Smoother daemon: no-op reloads, batched placement, muted audio, graceful teardown
- Skip stream restarts when a reload resolves to the identical wall (same URLs, tile geometry, player settings) — saving an unrelated config edit no longer blanks the screen. - Replace per-tile placement polling (a swaymsg fork per tile per second, plus 150ms get_tree polling per tile at startup) with one shared loop: a single get_tree snapshot per tick, re-placing only drifted windows, relaxing to a 2s tick once settled. - Mute streams by default (--no-audio) to skip an audio decoder per stream; opt back in with player.audio: true. - Graceful, parallel mpv teardown via cmd.Cancel/WaitDelay, fixing the double-Wait race between Stop and Supervise and cutting worst-case layout switches from ~2s x N streams to ~2s total. - status: probe mpv IPC outside the daemon mutex so a slow probe can't block layout switches. - View sync: reuse the Protect session across ticks (re-login only on expiry) and pick up view_refresh_seconds changes without a restart. - Health strikes keyed by player, not slot, so they never carry across layout switches; prune stale entries. - New `rtsp-streamer reload` CLI; fix dead sort in `layout ls`; back off on persistent control-socket accept errors; fsync config before the atomic rename (SD-card power-cut safety); bump IPC client deadline; gofmt stragglers. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -33,8 +33,10 @@ type Daemon struct {
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cfg *config.Config
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players []*player.Player
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layout string
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wallSig string // signature of the running wall, to skip no-op reloads
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cancelLo context.CancelFunc // cancels the current layout's supervisors
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wg sync.WaitGroup
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pcl *protect.Client // cached Protect session for view sync
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}
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// New constructs a daemon bound to a config path.
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@@ -99,29 +101,31 @@ func (d *Daemon) reload(ctx context.Context) error {
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return d.applyLayout(ctx, name)
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}
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// applyLayout tears down the current wall and builds the named layout.
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func (d *Daemon) applyLayout(ctx context.Context, name string) error {
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d.mu.Lock()
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cfg := d.cfg
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d.mu.Unlock()
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// tileSpec is one resolved tile: which stream goes where. It doubles as the
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// unit of the wall signature — if the specs (plus resolution and player
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// settings) are unchanged, a reload need not touch the running streams.
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type tileSpec struct {
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slot int
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name string
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url string
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rect compositor.Rect
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}
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// resolveTiles turns the named layout into concrete tile specs and the wall
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// signature for change detection.
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func (d *Daemon) resolveTiles(ctx context.Context, cfg *config.Config, name string) ([]tileSpec, string, error) {
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layout := cfg.LayoutByName(name)
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if layout == nil {
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return fmt.Errorf("layout %q not found", name)
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return nil, "", fmt.Errorf("layout %q not found", name)
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}
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cols, rows, err := layout.Dimensions()
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if err != nil {
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return err
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return nil, "", err
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}
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w, h := d.resolution(ctx, cfg)
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tiles := layout.EffectiveTiles()
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d.stopLayout()
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loCtx, cancel := context.WithCancel(ctx)
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var players []*player.Player
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for slot, tile := range tiles {
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var specs []tileSpec
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for slot, tile := range layout.EffectiveTiles() {
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if tile.Camera == "" {
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continue
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}
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@@ -137,83 +141,169 @@ func (d *Daemon) applyLayout(ctx context.Context, name string) error {
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}
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cs, rs := tile.Span()
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rect := compositor.TileRect(w, h, cols, rows, tile.Col, tile.Row, cs, rs)
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p := player.New(slot, cam.Name, url, cfg.Player, d.runDir, d.log)
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specs = append(specs, tileSpec{slot: slot, name: cam.Name, url: url, rect: rect})
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}
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sig := fmt.Sprintf("%s|%dx%d|%+v|%v", name, w, h, cfg.Player, specs)
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return specs, sig, nil
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}
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// applyLayout builds the named layout. When the resolved wall is identical to
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// the one already running (same streams, geometry, and player settings), it
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// leaves the streams alone — so saving an unrelated config edit never blanks
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// the screen.
