Files
LEDMatrix/docs/SPORTS_UNIFICATION.md
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

14 KiB
Raw Blame History

Sports Code Unification — Architecture

How the nine sports scoreboard plugins converge onto shared core code without becoming nine clients of a god class.

The problem

Nine plugins (afl, baseball, basketball, football, hockey, lacrosse, nrl, soccer, ufc) each ship a ~3,000-line sports.py descended from this repo's src/base_classes/sports.py. They have drifted into three lineages, and only 28 of the 66 methods appearing across them are present in all nine. One logical fix (the UTC start-time bug) cost 75 files.

Merging everything into one base class would fix the duplication and create a worse problem: a single 2,500-line class that all nine plugins inherit, where any change has a nine-plugin blast radius and per-sport behavior survives only as if self.sport == "hockey" branches.

Three properties, three mechanisms

These are independent concerns. Conflating them is what produces god classes.

Upgradability — a plugin keeps working across core versions

Rule Mechanism
Plugin loads on a core that predates a module Guarded import with a bundled fallback (try: from src.X import Y / except ModuleNotFoundError: from y import Y)
Plugin loads on a core that predates a method Capability probing — hasattr(SportsCore, "_detect_stale_games") — never a version comparison. The loader's compat check is advisory-only (it logs and continues), so probing is the real protection.
Core changes never break a plugin's rendering The view-model contract: _extract_game_details_common returns a dict whose GUARANTEED_KEYS are frozen by test/test_skin_system.py::TestViewModelContract. Keys may be added, never renamed or removed.
A plugin can drop its bundled copy safely The sunset rule: only when its manifest floors ledmatrix_min_version at the first core release shipping the module (recorded in CHANGELOG.md).

The core API is additive-only. A method the plugins call is never removed or given a new required parameter; new behavior arrives as new methods with defaults, or as capabilities they opt into.

Reusability — write once, nine plugins benefit

Only code that is identical in intent across all nine moves into the base class. That set is small and knowable — it is exactly the methods present in every copy today (phase B1 below). Everything else stays where it is until it earns promotion.

Modularity — a change to one feature cannot reach a plugin that doesn't use it

This is the property the naive merge destroys, and it is enforced structurally:

  1. Capabilities are separate modules composed by inheritance, not config branches inside the base class. Hockey has no celebrations, so HockeyLive does not inherit CelebrationMixin — the celebration code is not merely disabled for hockey, it is not in hockey's MRO at all. No shared state, no dead branches, no risk. Contrast with if self.celebrations_enabled: inside SportsLive, where a bug in celebration code can still crash a plugin that never wanted the feature.

  2. Variant behavior is a strategy object chosen by name, not a branch. Live rotation exists in three dialects across the lineages; core ships all three behind rotation_strategy: "swrr" | "weighted" | "simple" and a plugin may register its own. Core never learns sport names.

  3. Sport-specific behavior is a documented override point. The base class declares the seam; the plugin fills it. Basketball's tournament-round parsing and baseball's BDF sizing stay in their plugins forever — they are not candidates for promotion, and core must never grow a branch for them.

  4. Files bound the blast radius. Capabilities live in their own modules so a diff shows at a glance which plugins a change can reach.

Layering

src/base_classes/sports/
  __init__.py            re-exports the public API (import path unchanged)
  core.py                SportsCore — fetch, cache, config, logos, fonts, odds,
                         view-model extraction, the skin seam
  modes.py               SportsUpcoming / SportsRecent / SportsLive
  capabilities/
    celebrations.py      CelebrationMixin        (opt-in: 4 of 9 plugins)
    rotation.py          RotationStrategy + registry

src/common/
  sports_scroll.py       SportsScrollDisplay / …Manager — scroll orchestration
                         (content building stays in the plugins)

from src.base_classes.sports import SportsCore keeps working — the package __init__ re-exports, so the conversion is invisible to every existing importer.

