self._saved_scroll_position)
self._saved_scroll_position = None
# Only resume scrolling state if not interrupted
if should_resume_scrolling:
self.display_manager.set_scrolling_state(True)
logger.debug("Static pause ended, scroll resumed")
else:
logger.debug("Static pause ended (interrupted, not resuming scroll)")
def cleanup(self) -> None:
"""Clean up all resources."""
self.stop()
self.render_pipeline.cleanup()
self.stream_manager.cleanup()
self.plugin_adapter.cleanup()
logger.info("VegasModeCoordinator cleanup complete")