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func (d *Daemon) applyLayout(ctx context.Context, name string) error {
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d.mu.Lock()
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cfg := d.cfg
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d.mu.Unlock()
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specs, sig, err := d.resolveTiles(ctx, cfg, name)
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if err != nil {
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return err
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}
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d.mu.Lock()
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unchanged := d.layout == name && d.wallSig == sig && len(d.players) > 0
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d.mu.Unlock()
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if unchanged {
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d.log.Info("layout unchanged; leaving streams running", "layout", name)
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return nil
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}
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d.stopLayout()
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loCtx, cancel := context.WithCancel(ctx)
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players := make([]*player.Player, 0, len(specs))
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places := make([]placement, 0, len(specs))
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for _, s := range specs {
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p := player.New(s.slot, s.name, s.url, cfg.Player, d.runDir, d.log)
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players = append(players, p)
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places = append(places, placement{p: p, rect: s.rect})
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d.wg.Add(1)
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go func() { defer d.wg.Done(); p.Supervise(loCtx) }()
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// Position the window once it maps. Done per-tile so a slow camera
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// doesn't block the others.
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}
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if len(places) > 0 {
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d.wg.Add(1)
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go func(p *player.Player, rect compositor.Rect) {
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defer d.wg.Done()
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d.placeWhenReady(loCtx, p, rect)
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}(p, rect)
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go func() { defer d.wg.Done(); d.placeLoop(loCtx, places) }()
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}
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d.mu.Lock()
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d.players = players
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d.layout = name
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d.wallSig = sig
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d.cancelLo = cancel
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d.cfg.ActiveLayout = name
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d.mu.Unlock()
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d.log.Info("layout applied", "layout", name, "tiles", len(players), "grid", layout.Grid, "res", fmt.Sprintf("%dx%d", w, h))
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d.log.Info("layout applied", "layout", name, "tiles", len(players))
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return nil
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}
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// placeWhenReady waits for the mpv window to map, tiles it, then keeps
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// re-asserting its geometry on a timer. The re-assertion matters because mpv
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// resizes its own window to the camera's native resolution when the stream
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// loads (and mpv 0.35 has no flag to disable that); re-issuing the sway
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// resize snaps the window back into its cell, portably across mpv versions.
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func (d *Daemon) placeWhenReady(ctx context.Context, p *player.Player, rect compositor.Rect) {
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var readyPID int
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ticker := time.NewTicker(1 * time.Second)
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defer ticker.Stop()
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// placement pairs a player with the rectangle its window belongs in.
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type placement struct {
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p *player.Player
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rect compositor.Rect
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}
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// placeLoop keeps every tile's window at its assigned rectangle using one
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// get_tree snapshot per tick, re-placing only windows that drifted. mpv
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// resizes its own window to the video's native size when a stream loads (mpv
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// 0.35 has no flag to disable that), so drift is expected on every stream
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// (re)start; comparing against the snapshot means a settled wall costs one
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// swaymsg per tick instead of one per tile. The tick runs fast while windows
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// are mapping or drifting and relaxes once everything has been in place for a
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// few consecutive ticks.
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func (d *Daemon) placeLoop(ctx context.Context, places []placement) {
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const fast, slow = 500 * time.Millisecond, 2 * time.Second
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settled := 0
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mapped := map[int]bool{} // pids whose window we have seen mapped
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for {
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if ctx.Err() != nil {
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interval := fast
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if settled >= 3 {
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interval = slow
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}
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if !sleepCtx(ctx, interval) {
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return
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}
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pid := p.PID()
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if pid != 0 {
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// New process: wait for its window to map before positioning.
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if pid != readyPID {
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if err := d.comp.WaitForWindow(ctx, pid, 15*time.Second); err != nil {
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goto wait
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rects, err := d.comp.WindowRects(ctx)
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if err != nil {
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d.log.Debug("get_tree failed", "err", err)
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continue
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}
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clean := true
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for _, pl := range places {
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pid := pl.p.PID()
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if pid == 0 {
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continue // not running (backoff); nothing to place yet
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}
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actual, ok := rects[pid]
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if !ok {
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// Process is up but its window hasn't mapped: poll fast so it
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// lands in its cell the moment it appears.
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if !mapped[pid] {
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clean = false
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}
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readyPID = pid
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d.log.Debug("window mapped", "slot", p.Slot, "pid", pid, "rect", rect)
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continue
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}
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// Re-assert geometry every tick to override mpv's auto-resize.