Override points (the plugin-facing seam)

The base class calls these; plugins implement or override them. This table is the contract — additions require a default implementation, removals require a deprecation cycle.

Hook Purpose Default
_fetch_data() Sport's schedule source abstract
_extract_game_details(event) Sport-specific view-model fields on top of the common ones delegates to _extract_game_details_common
_draw_scorebug_layout(game, force_clear) Sport's card rendering base layout
_custom_scorebug_layout(game, draw) Per-sport overlay on the base layout no-op
render_skin_card(game, size) Skin-system entry point built-in fallback
score_phrase(points, team_abbr) Celebration wording ("GOOOOAAALLL!" vs "TOUCHDOWN!"). points is the score delta, which sports with variable-value scores use to name the play "<abbr> SCORES!" — only consulted when CelebrationMixin is present
win_phrase(team_abbr) Win-celebration wording "<abbr> WINS!" — mixin only
_favorite_key(game, side) Which view-model field identifies a team for favorites matching game["<side>_abbr"]
_config_schema_path() Plugin's config_schema.json — returning it routes _get_layout_offset through the src.element_style resolver (and gives it the defaults to compare against) None, i.e. the classic inline customization.layout read
_font_root() Directory to resolve assets/fonts against core install root

Two class attributes serve the same purpose for values that are per-sport constants rather than behavior:

Attribute Meaning Default
FINAL_PERIOD Period at/after which a zero clock can mean "over" 4 (hockey overrides to 3)
CLOCK_COUNTS_DOWN Whether 0:00 means "expired" True (soccer/afl/nrl override to False — their clocks count up, so 0:00 is kickoff)
COALESCE_SCORING_SEQUENCE Fold score increments arriving during an active celebration into that one celebration False (football overrides to True — a touchdown lands as +6, then +1 for the extra point)

Why these are seams and not branches

_favorite_key exists because NRL abbreviations are not unique — "NEW" is both Newcastle Knights and New Zealand Warriors, "CAN" both Canberra and Canterbury — so NRL matches favorites on team ID. Flattening every plugin to abbreviations would silently select the wrong club for NRL users. The base declares the seam, NRL fills it, and core never learns the string "nrl".

CLOCK_COUNTS_DOWN exists for the same reason in the opposite direction: a soccer clock reading 0:00 means the match has not kicked off, so running the clock-expiry branch there would evict live games.

COALESCE_SCORING_SEQUENCE is the third of the same kind. In football one scoring play arrives as two score updates, so the follow-up must be folded into the first celebration; in soccer two increments a few seconds apart are two real goals, and folding them would swallow one. Neither default is "right" — which is precisely why it is a declared per-sport constant rather than a hidden assumption baked into the shared body.

Capabilities

capabilities/
  celebrations.py   CelebrationMixin        opt-in: afl, nrl, soccer, football
  rotation.py       RotationStrategy + registry

CelebrationMixin merges the two dialects the lineages grew (_check_for_goal/celebrate_opponent_goals vs _check_for_score/celebrate_opponent_scores). Their bodies were identical apart from three things, each now a seam: wording (score_phrase), follow-up suppression (COALESCE_SCORING_SEQUENCE), and team identity (_favorite_key, so NRL matches on id). Both config spellings are read, so a plugin adopting the mixin keeps working with the keys already in its published schema.

Mix it in before the mode class — class SoccerLive(CelebrationMixin, SportsLive) — so the celebration display() runs first and falls through to the scorebug via super().

