webapp: archive pre-migration scene dirs + bash scripts, update docs

Moves the seven HTML scene dirs (landing/, loading/, game/, desktop/,
goodbye/, music-box/, music/) and the superseded bash helpers (setup.sh,
loading.sh, playlist.sh, telemetry.sh) into archived/ rather than deleting.
The Laravel webapp/ replaces all of them; archived/README.md spells out
the rollback procedure.

Also:
 - rewrite the relevant sections of CLAUDE.md so it points at webapp/
   blade views, the Artisan commands, and the supervisord lifecycle
   (`supervisorctl restart obs-webapp` after route / controller / .env
   changes; Blade view edits are still safe-while-running via OBS's
   Refresh cache).
 - extend scripts/deploy-rig.sh to install php + composer + supervisor,
   run `composer install`, copy obs-webapp.supervisord.conf into
   /etc/supervisor.d/, start the program, and call `php artisan
   rig:setup` + `rig:telemetry --collect` instead of the old bash.
 - .gitignore catches the generated machine-local files that came along
   when the old scene dirs moved (telemetry.js, loading.json, playlist.js,
   cmd.js, obs-config.js).
 - daemon.blade.php is now passive — listens to mpd:state but does not
   play audio or broadcast its own queue, so it stops fighting with
   bridges/mpd-state.py (the post-browser-daemon-migration source of
   truth for mpd:state).
 - nc.blade.php overrides .terminal { overflow: hidden } from hud.css
   so the `┤ TERMINAL ├` and `┤ NOW PLAYING ├` pane-tabs stick above
   the pane border instead of being clipped.
This commit is contained in:
Jakub Zych
2026-05-21 13:08:49 +02:00
parent 059f069ef4
commit 0b4f121a92
23 changed files with 229 additions and 156 deletions

