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Review pass on the phase B2-B4 changes. Every fix here is the same shape
as the crashes this PR already fixed in the hockey and baseball
extractors: a config or feed value that is present-but-wrong reaching
arithmetic or a comparison on a path with no guard.
celebrations:
- celebration_duration is coerced and floored at init. It is compared
numerically in display() *outside* any try block, so a string from a
hand-edited config propagated a TypeError straight out; zero or
negative armed a celebration that could never render.
- A render failure now disarms instead of staying armed. It previously
retried the same broken render on every frame for the rest of the
window -- a traceback per frame, and no scorebug either.
- prune_score_baselines() for the live set. Only _check_for_win removed
entries, so a game that left the live list any other way leaked its
baseline and the dict grew all season.
- display() reuses has_active_celebration() rather than repeating its
window comparison, and log lines carry a [Celebrations] prefix.
rotation:
- MAX_WEIGHT ceiling. A cycle is sum(weights) long and each step scans
every game, so an unbounded weight from a misread config spins the
display thread -- on a Pi that stalls rendering outright.
- register_rotation_strategy rejects a non-subclass factory at
registration instead of failing frames later inside schedule().
- schedule() previews through type(self), so a subclass overriding
next_game is previewed with its own ordering -- which is what the
method promises.
sports_scroll:
- scroll_speed / scroll_delay coerced. dict.get(key, default) only helps
when the key is absent; present-but-null reached the multiplication
inside __init__ and the display failed to construct at all.
- update_scroll_position and get_visible_portion moved inside the try.
They ran outside it, so a raise there reached the plugin's frame loop
despite the comment promising none can.
- prepare_and_display guards the subclass call, so one sport's bad
payload cannot take down the shared orchestration for the others.
- _current_game_type spells "nothing active" as "" in both classes; the
manager said None while the display said "".
Not taken: the report that baseball's favorite-team debug path still
reads event-level status. Verified against current code -- there are no
remaining game_event["status"] reads in that file; it was fixed in
2486bdb and the finding is stale.
Gates: 747 core unit, 66 plugin safety.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FgbA8SMutQQpXkMG8LMmC4
419 lines
17 KiB
Python
419 lines
17 KiB
Python
"""Score / win celebration takeover — an opt-in capability.
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Four of the nine scoreboards celebrate (afl, nrl, soccer, football); the other
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five do not. This is a **mixin** rather than a flag inside ``SportsLive`` so the
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five that do not opt in have none of this code in their MRO: a bug here cannot
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reach hockey, and hockey's config never grows keys it ignores.
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Usage — mix in *before* the mode class so its ``display`` runs first::
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class SoccerLive(CelebrationMixin, SportsLive):
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def score_phrase(self, points, team_abbr):
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return secrets.choice(("GOOOOAAALLL!", f"{team_abbr} SCORES!"))
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The two lineages spelled this differently (``_check_for_goal`` /
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``celebrate_opponent_goals`` in the soccer lineage, ``_check_for_score`` /
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``celebrate_opponent_scores`` in football) but the bodies were identical apart
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from three things, each of which is a seam here rather than a branch:
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* **wording** — :meth:`score_phrase`, the hook football uses to say "TOUCHDOWN"
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from the points delta and soccer uses to say "GOOOOAAALLL";
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* **follow-up suppression** — :attr:`COALESCE_SCORING_SEQUENCE`, on for football
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where a touchdown lands as +6 then +1 a few seconds later, off elsewhere where
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two quick goals are two real events;
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* **team identity** — matching goes through ``_favorite_key``, so nrl can match
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on team id (its abbreviations are ambiguous) without core knowing why.
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The config keys are read under both spellings, so a plugin adopting the mixin
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keeps working with the ``*_goals`` keys already in its published schema.
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"""
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from __future__ import annotations
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import re
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import time
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from typing import Any, Dict, List, Optional
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from PIL import Image, ImageDraw
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class CelebrationMixin:
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"""Full-screen takeover when a tracked team scores or wins."""
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#: Collapse increments that land while a celebration is already on screen
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#: into that one celebration. True for sports where a single scoring play
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#: arrives as more than one score update (football: touchdown +6, then the
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#: extra point +1). False where consecutive increments are distinct events —
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#: suppressing there would swallow a real goal.