Rotation strategies. The three "dialects" turned out to be one algorithm (Smooth Weighted Round-Robin) in two shapes: an incremental picker holding state across calls (afl/nrl/soccer) and a precomputed per-cycle list (football/baseball/basketball, and hockey with a different loop shape). They agree within a cycle and differ only at the boundary — the incremental form has no restart seam — so core ships both rather than declaring a winner:

self.rotation = get_rotation_strategy("swrr", weight_for=self._live_weight)

weight_for is supplied by the host, so the favorites policy stays with the plugin and rotation.py never learns what a favorite is. An unknown strategy name degrades to simple rather than raising: the name comes from user config, and a typo should cost the boost, not the scoreboard. When a plugin needs an ordering that core does not ship, it calls register_rotation_strategy to add its own — rather than core growing a branch for it.

test_sports_capabilities.py checks each strategy against a verbatim transcription of the plugin code it replaces, over every live-game shape up to four games. That differential is what B5 deletes the bundled copies on the strength of.

Scroll display — where the promotion line falls

src/common/sports_scroll.py is deliberately not a superset of the ten scroll_display.py copies. A method-level comparison of the eight that share a shape (f1 and ufc are genuine forks) found a sharp split:

Layer Evidence Outcome
Orchestration — get_all_vegas_content_items, clear_all, get_scroll_info, get_dynamic_duration, is_complete, display_frame identical to 96100% similar across all eight promoted
Settings — _get_scroll_settings one algorithm; the copies differ only in which league keys they walk promoted, with the ladder as data (SCROLL_LEAGUE_KEYS)
Content — prepare_scroll_content, _load_separator_icons 8 distinct bodies across 8 plugins (145 lines, 53% similar at worst); icons 6% override point, permanently

Same name, different job: prepare_scroll_content draws this sport's game card. Merging the eight bodies would be the exact mistake the promotion rule exists to prevent, so the base class raises NotImplementedError rather than rendering something plausible — a base that rendered something would let a plugin ship a silently blank scroll.

The one behavior the upstreamed version adds is native global_config['target_fps'] support. The bundled copies hardcode ~100 FPS via scroll_delay = 0.01 and never consult the global smooth-scrolling target; Part A threaded it through each copy by hand, and this makes that threading legacy compatibility rather than the mechanism.

Phases

Phase Scope Risk control
B0 Characterization tests, CI unit job, element_style, font cwd fix, CHANGELOG discipline
B1 Promote the nine universal methods; convert sports.py → package Characterization suite must stay green; no behavior change intended
B2 CelebrationMixin + rotation strategies as opt-in capabilities Plugins that don't opt in have zero new code in their MRO; strategies checked against verbatim plugin transcriptions
B3 Upstream the scroll orchestration layer as src/common/sports_scroll.py, reading global_config['target_fps'] natively Plugin copies remain until sunset; content building stays per-sport
B4 Bump to 3.2.0, record modules in CHANGELOG, migrate ledmatrix_minledmatrix_min_version Gives plugins a version to floor on
B5 Pilot one plugin per lineage (hockey, soccer, football) on core imports; then the remaining six; then delete bundled copies Pilot soaks before rollout; harness + golden suites gate each

B5 is blocked on this PR merging and 3.2.0 shipping — a plugin cannot floor ledmatrix_min_version at a release that does not exist, and an unguarded src.common.sports_scroll import would break every user on 3.1.0.

The hockey scroll-display pilot has been validated ahead of that gate: adopted against a core carrying 3.2.0, scroll_display.py went from 691 to 289 lines and all 16 harness renders (8 sizes × 2 screens) came out byte-for-byte identical to the pre-adoption run. The adoption recipe and the two gotchas it surfaced are written up in the plugins repo's docs/plugin-development/08-shared-sports-code.md.

Rules for contributors

  • Promote on evidence, not intuition. A method moves to core when every copy has it and they agree on intent. Otherwise it stays in the plugins.
  • Never add a sport name to core. If core needs to know which sport it is, the design is wrong — add an override point instead.
  • A capability that is not opted into must not execute. If you find yourself writing if self.<capability>_enabled inside a base class, it belongs in a mixin.
  • Touch the view-model keys only additively. Published skins depend on them.
  • Every promotion lands with the characterization suite green, and every pilot adoption lands with that plugin's harness and golden suites green.