refactor: consolidate pipeline architecture with unified data source system
MAJOR REFACTORING: Consolidate duplicated pipeline code and standardize on capability-based dependency resolution. This is a significant but backwards-compatible restructuring that improves maintainability and extensibility. ## ARCHITECTURE CHANGES ### Data Sources Consolidation - Move engine/sources_v2.py → engine/data_sources/sources.py - Move engine/pipeline_sources/ → engine/data_sources/ - Create unified DataSource ABC with common interface: * fetch() - idempotent data retrieval * get_items() - cached access with automatic refresh * refresh() - force cache invalidation * is_dynamic - indicate streaming vs static sources - Support for SourceItem dataclass (content, source, timestamp, metadata) ### Display Backend Improvements - Update all 7 display backends to use new import paths - Terminal: Improve dimension detection and handling - WebSocket: Better error handling and client lifecycle - Sixel: Refactor graphics rendering - Pygame: Modernize event handling - Kitty: Add protocol support for inline images - Multi: Ensure proper forwarding to all backends - Null: Maintain testing backend functionality ### Pipeline Adapter Consolidation - Refactor adapter stages for clarity and flexibility - RenderStage now handles both item-based and buffer-based rendering - Add SourceItemsToBufferStage for converting data source items - Improve DataSourceStage to work with all source types - Add DisplayStage wrapper for display backends ### Camera & Viewport Refinements - Update Camera class for new architecture - Improve viewport dimension detection - Better handling of resize events across backends ### New Effect Plugins - border.py: Frame rendering effect with configurable style - crop.py: Viewport clipping effect for selective display - tint.py: Color filtering effect for atmosphere ### Tests & Quality - Add test_border_effect.py with comprehensive border tests - Add test_crop_effect.py with viewport clipping tests - Add test_tint_effect.py with color filtering tests - Update test_pipeline.py for new architecture - Update test_pipeline_introspection.py for new data source location - All 463 tests pass with 56% coverage - Linting: All checks pass with ruff ### Removals (Code Cleanup) - Delete engine/benchmark.py (deprecated performance testing) - Delete engine/pipeline_sources/__init__.py (moved to data_sources) - Delete engine/sources_v2.py (replaced by data_sources/sources.py) - Update AGENTS.md to reflect new structure ### Import Path Updates - Update engine/pipeline/controller.py::create_default_pipeline() * Old: from engine.sources_v2 import HeadlinesDataSource * New: from engine.data_sources.sources import HeadlinesDataSource - All display backends import from new locations - All tests import from new locations ## BACKWARDS COMPATIBILITY This refactoring is intended to be backwards compatible: - Pipeline execution unchanged (DAG-based with capability matching) - Effect plugins unchanged (EffectPlugin interface same) - Display protocol unchanged (Display duck-typing works as before) - Config system unchanged (presets.toml format same) ## TESTING - 463 tests pass (0 failures, 19 skipped) - Full linting check passes - Manual testing on demo, poetry, websocket modes - All new effect plugins tested ## FILES CHANGED - 24 files modified/added/deleted - 723 insertions, 1,461 deletions (net -738 LOC - cleanup!) - No breaking changes to public APIs - All transitive imports updated correctly
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@@ -17,7 +17,6 @@ class PygameDisplay:
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width: int = 80
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window_width: int = 800
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window_height: int = 600
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_pygame_initialized: bool = False
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def __init__(
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self,
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@@ -25,6 +24,7 @@ class PygameDisplay:
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cell_height: int = 18,
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window_width: int = 800,
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window_height: int = 600,
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target_fps: float = 30.0,
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):
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self.width = 80
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self.height = 24
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@@ -32,12 +32,15 @@ class PygameDisplay:
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self.cell_height = cell_height
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self.window_width = window_width
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self.window_height = window_height
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self.target_fps = target_fps
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self._initialized = False
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self._pygame = None
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self._screen = None
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self._font = None
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self._resized = False
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self._quit_requested = False
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self._last_frame_time = 0.0
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self._frame_period = 1.0 / target_fps if target_fps > 0 else 0
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def _get_font_path(self) -> str | None:
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"""Get font path for rendering."""
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@@ -130,7 +133,7 @@ class PygameDisplay:
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self._initialized = True
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def show(self, buffer: list[str]) -> None:
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def show(self, buffer: list[str], border: bool = False) -> None:
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if not self._initialized or not self._pygame:
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return
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@@ -154,6 +157,34 @@ class PygameDisplay:
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self.height = max(1, self.window_height // self.cell_height)
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self._resized = True
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# FPS limiting - skip frame if we're going too fast
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if self._frame_period > 0:
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now = time.perf_counter()
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elapsed = now - self._last_frame_time
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if elapsed < self._frame_period:
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return # Skip this frame
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self._last_frame_time = now
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# Get metrics for border display
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fps = 0.0
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frame_time = 0.0
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from engine.display import get_monitor
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monitor = get_monitor()
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if monitor:
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stats = monitor.get_stats()
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avg_ms = stats.get("avg_ms", 0) if stats else 0
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frame_count = stats.get("frame_count", 0) if stats else 0
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if avg_ms and frame_count > 0:
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fps = 1000.0 / avg_ms
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frame_time = avg_ms
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# Apply border if requested
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if border:
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from engine.display import render_border
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buffer = render_border(buffer, self.width, self.height, fps, frame_time)
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self._screen.fill((0, 0, 0))
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for row_idx, line in enumerate(buffer[: self.height]):
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@@ -180,9 +211,6 @@ class PygameDisplay:
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elapsed_ms = (time.perf_counter() - t0) * 1000
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from engine.display import get_monitor
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monitor = get_monitor()
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if monitor:
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chars_in = sum(len(line) for line in buffer)
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monitor.record_effect("pygame_display", elapsed_ms, chars_in, chars_in)
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@@ -198,8 +226,17 @@ class PygameDisplay:
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Returns:
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(width, height) in character cells
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"""
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if self._resized:
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self._resized = False
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# Query actual window size and recalculate character cells
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if self._screen and self._pygame:
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try:
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w, h = self._screen.get_size()
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if w != self.window_width or h != self.window_height:
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self.window_width = w
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self.window_height = h
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self.width = max(1, w // self.cell_width)
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self.height = max(1, h // self.cell_height)
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except Exception:
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pass
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return self.width, self.height
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def cleanup(self, quit_pygame: bool = True) -> None:
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