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COALESCE_SCORING_SEQUENCE = False
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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mode_config = getattr(self, "mode_config", {}) or {}
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self.celebration_enabled = mode_config.get("celebration_enabled", True)
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# Coerced and floored at init: this value is compared numerically on the
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# display path, where a string from a hand-edited config would raise
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# TypeError outside any try block, and a zero or negative value would
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# arm a celebration that can never render.
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raw_duration = mode_config.get("celebration_duration", 8)
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try:
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self.celebration_duration = max(1.0, float(raw_duration))
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except (TypeError, ValueError):
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self.logger.warning(
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"[Celebrations] Unusable celebration_duration %r; using 8s. "
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"Set a positive number of seconds.",
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raw_duration,
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)
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self.celebration_duration = 8.0
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# Both spellings: the soccer lineage ships `celebrate_opponent_goals`,
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# football ships `celebrate_opponent_scores`. Whichever the plugin's
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# schema declares is the one its users have set.
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self.celebrate_opponent_scores = mode_config.get(
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"celebrate_opponent_scores",
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mode_config.get("celebrate_opponent_goals", False),
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)
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# Per-game score baselines: {game_id: {"away": int, "home": int}}
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self._score_baselines: Dict[str, Dict[str, int]] = {}
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# The active celebration (a game *snapshot*, so a win survives the game
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# leaving live_games) or None. See _start_celebration for the shape.
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self.active_celebration: Optional[Dict[str, Any]] = None
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# ------------------------------------------------------------------
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# Override points
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# ------------------------------------------------------------------
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def score_phrase(self, points: int, team_abbr: str) -> str:
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"""The wording for a score celebration.
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``points`` is the score delta that triggered it, which sports with
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variable-value scores use to name the play. The default is deliberately
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sport-neutral; every celebrating plugin overrides it.
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"""
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return f"{team_abbr} SCORES!"
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def win_phrase(self, team_abbr: str) -> str:
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"""The wording for a win celebration."""
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return f"{team_abbr} WINS!"
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def _is_favorite(self, key: Optional[str]) -> bool:
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"""Whether ``key`` (whatever ``_favorite_key`` returns) is a favorite."""
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return bool(self.favorite_teams) and key in self.favorite_teams
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# ------------------------------------------------------------------
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# Detection
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# ------------------------------------------------------------------
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@staticmethod
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def _score_to_int(score) -> Optional[int]:
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"""Coerce an ESPN score value (str / int / dict) to an int, or None."""
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try:
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if score is None:
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return None
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if isinstance(score, str):
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s = score.strip()
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if not s:
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return None
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try:
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return int(float(s))
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except ValueError:
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numbers = re.findall(r"\d+", s)
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return int(numbers[0]) if numbers else None
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if isinstance(score, dict):
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return int(float(score.get("value", score.get("displayValue", 0))))
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return int(float(score))
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except (ValueError, TypeError):
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return None
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def _should_celebrate_for(self, game: Dict, side: str) -> bool:
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"""Whether a score by ``side`` in ``game`` should trigger a celebration."""
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if self._is_favorite(self._favorite_key(game, side)):
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return True
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if not self.favorite_teams:
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# No favorites configured: the user opted to show this game, so
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# celebrate any score in it.
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return True
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# Favorites exist but this team isn't one -> it's the opponent.
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return self.celebrate_opponent_scores
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def prune_score_baselines(self, live_games: List[Dict]) -> None:
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"""Drop baselines for games no longer live.
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Only :meth:`_check_for_win` removes entries, and it only fires for games
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seen to go final. A game that vanishes from the live list any other way
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— postponed, dropped by the feed, or simply still live when the board
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restarts — leaves its baseline behind forever, so on a board that runs
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all season the dict grows without bound.
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Call this from ``update()`` with the current live set, alongside the
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equivalent pruning in :meth:`SmoothWeightedRotation.next_game`.
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"""
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live_ids = {g.get("id") for g in live_games}
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self._score_baselines = {
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gid: baseline
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for gid, baseline in self._score_baselines.items()
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if gid in live_ids
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}
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def has_active_celebration(self) -> bool:
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"""True while a celebration is within its display window."""