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if err := d.comp.Place(ctx, pid, rect); err != nil {
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d.log.Debug("place failed", "slot", p.Slot, "err", err)
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if !mapped[pid] {
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mapped[pid] = true
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d.log.Debug("window mapped", "slot", pl.p.Slot, "pid", pid, "rect", pl.rect)
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}
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if actual != pl.rect {
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clean = false
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if err := d.comp.Place(ctx, pid, pl.rect); err != nil {
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d.log.Debug("place failed", "slot", pl.p.Slot, "err", err)
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}
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}
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}
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wait:
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select {
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case <-ctx.Done():
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return
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case <-ticker.C:
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if clean {
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settled++
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} else {
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settled = 0
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}
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// Drop map entries for long-gone pids so restart churn over weeks of
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// uptime doesn't grow the set unboundedly.
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if len(mapped) > 2*len(places) {
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current := make(map[int]bool, len(places))
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for _, pl := range places {
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current[pl.p.PID()] = true
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}
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for pid := range mapped {
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if !current[pid] {
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delete(mapped, pid)
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}
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}
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}
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}
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}
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// stopLayout cancels supervisors and kills current mpv processes.
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// sleepCtx sleeps for d or until ctx is cancelled; false means cancelled.
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func sleepCtx(ctx context.Context, dur time.Duration) bool {
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t := time.NewTimer(dur)
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defer t.Stop()
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select {
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case <-ctx.Done():
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return false
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case <-t.C:
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return true
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}
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}
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// stopLayout tears down the current wall. Cancelling the layout context
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// SIGTERMs every mpv concurrently (each supervisor's cmd.Cancel, escalating
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// to SIGKILL via WaitDelay) and stops the placement loop; the WaitGroup
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// confirms every process has been reaped before we build the next layout.
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func (d *Daemon) stopLayout() {
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d.mu.Lock()
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cancel := d.cancelLo
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players := d.players
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d.cancelLo = nil
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d.players = nil
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d.wallSig = ""
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d.mu.Unlock()
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if cancel != nil {
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cancel()
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}
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for _, p := range players {
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p.Stop()
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}
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d.wg.Wait()
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}
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@@ -222,7 +312,9 @@ func (d *Daemon) stopLayout() {
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func (d *Daemon) healthLoop(ctx context.Context) {
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ticker := time.NewTicker(20 * time.Second)
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defer ticker.Stop()
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stalls := map[int]int{}
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// Keyed by player (not slot) so strikes never carry over to a different
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// stream after a layout switch; stale entries are pruned each tick.
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stalls := map[*player.Player]int{}
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for {
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select {
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case <-ctx.Done():
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@@ -232,21 +324,28 @@ func (d *Daemon) healthLoop(ctx context.Context) {
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d.mu.Lock()
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players := append([]*player.Player(nil), d.players...)
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d.mu.Unlock()
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current := make(map[*player.Player]bool, len(players))
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for _, p := range players {
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current[p] = true
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if !p.Running() {
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continue
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}
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if p.Healthy() {
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stalls[p.Slot] = 0
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stalls[p] = 0
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continue
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}
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stalls[p.Slot]++
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stalls[p]++
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// Require three consecutive unresponsive probes (~60s) before
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// forcing a restart, so a brief IPC hiccup never bounces a stream.
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if stalls[p.Slot] >= 3 {
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d.log.Warn("stream hung, forcing restart", "slot", p.Slot, "camera", p.Name, "misses", stalls[p.Slot])
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if stalls[p] >= 3 {
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d.log.Warn("stream hung, forcing restart", "slot", p.Slot, "camera", p.Name, "misses", stalls[p])
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p.Stop() // Supervise relaunches
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stalls[p.Slot] = 0
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stalls[p] = 0
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}
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}
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for p := range stalls {
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if !current[p] {
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delete(stalls, p)
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}
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}
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}
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@@ -257,20 +356,22 @@ func (d *Daemon) healthLoop(ctx context.Context) {
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// the wall without manual re-import. Off unless view_refresh_seconds > 0 and
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// controller credentials are available to the daemon process.
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func (d *Daemon) viewSyncLoop(ctx context.Context) {
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d.mu.Lock()
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interval := d.cfg.ViewRefreshSeconds
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d.mu.Unlock()
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if interval <= 0 {
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return
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}
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ticker := time.NewTicker(time.Duration(interval) * time.Second)
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defer ticker.Stop()
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warnedNoCreds := false
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for {
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select {
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case <-ctx.Done():
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// Re-read the interval every pass so enabling or tuning
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// view_refresh_seconds takes effect on reload, without a restart.
