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
165 lines
4.7 KiB
Go
165 lines
4.7 KiB
Go
// Package viewmap converts a UniFi Protect live view into an rtsp-streamer
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// layout. It is shared by the `views import` CLI command and the daemon's
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// periodic re-sync so both produce identical layouts.
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package viewmap
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import (
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"fmt"
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"strings"
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"github.com/lwoodard/rtsp-streamer/internal/config"
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"github.com/lwoodard/rtsp-streamer/internal/protect"
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)
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// GridForSlots picks a near-square grid that fits n slots (capped at 16).
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func GridForSlots(n int) (cols, rows int) {
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switch {
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case n <= 1:
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return 1, 1
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case n <= 2:
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return 2, 1
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case n <= 4:
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return 2, 2
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case n <= 6:
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return 3, 2
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case n <= 9:
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return 3, 3
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case n <= 12:
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return 4, 3
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default:
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return 4, 4
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}
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}
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// preset is a Protect arrangement: a base grid plus one cell placement per
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// slot, in slot order. Camera is filled in by LayoutFromView.
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type preset struct {
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cols, rows int
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cells []config.Tile
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}
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// presets holds the Protect arrangements that are NOT a uniform grid, keyed by
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// slot count. Protect picks these presets by camera count, so a count that is
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// absent here is a plain row-major grid and falls through to uniformPreset.
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var presets = map[int]preset{
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// Protect's 8-camera preset: four 2x2 tiles with a right-hand column of
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// four 1x1 tiles. Numbers are slot order:
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// 1 1 2 2 3
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// 1 1 2 2 4
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// 5 5 6 6 7
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// 5 5 6 6 8
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8: {cols: 5, rows: 4, cells: []config.Tile{
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{Col: 0, Row: 0, ColSpan: 2, RowSpan: 2},
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{Col: 2, Row: 0, ColSpan: 2, RowSpan: 2},
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{Col: 4, Row: 0, ColSpan: 1, RowSpan: 1},
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{Col: 4, Row: 1, ColSpan: 1, RowSpan: 1},
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{Col: 0, Row: 2, ColSpan: 2, RowSpan: 2},
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{Col: 2, Row: 2, ColSpan: 2, RowSpan: 2},
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{Col: 4, Row: 2, ColSpan: 1, RowSpan: 1},
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{Col: 4, Row: 3, ColSpan: 1, RowSpan: 1},
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}},
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}
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// uniformPreset builds a plain row-major grid of 1x1 cells.
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func uniformPreset(cols, rows int) preset {
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p := preset{cols: cols, rows: rows}
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for i := 0; i < cols*rows; i++ {
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p.cells = append(p.cells, config.Tile{Col: i % cols, Row: i / cols, ColSpan: 1, RowSpan: 1})
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}
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return p
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}
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// presetForSlots returns the arrangement Protect uses for n slots.
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func presetForSlots(n int) preset {
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if p, ok := presets[n]; ok {
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return p
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}
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cols, rows := GridForSlots(n)
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return uniformPreset(cols, rows)
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}
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// LayoutFromView maps a Protect live view to a layout. Each slot's first camera
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// (slots may cycle several) is placed into that slot's cell in the arrangement
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// Protect uses for the slot count — see presets. The returned layout is linked
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// back to the view (ProtectView) so the daemon can re-sync it. Returns warnings
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// for unmappable cameras and for any arrangement that leaves the wall with
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// empty cells, which would otherwise show as blank rectangles on screen.
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func LayoutFromView(v protect.LiveView, idToName map[string]string) (config.Layout, []string) {
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p := presetForSlots(len(v.Slots))
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var tiles []config.Tile
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var warns []string
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for i, slot := range v.Slots {
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if i >= len(p.cells) {
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warns = append(warns, fmt.Sprintf("more slots than the %dx%d grid holds; extra dropped", p.cols, p.rows))
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break
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}
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if len(slot.Cameras) == 0 {
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continue
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}
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name := idToName[slot.Cameras[0]]
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if name == "" {
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warns = append(warns, fmt.Sprintf("slot %d camera %s not in config (run `discover`)", i, slot.Cameras[0]))
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continue
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}
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t := p.cells[i]
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t.Camera = name
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tiles = append(tiles, t)
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}
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if gaps := unfilled(p, tiles); gaps > 0 {
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warns = append(warns, fmt.Sprintf("%d of %d cells in the %dx%d grid are empty and will show as blank areas",
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gaps, p.cols*p.rows, p.cols, p.rows))
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}
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return config.Layout{
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Name: Sanitize(v.Name),
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Grid: fmt.Sprintf("%dx%d", p.cols, p.rows),
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Tiles: tiles,
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ProtectView: v.Name,
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}, warns
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}
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// unfilled counts grid cells no tile covers. A non-zero result means the wall
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// has holes: either the preset does not tile its own grid or slots were skipped.
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func unfilled(p preset, tiles []config.Tile) int {
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if p.cols <= 0 || p.rows <= 0 {
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return 0
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}
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covered := make([]bool, p.cols*p.rows)
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for _, t := range tiles {
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cs, rs := t.Span()
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for r := t.Row; r < t.Row+rs; r++ {
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for c := t.Col; c < t.Col+cs; c++ {
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if r >= 0 && r < p.rows && c >= 0 && c < p.cols {
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covered[r*p.cols+c] = true
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}
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}
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}
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}
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n := 0
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for _, ok := range covered {
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if !ok {
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n++
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}
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}
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return n
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}
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// Sanitize turns a view name into a layout name (lowercase, dashed).
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func Sanitize(s string) string {
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s = strings.ToLower(strings.TrimSpace(s))
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s = strings.Map(func(r rune) rune {
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switch {
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case r >= 'a' && r <= 'z', r >= '0' && r <= '9':
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return r
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default:
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return '-'
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}
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}, s)
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for strings.Contains(s, "--") {
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s = strings.ReplaceAll(s, "--", "-")
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}
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if s = strings.Trim(s, "-"); s == "" {
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return "imported"
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}
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return s
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}
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