Files
LEDMatrix/src/base_classes/sports/capabilities/celebrations.py
T
Claude 274ea65b39 fix(sports): harden the B2/B3 capabilities against bad config and subclasses
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
2026-08-01 17:46:06 +00:00

419 lines
17 KiB
Python

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