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d.mu.Lock()
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interval := d.cfg.ViewRefreshSeconds
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d.mu.Unlock()
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wait := time.Duration(interval) * time.Second
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if interval <= 0 {
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wait = 30 * time.Second // idle poll of the config; sync stays off
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}
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if !sleepCtx(ctx, wait) {
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return
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case <-ticker.C:
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}
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if interval <= 0 {
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continue
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}
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if err := d.syncActiveView(ctx); err != nil {
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if err == errNoCreds {
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@@ -287,6 +388,22 @@ func (d *Daemon) viewSyncLoop(ctx context.Context) {
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var errNoCreds = fmt.Errorf("no controller credentials")
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// loginProtect builds a fresh authenticated Protect client and caches it for
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// subsequent sync ticks.
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func (d *Daemon) loginProtect(ctx context.Context, cfg *config.Config) (*protect.Client, error) {
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cl, err := protect.New(cfg.Controller.Host, cfg.Controller.RTSPPort, cfg.Controller.VerifyTLS)
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if err != nil {
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return nil, err
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}
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if err := cl.Login(ctx, cfg.Controller.Username, cfg.Controller.ResolvePassword()); err != nil {
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return nil, err
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}
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d.mu.Lock()
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d.pcl = cl
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d.mu.Unlock()
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return cl, nil
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}
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// syncActiveView refetches the linked live view and re-applies the layout if it
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// changed. No-op when the active layout isn't linked to a Protect view.
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func (d *Daemon) syncActiveView(ctx context.Context) error {
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@@ -302,16 +419,24 @@ func (d *Daemon) syncActiveView(ctx context.Context) error {
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if cfg.Controller.Host == "" || cfg.Controller.ResolvePassword() == "" {
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return errNoCreds
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}
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cl, err := protect.New(cfg.Controller.Host, cfg.Controller.RTSPPort, cfg.Controller.VerifyTLS)
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if err != nil {
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return err
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// Reuse the cached session across sync ticks instead of logging in every
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// interval; if the session has expired (or this is the first sync), log in
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// fresh and retry once.
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d.mu.Lock()
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cl := d.pcl
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d.mu.Unlock()
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var views []protect.LiveView
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var err error
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if cl != nil {
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views, _, err = cl.LiveViews(ctx)
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}
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if err := cl.Login(ctx, cfg.Controller.Username, cfg.Controller.ResolvePassword()); err != nil {
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return err
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}
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views, _, err := cl.LiveViews(ctx)
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if err != nil {
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return err
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if cl == nil || err != nil {
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if cl, err = d.loginProtect(ctx, cfg); err != nil {
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return err
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}
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if views, _, err = cl.LiveViews(ctx); err != nil {
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return err
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}
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}
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var view *protect.LiveView
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for i := range views {
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@@ -365,6 +490,11 @@ func (d *Daemon) serveControl(ctx context.Context) {
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if ctx.Err() != nil {
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return
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}
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// Back off briefly so a persistent accept error (e.g. the socket
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// vanishing) never becomes a hot loop.
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if !sleepCtx(ctx, time.Second) {
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return
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}
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continue
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}
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go d.handleControl(ctx, conn)
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@@ -415,10 +545,15 @@ func (d *Daemon) persistActiveLayout(name string) error {
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}
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func (d *Daemon) status() ipc.Response {
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// Copy under the lock, probe outside it: Healthy() dials mpv's IPC socket
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// (up to ~2s per stream), and holding the daemon mutex through that would
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// block layout switches and reloads for the duration.
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d.mu.Lock()
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defer d.mu.Unlock()
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resp := ipc.Response{OK: true, ActiveLayout: d.layout}
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for _, p := range d.players {
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layout := d.layout
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players := append([]*player.Player(nil), d.players...)
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d.mu.Unlock()
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resp := ipc.Response{OK: true, ActiveLayout: layout}
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for _, p := range players {
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resp.Slots = append(resp.Slots, ipc.SlotStatus{
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Slot: p.Slot,
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Camera: p.Name,
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Reference in New Issue
Block a user