Fix invisible/flashing clock, map Protect's 8-camera preset, warn on gaps
Three separate faults made cameras "not load" and the clock misbehave. Clock rendered as nothing, or flashed ~200ms/second. The time was drawn as an ASS osd-overlay pushed over mpv IPC, but on mpv 0.35 + Mesa/V3D + sway an OSD overlay is rendered only on the frame where its content *changes*. Every layer reports success while this happens (mpv returns error:success, vo-configured is true, and sway reports the window visible at the right rect), so it looks like a stacking or font bug and is neither. Ruled out: pushing at 20Hz (identical content is ignored, so it still only redrew when the second flipped), osd-msg1, show-text, and --pause (mpv stops redrawing entirely). Fonts were never the issue. The time is now baked into every frame by a drawtext filter re-reading a small file the ticker rewrites once a second, with two constraints that cost real time to find and are pinned by tests: - The canvas alpha must be > 0. A fully transparent canvas (black@0.0 with --alpha=yes) makes the glyphs inherit alpha 0 and the compositor draws nothing -- this was the original invisible clock. New clock background_opacity (default 0.45) is clamped in config *and* in args() so no code path can produce an invisible clock. - Readahead must be off. drawtext stamps the time when a frame is *generated*, so buffering ahead makes the visible clock lag by the readahead and swallows text-file updates entirely. Since the text now arrives through a file, the clock needs no IPC socket: dropped --input-ipc-server, the ipcPath field, and the stale-socket removal. assEscape goes with the ASS path. `views import` produced layouts with holes. viewmap derived the grid from the slot count alone and ignored Protect's `layout` field, so Protect's asymmetric 8-camera preset (four 2x2 tiles plus a right column of four 1x1) landed as 8 tiles in a 3x3 grid -- the bottom-right cell was simply empty and rendered as a blank rectangle. That preset is now mapped exactly; other counts keep the uniform GridForSlots fallback rather than guessing at presets I have not observed. Import also warns when a mapping would leave empty cells or references a camera missing from the config, so a silent hole cannot reach the screen again. Also: - clock.corner gains bottom-center and top-center (centered horizontally, Margin still applies vertically). - placeClock no longer re-issues `resize set` every tick. Re-asserting geometry on a correctly-sized window makes sway send a configure event, which makes mpv reallocate buffers and blank for a frame. New compositor.Raise re-asserts z-order only, which is all the 2s tick needs; geometry is re-placed only when it has actually drifted. - README documents why the clock is drawn this way, the preset table and how to add another from `views dump`, and three troubleshooting entries for failure modes that all look like bugs: a blank tile whose mpv is running (a stale camera entry -- re-adopting a camera in Protect assigns a new id and often a slightly different name, and `discover` never prunes), cameras in `cameras:` not being on screen (only the active layout's tiles stream), and black bars inside tiles (non-16:9 grid cells; --panscan=1.0 crops to fill instead). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01LYhTnkp7VzJ67THeicgfAQ
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@@ -170,13 +170,29 @@ func (d *Daemon) placeClock(ctx context.Context, clock *player.Clock, rect compo
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if pid == 0 {
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continue
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}
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// Only re-assert geometry when it has actually drifted. Sending
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// `resize set` every tick makes sway reconfigure the surface, which
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// blanks mpv for a frame and reads as a flashing clock. Z-order still
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// needs re-asserting every tick, because a restarted camera maps
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// focused and lands above the overlay — but a bare focus does not
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// touch the surface.
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if rects, err := d.comp.WindowRects(ctx); err == nil {
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if actual, ok := rects[pid]; ok && actual == rect {
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if err := d.comp.Raise(ctx, pid); err != nil {
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d.log.Debug("clock raise failed", "err", err)
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}
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continue
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}
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}
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if err := d.comp.PlaceAndRaise(ctx, pid, rect); err != nil {
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d.log.Debug("clock place failed", "err", err)
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}
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}
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}
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// clockRect computes the overlay rectangle for the configured corner.
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// clockRect computes the overlay rectangle for the configured corner. The
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// *-center positions are horizontally centred on the output, which is why the
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// setting is a position rather than strictly a corner.
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func clockRect(w, h int, cl config.Clock) compositor.Rect {
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m, cw, ch := cl.Margin, cl.Width, cl.Height
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x, y := w-cw-m, h-ch-m // bottom-right default
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@@ -187,6 +203,10 @@ func clockRect(w, h int, cl config.Clock) compositor.Rect {
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x, y = m, m
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case "top-right":
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x, y = w-cw-m, m
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case "bottom-center":
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x, y = (w-cw)/2, h-ch-m
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case "top-center":
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x, y = (w-cw)/2, m
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}
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return compositor.Rect{X: x, Y: y, W: cw, H: ch}
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}
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