317 lines
7.9 KiB
Go
317 lines
7.9 KiB
Go
// Package daemon is the orchestrator: it reads the config, asks the compositor
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// for the output geometry, launches one supervised mpv per occupied grid slot,
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// tiles them, and exposes a control socket so the layout can be switched live.
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package daemon
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import (
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"context"
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"encoding/json"
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"fmt"
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"log/slog"
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"net"
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"os"
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"sync"
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"time"
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"github.com/lwoodard/rtsp-streamer/internal/compositor"
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"github.com/lwoodard/rtsp-streamer/internal/config"
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"github.com/lwoodard/rtsp-streamer/internal/ipc"
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"github.com/lwoodard/rtsp-streamer/internal/player"
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)
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// Daemon owns the running video wall.
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type Daemon struct {
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cfgPath string
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log *slog.Logger
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comp *compositor.Client
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runDir string
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mu sync.Mutex
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cfg *config.Config
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players []*player.Player
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layout string
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cancelLo context.CancelFunc // cancels the current layout's supervisors
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wg sync.WaitGroup
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}
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// New constructs a daemon bound to a config path.
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func New(cfgPath string, log *slog.Logger) (*Daemon, error) {
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comp, err := compositor.New()
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if err != nil {
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return nil, err
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}
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runDir := ipc.RunDir()
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if err := os.MkdirAll(runDir, 0o700); err != nil {
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return nil, err
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}
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return &Daemon{cfgPath: cfgPath, log: log, comp: comp, runDir: runDir}, nil
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}
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// Run starts the wall and blocks until ctx is cancelled.
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func (d *Daemon) Run(ctx context.Context) error {
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if err := d.comp.PrepareForMPV(ctx); err != nil {
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d.log.Warn("could not preinstall mpv window rules", "err", err)
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}
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if err := d.reload(ctx); err != nil {
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return err
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}
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go d.serveControl(ctx)
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go d.healthLoop(ctx)
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<-ctx.Done()
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d.log.Info("shutting down")
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d.stopLayout()
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return nil
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}
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// resolution returns the render size, from config or the live output.
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func (d *Daemon) resolution(ctx context.Context, cfg *config.Config) (int, int) {
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if cfg.Display.Width > 0 && cfg.Display.Height > 0 {
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return cfg.Display.Width, cfg.Display.Height
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}
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if out, err := d.comp.PrimaryOutput(ctx); err == nil && out.CurrentMode.Width > 0 {
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return out.CurrentMode.Width, out.CurrentMode.Height
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}
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d.log.Warn("falling back to 1920x1080; set display.width/height to override")
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return 1920, 1080
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}
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// reload re-reads config from disk and applies the active layout.
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func (d *Daemon) reload(ctx context.Context) error {
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cfg, err := config.Load(d.cfgPath)
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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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d.cfg = cfg
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d.mu.Unlock()
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name := cfg.ActiveLayout
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if name == "" {
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d.log.Warn("no active_layout set; nothing to display")
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d.stopLayout()
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return nil
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}
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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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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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}
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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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}
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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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if tile.Camera == "" {
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continue
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}
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cam := cfg.CameraByName(tile.Camera)
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if cam == nil || cam.Disabled || cam.RTSP == "" {
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d.log.Warn("skipping tile: camera unavailable", "slot", slot, "camera", tile.Camera)
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continue
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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, cam.RTSP, cfg.Player, d.runDir, d.log)
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players = append(players, p)
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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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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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}
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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.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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return nil
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}
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// placeWhenReady waits for the mpv window to map then tiles it, retrying while
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// the layout is active (Supervise may relaunch mpv with a new pid).
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func (d *Daemon) placeWhenReady(ctx context.Context, p *player.Player, rect compositor.Rect) {
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var lastPID int
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ticker := time.NewTicker(500 * time.Millisecond)
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defer ticker.Stop()
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for {
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if ctx.Err() != nil {
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return
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}
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pid := p.PID()
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if pid != 0 && pid != lastPID {
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if err := d.comp.WaitForWindow(ctx, pid, 15*time.Second); err == nil {
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if err := d.comp.Place(ctx, pid, rect); err != nil {
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d.log.Warn("place failed", "slot", p.Slot, "err", err)
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} else {
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lastPID = pid
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d.log.Debug("window placed", "slot", p.Slot, "pid", pid, "rect", rect)
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}
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}
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}
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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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}
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}
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}
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// stopLayout cancels supervisors and kills current mpv processes.
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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.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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// healthLoop periodically nudges stalled streams. Supervise already restarts
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// exited mpv; this catches the "process alive but frozen" case.
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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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for {
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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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}
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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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for _, p := range players {
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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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continue
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}
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stalls[p.Slot]++
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if stalls[p.Slot] >= 2 {
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d.log.Warn("stream stalled, forcing restart", "slot", p.Slot, "camera", p.Name)
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p.Stop() // Supervise relaunches
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stalls[p.Slot] = 0
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}
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}
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}
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}
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// serveControl accepts control-socket connections for status/reload/set-layout.
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func (d *Daemon) serveControl(ctx context.Context) {
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path := ipc.SocketPath()
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_ = os.Remove(path)
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ln, err := net.Listen("unix", path)
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if err != nil {
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d.log.Error("control socket listen failed", "err", err)
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return
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}
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go func() { <-ctx.Done(); ln.Close(); os.Remove(path) }()
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d.log.Info("control socket ready", "path", path)
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for {
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conn, err := ln.Accept()
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if err != nil {
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if ctx.Err() != nil {
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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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}
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}
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func (d *Daemon) handleControl(ctx context.Context, conn net.Conn) {
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defer conn.Close()
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_ = conn.SetDeadline(time.Now().Add(30 * time.Second))
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var req ipc.Request
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if err := json.NewDecoder(conn).Decode(&req); err != nil {
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return
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}
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resp := d.dispatch(ctx, req)
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_ = json.NewEncoder(conn).Encode(resp)
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}
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func (d *Daemon) dispatch(ctx context.Context, req ipc.Request) ipc.Response {
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switch req.Cmd {
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case "status":
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return d.status()
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case "reload":
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if err := d.reload(ctx); err != nil {
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return ipc.Response{OK: false, Error: err.Error()}
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}
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return d.status()
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case "set-layout":
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if err := d.applyLayout(ctx, req.Name); err != nil {
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return ipc.Response{OK: false, Error: err.Error()}
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}
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// Persist the choice so a restart keeps it.
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if err := d.persistActiveLayout(req.Name); err != nil {
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d.log.Warn("could not persist active layout", "err", err)
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}
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return d.status()
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default:
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return ipc.Response{OK: false, Error: fmt.Sprintf("unknown command %q", req.Cmd)}
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}
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}
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func (d *Daemon) persistActiveLayout(name string) error {
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cfg, err := config.Load(d.cfgPath)
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if err != nil {
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return err
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}
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cfg.ActiveLayout = name
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return config.Save(d.cfgPath, cfg)
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}
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func (d *Daemon) status() ipc.Response {
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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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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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PID: p.PID(),
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Running: p.Running(),
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Healthy: p.Healthy(),
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})
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}
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return resp
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}
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