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celebration = self.active_celebration
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return bool(celebration) and (
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time.time() - celebration["started_at"] < self.celebration_duration
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)
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def _check_for_score(self, game: Dict) -> None:
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"""Compare a live game's score against its baseline and arm a
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celebration when a celebratable team's score increases."""
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if not self.celebration_enabled:
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return
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game_id = game.get("id")
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if not game_id:
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return
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away = self._score_to_int(game.get("away_score"))
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home = self._score_to_int(game.get("home_score"))
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if away is None or home is None:
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return
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baseline = self._score_baselines.get(game_id)
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# Always refresh the baseline: a first sighting must never celebrate (a
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# game already in progress at boot would false-fire), and a decrement
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# (VAR, a correction) just re-bases silently.
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self._score_baselines[game_id] = {"away": away, "home": home}
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if baseline is None:
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return
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away_delta = away - baseline["away"]
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home_delta = home - baseline["home"]
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if away_delta <= 0 and home_delta <= 0:
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return
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# One takeover per scoring sequence, where the sport has such a thing.
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# The baseline is already advanced above, so nothing re-fires later.
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if self.COALESCE_SCORING_SEQUENCE and self.has_active_celebration():
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return
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scored_side = None
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points = 0
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if away_delta > 0 and self._should_celebrate_for(game, "away"):
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scored_side, points = "away", away_delta
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if scored_side is None and home_delta > 0 and self._should_celebrate_for(
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game, "home"
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):
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scored_side, points = "home", home_delta
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if scored_side is None:
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return
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self._start_celebration(
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game,
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"score",
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scored_side=scored_side,
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team_abbr=game.get(f"{scored_side}_abbr", ""),
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away_score=away,
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home_score=home,
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points=points,
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)
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def _check_for_win(self, game: Dict) -> None:
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"""When a game we were tracking live goes final, arm a win celebration
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if a favorite won. Fires at most once per game."""
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if not self.celebration_enabled:
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return
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game_id = game.get("id")
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if not game_id:
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return
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# Only celebrate wins for games we actually watched go live: one seen
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# for the first time already-final (the board started after full time)
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# has no baseline and must not fire.
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if game_id not in self._score_baselines:
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return
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# Consume the baseline so this can only fire once.
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self._score_baselines.pop(game_id, None)
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away = self._score_to_int(game.get("away_score"))
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home = self._score_to_int(game.get("home_score"))
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if away is None or home is None:
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return
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if away > home:
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winner_side = "away"
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elif home > away:
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winner_side = "home"
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else:
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return # draw -> no win celebration
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# Wins are gated strictly on favorites: every game ends, so the
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# "no favorites -> celebrate all" score fallback would be far too noisy.
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if not self._is_favorite(self._favorite_key(game, winner_side)):
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return
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self._start_celebration(
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game,
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"win",
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scored_side=winner_side,
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team_abbr=game.get(f"{winner_side}_abbr", ""),
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away_score=away,
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home_score=home,
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)
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def _start_celebration(
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self,
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game: Dict,
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kind: str,
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scored_side: str,
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team_abbr: str,
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away_score: int,
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home_score: int,
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points: int = 0,
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) -> None:
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"""Arm a celebration. ``scored_side`` ('away'/'home') is the side whose
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score digit gets highlighted."""
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phrase = (
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self.win_phrase(team_abbr)
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if kind == "win"
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else self.score_phrase(points, team_abbr)
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)
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self.active_celebration = {
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"kind": kind,
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"game": dict(game), # snapshot: survives the game leaving live_games
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"scored_side": scored_side,
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"team_abbr": team_abbr,
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"away_score": away_score,
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"home_score": home_score,
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"started_at": time.time(),
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"phrase": phrase,
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}
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# Pin focus to the involved game so the post-celebration scorebug
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# resumes on it.
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self.current_game = dict(game)
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self.logger.info(
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f"[Celebrations] {kind} armed: {phrase} "
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f"[{game.get('away_abbr')} {away_score}-{home_score} {game.get('home_abbr')}]"
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)
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# ------------------------------------------------------------------
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# Rendering
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# ------------------------------------------------------------------
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def _fit_font(self, draw, text: str, max_width: int, fonts: List):
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"""The first font whose rendered ``text`` fits ``max_width``, falling
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back to the last (smallest) font."""
