fix(display): drop the previous assignment's frame when the new one has nothing
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Moved from a group that was playing to one with nothing to show, a display adopted the new assignment but kept the old group's last image on screen indefinitely. With nothing renderable, the controller keeps whatever frame is up, which is right for a gap in the same assignment and wrong for a frame from an assignment the display no longer has. The same early return also skipped persisting, so an outage or a restart resumed the old group's content from local state. The controller now records which assignment the frame on screen came from. When the server says the current assignment has nothing, a frame from another assignment is taken down (a new stage clear(), which also abandons any transition still preparing) and the slate shows; and the new assignment's state is persisted if the stored one belongs to a different assignment. A gap within the same assignment still keeps its last good frame, and every path with content is unchanged. Regression tests: populated-group to empty-group reassignment drops the old image and shows the slate; and a restart with no server after that move does not resume the old group's content. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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co-authored by
Claude Opus 5.5
parent
ab5b02960a
commit
51d9085cdb
@@ -80,6 +80,9 @@ export interface SceneStage {
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setSlate(on: boolean): void;
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/** What is on screen now, or `undefined` if nothing ever was. */
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currentKey(): string | undefined;
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/** Takes whatever is on screen down, and abandons any transition still preparing. For content
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* that must no longer be shown at all — never for an ordinary change of slide. */
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clear(): Promise<void>;
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setCrossfade(milliseconds: number): void;
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destroy(): Promise<void>;
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}
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@@ -262,6 +265,20 @@ export function createSceneStage(options: SceneStageOptions): SceneStage {
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}
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return {
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async clear(): Promise<void> {
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if (destroyed) {
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return;
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}
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// A transition that is still preparing belongs to the content being taken down.
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generation += 1;
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for (const layer of layers) {
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layer.element.style.transitionDuration = "0ms";
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layer.element.style.opacity = "0";
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layer.element.dataset.visible = "false";
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}
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await Promise.all([clearLayer(layers[0]), clearLayer(layers[1])]);
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},
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currentKey: () => layers[currentIndex]?.key,
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async destroy(): Promise<void> {
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@@ -118,6 +118,8 @@ export function createDisplayController(options: DisplayControllerOptions): Disp
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let stopped = false;
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let online = false;
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let renderedSelectionId: string | undefined;
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/** The assignment the frame on screen came from. A frame is only ever kept for its own assignment. */
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let frameAssignment: string | undefined;
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let cachedAssetCount = 0;
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let lastError: { code: string; detail: string | null } | undefined;
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let appliedRevision = -1;
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@@ -169,6 +171,11 @@ export function createDisplayController(options: DisplayControllerOptions): Disp
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};
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}
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/** Identifies an assignment: the channel, within its group. */
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function assignmentOf(channel: { readonly id: string; readonly groupId: string }): string {
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return `${channel.groupId}/${channel.id}`;
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}
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function recordError(code: string, detail: string | null = null): void {
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lastError = { code, detail };
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report();
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@@ -261,6 +268,7 @@ export function createDisplayController(options: DisplayControllerOptions): Disp
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return;
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}
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renderedSelectionId = selection.id;
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frameAssignment = assignmentOf(state.channel);
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if (lastError !== undefined) {
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lastError = undefined;
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}
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@@ -287,11 +295,22 @@ export function createDisplayController(options: DisplayControllerOptions): Disp
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const target = state.staticHold ?? state.current;
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if (target === null) {
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// Nothing renderable from the server. If something good is already on screen it stays; only a
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// display with nothing at all shows the slate.
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const assignment = assignmentOf(state.channel);
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// Nothing renderable from the server. A good frame of *this* assignment stays through the gap;
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// a frame from an assignment this display no longer has is stale content, and comes down.
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if (frameAssignment !== undefined && frameAssignment !== assignment) {
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stage.setSlate(true);
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await stage.clear();
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renderedSelectionId = undefined;
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frameAssignment = undefined;
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}
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if (stage.currentKey() === undefined) {
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stage.setSlate(true);
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}
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// What an outage or a restart resumes from must be this assignment too, never the old one.
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if (snapshot !== undefined && assignmentOf(snapshot.channel) !== assignment) {
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await persist(state);
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}
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report();
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return;
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}
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@@ -428,6 +447,7 @@ export function createDisplayController(options: DisplayControllerOptions): Disp
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}
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if (outcome.kind !== "superseded") {
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renderedSelectionId = selection.id;
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frameAssignment = assignmentOf(snapshot.channel);
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}
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}
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