webapp: introduce Laravel app under webapp/ for scene overlays

Replaces the per-scene HTML directories (landing/, loading/, game/,
desktop/, goodbye/, music-box/, music/) with a single Laravel app
serving every overlay over HTTP. Supervisord runs `php artisan serve`
on 127.0.0.1:1118 and the OBS scene JSON now references HTTP routes
instead of file:// URLs.

Highlights:
 - public/css/hud.css consolidates the duplicated HUD chrome,
   scanlines/vignette/flicker, terminal styling, and pulse keyframes
   that were copy-pasted across all seven scenes.
 - Blade partials own hud-strip, crt-overlays, obs-ws-scripts,
   camera-frame, screen-frame; the seven scenes extend a shared
   overlay layout.
 - Artisan commands (`rig:setup`, `rig:telemetry`, `rig:loading`,
   `rig:playlist`, `rig:cmd`) replace the shell scripts that wrote
   per-rig JSON snapshots. TwitchHelix + HardwareSnapshot services
   handle the work the bash + Python helpers used to.
 - ObsWsClient + MusicCommandController kill the 250 ms cmd.js poll
   in the music daemon: POST /cmd/{skip|prev|pause|resume} opens a
   short-lived Pawl WS, authenticates, and broadcasts mpd:cmd.
 - AudioController streams files from the configured music dirs so
   CEF can load tracks under the HTTP origin (Chromium blocks
   HTTP-origin pages from loading file:// media).
 - DataController serves /data/playlist.js (with ETag mtime cache)
   and /cover.jpg (no-store) so the existing overlays' window.__PLAYLIST
   and cover.jpg cache-bust pattern keeps working.

scripts/obs-webapp.supervisord.conf is the supervisord unit; install
to /etc/supervisor.d/obs-webapp.conf.
scripts/rewrite-scene-urls.py is a one-shot tool that rewrites
basic/scenes/Default_Stream_HUD.json from file:// to HTTP URLs.
basic/scenes/Default_Stream_HUD.json.pre-webapp is the rollback
artifact (made with OBS closed; full pre-migration state).

The seven old scene directories, vendor/, and the bash scripts are
still on disk pending visual verification; the next commit will
prune them.
This commit is contained in:
Jakub Zych
2026-05-21 12:47:10 +02:00
parent c8f9c11c93
commit 059f069ef4
85 changed files with 19180 additions and 49 deletions

106
webapp/public/js/hud.js Normal file
View File

@@ -0,0 +1,106 @@
/* OPHI-118 — shared HUD helpers used by every overlay.
*
* Exposes:
* - HUD.startClock(el) — UTC ticker into the given element.
* - HUD.startSignal(el, opts) — signal-bar fluctuator.
* - HUD.scrambleReveal(...) — cyberpunk decode/scramble used by landing.
*
* Designed to no-op if the target element isn't on the page, so the
* base layout can include it unconditionally.
*/
(function (root) {
'use strict';
const pad = n => String(n).padStart(2, '0');
function startClock(el) {
if (!el) return;
const tick = () => {
const d = new Date();
el.textContent =
`${pad(d.getUTCHours())}:${pad(d.getUTCMinutes())}:${pad(d.getUTCSeconds())}`;
};
tick();
setInterval(tick, 1000);
}
// n thresholds default to the original landing/loading/game distribution:
// r < .06 → 2 bars (occasional drop)
// r < .70 → 3 bars (typical)
// r < .95 → 4 bars
// → 5 bars (occasional spike)
function startSignal(el, opts) {
if (!el) return;
const profile = opts?.profile || 'normal';
const FILL = '▮', EMPTY = '▯';
const draw = n => FILL.repeat(n) + EMPTY.repeat(5 - n);
setInterval(() => {
const r = Math.random();
let n;
if (profile === 'strong') {
n = r < 0.15 ? 3 : r < 0.65 ? 4 : 5;
} else if (profile === 'degrading') {
n = r < 0.45 ? 1 : r < 0.85 ? 2 : r < 0.97 ? 3 : 0;
} else {
n = r < 0.06 ? 2 : r < 0.70 ? 3 : r < 0.95 ? 4 : 5;
}
el.textContent = draw(n);
}, 1500);
}
// ASCII-only glyph pool — DejaVu Mono renders these at 1ch each, so the
// intermediate frames don't shift width.
const GLITCH_GLYPHS = '01ABCDEFGHIJKLMNOPQRSTUVWXYZ#@*?!§%';
const glyph = () => GLITCH_GLYPHS[(Math.random() * GLITCH_GLYPHS.length) | 0];
const _scrambleHandles = new WeakMap();
function scrambleReveal(el, finalText, opts) {
opts = opts || {};
const { scrambleMs = 360, stepMs = 50, resolveStepMs = 60 } = opts;
const prev = _scrambleHandles.get(el);
if (prev) { clearInterval(prev.s); clearInterval(prev.r); }
const len = finalText.length;
if (!len) {
el.textContent = '';
el.classList.remove('glitching');
_scrambleHandles.delete(el);
return;
}
el.classList.add('glitching');
const scrambleSteps = Math.max(1, Math.floor(scrambleMs / stepMs));
const handle = { s: null, r: null };
_scrambleHandles.set(el, handle);
let step = 0;
handle.s = setInterval(() => {
let s = '';
for (let i = 0; i < len; i++) s += glyph();
el.textContent = s;
if (++step < scrambleSteps) return;
clearInterval(handle.s); handle.s = null;
let resolved = 0;
handle.r = setInterval(() => {
resolved++;
let s = finalText.slice(0, resolved);
for (let i = resolved; i < len; i++) s += glyph();
el.textContent = s;
if (resolved < len) return;
clearInterval(handle.r); handle.r = null;
el.textContent = finalText;
el.classList.remove('glitching');
_scrambleHandles.delete(el);
}, resolveStepMs);
}, stepMs);
}
root.HUD = { pad, startClock, startSignal, scrambleReveal };
// Auto-bind: every overlay has #clock and #signal in the shared partial.
document.addEventListener('DOMContentLoaded', () => {
startClock(document.getElementById('clock'));
const sigEl = document.getElementById('signal');
if (sigEl) {
const profile = sigEl.dataset.profile || 'normal';
startSignal(sigEl, { profile });
}
});
})(typeof window !== 'undefined' ? window : globalThis);