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for font in fonts:
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if draw.textlength(text, font=font) <= max_width - 2:
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return font
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return fonts[-1]
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def _draw_celebration_layout(
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self, celebration: Dict, force_clear: bool = False
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) -> None:
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"""Render the full-screen score/win takeover."""
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if force_clear:
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self.display_manager.clear()
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display_width = (
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self.display_manager.matrix.width
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if hasattr(self.display_manager, "matrix") and self.display_manager.matrix
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else self.display_width
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)
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display_height = (
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self.display_manager.matrix.height
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if hasattr(self.display_manager, "matrix") and self.display_manager.matrix
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else self.display_height
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)
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elapsed = time.time() - celebration["started_at"]
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game = celebration["game"]
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# Background: a brief color flash for the first ~1.2s, then black.
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bg = (0, 0, 0, 255)
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if elapsed < 1.2 and int(elapsed / 0.2) % 2 == 0:
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bg = (12, 12, 48, 255)
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main_img = Image.new("RGBA", (display_width, display_height), bg)
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overlay = Image.new("RGBA", (display_width, display_height), (0, 0, 0, 0))
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draw = ImageDraw.Draw(overlay)
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# Logos at the edges (best-effort: a logo failure must not blank the
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# celebration).
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try:
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center_y = display_height // 2
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home_logo = self._load_and_resize_logo(
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game.get("home_id"), game.get("home_abbr"),
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game.get("home_logo_path"), game.get("home_logo_url"),
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)
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away_logo = self._load_and_resize_logo(
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game.get("away_id"), game.get("away_abbr"),
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game.get("away_logo_path"), game.get("away_logo_url"),
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)
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if home_logo:
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main_img.paste(
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home_logo,
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(display_width - home_logo.width + 2, center_y - home_logo.height // 2),
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home_logo,
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)
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if away_logo:
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main_img.paste(
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away_logo, (-2, center_y - away_logo.height // 2), away_logo
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)
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except Exception as e:
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self.logger.debug(f"[Celebrations] Logo load failed: {e}")
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# Phrase across the top, shrunk to fit the panel width.
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phrase = celebration["phrase"]
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phrase_font = self._fit_font(
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draw, phrase, display_width, [self.fonts["time"], self.fonts["status"]]
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)
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phrase_width = draw.textlength(phrase, font=phrase_font)
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self._draw_text_with_outline(
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draw, phrase, ((display_width - phrase_width) // 2, 1), phrase_font
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)
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# Score centered low, with the scoring/winning side's digit pulsing in a
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# highlight color so the change reads at a glance.
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away_text = str(celebration["away_score"])
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home_text = str(celebration["home_score"])
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score_font = self.fonts["score"]
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segments = [
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(away_text, celebration["scored_side"] == "away"),
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("-", False),
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(home_text, celebration["scored_side"] == "home"),
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]
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total_width = sum(draw.textlength(seg, font=score_font) for seg, _ in segments)
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highlight = (255, 255, 0) if int(elapsed * 4) % 2 == 0 else (255, 170, 0)
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x = (display_width - total_width) // 2
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y = display_height - 14
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for seg, is_highlight in segments:
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color = highlight if is_highlight else (255, 255, 255)
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self._draw_text_with_outline(draw, seg, (int(x), y), score_font, fill=color)
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x += draw.textlength(seg, font=score_font)
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main_img = Image.alpha_composite(main_img, overlay).convert("RGB")
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self.display_manager.image = main_img
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self.display_manager.update_display()
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def display(self, force_clear: bool = False) -> bool:
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"""Render an active celebration as a full-screen takeover; otherwise
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defer to the normal live scorebug."""
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if not self.is_enabled:
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return False
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celebration = self.active_celebration
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if celebration:
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if self.has_active_celebration():
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try:
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self._draw_celebration_layout(celebration, force_clear)
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return True
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except Exception as e:
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self.logger.error(
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f"[Celebrations] Error drawing celebration: {e}", exc_info=True
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)
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# Disarm rather than retry: the same render would fail on
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# every frame for the rest of the window, logging a
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# traceback each time and leaving the scorebug off screen.
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self.active_celebration = None
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self.last_game_switch = time.time()
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else:
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self.active_celebration = None
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# Reset the dwell so the scorebug resumes on the scoring/winning
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# game for a full duration before rotation can move on.
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self.last_game_switch = time.time()
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return super().display(force_clear)
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