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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>OPHI-118 / STAND BY</title>
<style>
:root {
--bg: #07080d;
--ink: #e8e8e0;
--hud: #4fd2ff;
--hud-dim: #2a7fa6;
--accent: #e63a2e;
--warn: #ffd000;
--mono: 'DejaVu Sans Mono', 'Liberation Mono', 'Consolas', monospace;
--display: 'DejaVu Sans', 'Liberation Sans', 'Helvetica', 'Arial', sans-serif;
}
* { margin: 0; padding: 0; box-sizing: border-box; }
html, body {
width: 100%; height: 100%;
background: var(--bg);
color: var(--ink);
font-family: var(--display);
overflow: hidden;
user-select: none;
}
body {
position: relative;
display: grid;
grid-template-rows: auto 1fr auto auto;
padding: 40px 72px;
gap: 24px;
}
/* ───────── HUD top strip ───────── */
.hud {
display: grid;
grid-template-columns: 1fr 1fr 1fr;
align-items: center;
font-family: var(--mono);
font-size: 22px;
font-weight: 700;
color: var(--hud);
letter-spacing: 0.08em;
}
.hud .group { display: flex; gap: 28px; align-items: center; }
.hud > .group:nth-child(1) { justify-self: start; }
.hud > .group:nth-child(2) { justify-self: center; }
.hud > .group:nth-child(3) { justify-self: end; }
.hud .dim { color: var(--hud-dim); }
.hud .group > span { display: inline-flex; align-items: center; gap: 12px; }
/* "OPHI-118 // <RIG>" station identifier. The rig portion gets a subtle
monochrome glitch — character scramble that resolves back to the real
name every ~9s. CSS-only flicker; the scramble itself is in JS. */
.station {
display: inline-flex;
align-items: baseline;
gap: 0;
white-space: pre; /* preserve the " // " spacing as-is */
}
.station .sep { color: var(--hud-dim); margin: 0 0.45em; letter-spacing: 0.32em; }
.station .rig {
display: inline-block;
color: var(--hud);
text-shadow: 0 0 10px rgba(79, 210, 255, 0.55);
font-variant-numeric: tabular-nums;
/* Subtle width-stable bracket dimming. The brackets sit just outside the
name so the scramble glyphs (which can be wider than 1ch in mono) don't
visually push the layout around. */
}
.station .rig::before,
.station .rig::after {
color: var(--hud-dim);
font-weight: 700;
text-shadow: none;
}
.station .rig::before { content: '['; margin-right: 0.32em; }
.station .rig::after { content: ']'; margin-left: 0.32em; }
.station .rig.glitching {
color: var(--warn);
text-shadow: 0 0 12px rgba(255, 208, 0, 0.5);
}
.hud .led {
display: inline-block;
width: 11px; height: 11px;
border-radius: 50%;
background: var(--accent);
box-shadow: 0 0 10px var(--accent);
/* Small upward nudge: flex centers on line-box mid, but caps-only text
reads centered around cap-height mid which sits a touch higher. */
margin-top: -0.08em;
animation: rec-blink 1.6s ease-in-out infinite;
}
/* The ▮/▯ glyphs in DejaVu Sans Mono are designed centered on x-height,
not cap-height, so against all-caps SIGNAL their visual middle sits low.
Lift by ~(cap-mid x-mid) ≈ 0.10em to put the glyph center on cap center. */
#signal {
display: inline-block;
transform: translateY(-0.10em);
}
@keyframes rec-blink {
0%, 55% { opacity: 1; }
65%, 100% { opacity: 0.2; }
}
/* ───────── Centered mark ───────── */
.stage {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 36px;
}
.mark {
width: 360px; height: 360px;
/* Static glow only — animated drop-shadow is CPU-expensive in CEF.
The static breathing feel comes from the rec-blink LED + cd-pulse
elsewhere; the mark just has a steady halo. */
filter: drop-shadow(0 0 22px rgba(58, 209, 255, 0.35));
}
.bars {
display: flex;
width: 720px;
height: 14px;
opacity: 0.32;
}
.bars i { flex: 1; display: block; }
.bars i:nth-child(1) { background: #c7c7c7; }
.bars i:nth-child(2) { background: #c7c700; }
.bars i:nth-child(3) { background: #00c7c7; }
.bars i:nth-child(4) { background: #00c700; }
.bars i:nth-child(5) { background: #c700c7; }
.bars i:nth-child(6) { background: #c70000; }
.bars i:nth-child(7) { background: #0000c7; }
/* ───────── Standby block ───────── */
.standby {
text-align: center;
}
.standby .big {
font-size: 130px;
font-weight: 900;
letter-spacing: 0.20em;
line-height: 1;
text-shadow: 0 0 18px rgba(79, 210, 255, 0.18);
animation: standby-pulse 3s ease-in-out infinite;
}
.standby .sub {
margin-top: 30px;
font-family: var(--mono);
font-size: 26px;
letter-spacing: 0.45em;
color: var(--hud-dim);
}
@keyframes standby-pulse {
0%, 100% { opacity: 0.90; }
50% { opacity: 1.00; }
}
/* ───────── Bottom HUD ───────── */
.foot {
display: flex;
justify-content: space-between;
align-items: center;
font-family: var(--mono);
font-size: 19px;
color: var(--hud-dim);
letter-spacing: 0.12em;
}
.foot .warn { color: var(--warn); }
/* Mirrors .station .rig.glitching — bottom telemetry uses the same scramble
reveal as the top rig identifier, so it shares the warn-yellow tint. */
#rig.glitching {
color: var(--warn);
text-shadow: 0 0 10px rgba(255, 208, 0, 0.4);
}
/* ───────── Overlays ───────── */
#static {
position: absolute; inset: 0;
width: 100%; height: 100%;
pointer-events: none;
opacity: 0.045;
mix-blend-mode: screen;
image-rendering: pixelated;
}
.scanlines {
position: absolute; inset: 0;
pointer-events: none;
background: repeating-linear-gradient(
to bottom,
rgba(0,0,0,0) 0px,
rgba(0,0,0,0) 2px,
rgba(0,0,0,0.20) 3px,
rgba(0,0,0,0.20) 4px
);
opacity: 0.5;
mix-blend-mode: multiply;
}
.vignette {
position: absolute; inset: 0;
pointer-events: none;
background: radial-gradient(
ellipse at center,
rgba(0,0,0,0) 45%,
rgba(0,0,0,0.60) 100%
);
}
.flicker {
position: absolute; inset: 0;
pointer-events: none;
background: rgba(0,0,0,0);
animation: flicker 11s ease-in-out infinite;
}
@keyframes flicker {
0%, 100% { background: rgba(0,0,0,0); }
18% { background: rgba(0,0,0,0); }
18.3% { background: rgba(0,0,0,0.06); }
18.5% { background: rgba(0,0,0,0); }
47% { background: rgba(0,0,0,0); }
47.3% { background: rgba(0,0,0,0.08); }
47.5% { background: rgba(0,0,0,0); }
78% { background: rgba(0,0,0,0); }
78.4% { background: rgba(0,0,0,0.05); }
78.7% { background: rgba(0,0,0,0); }
}
</style>
</head>
<body>
<header class="hud">
<div class="group">
<span><span class="led"></span>TRANSMISSION</span>
<span class="station">
<span class="station-id">OPHI-118</span>
<span class="sep">//</span>
<span class="rig" id="rigName">--</span>
</span>
</div>
<div class="group">
<span class="dim">SIGNAL</span>
<span id="signal">&#x25AE;&#x25AE;&#x25AE;&#x25AF;&#x25AF;</span>
</div>
<div class="group">
<span class="dim">UTC</span>
<span id="clock">--:--:--</span>
</div>
</header>
<main class="stage">
<svg class="mark" viewBox="0 0 200 200" xmlns="http://www.w3.org/2000/svg">
<circle cx="100" cy="100" r="92" fill="none" stroke="#3ad1ff" stroke-width="1.2" opacity="0.35"/>
<circle cx="100" cy="100" r="80" fill="none" stroke="#3ad1ff" stroke-width="2.5"/>
<g stroke="#3ad1ff" stroke-width="2" opacity="0.55">
<line x1="100" y1="8" x2="100" y2="22"/>
<line x1="100" y1="178" x2="100" y2="192"/>
<line x1="8" y1="100" x2="22" y2="100"/>
<line x1="178" y1="100" x2="192" y2="100"/>
</g>
<polygon points="100,52 148,140 52,140"
fill="none" stroke="#e63a2e" stroke-width="3.5" stroke-linejoin="miter"/>
<circle cx="100" cy="116" r="4" fill="#ffd000"/>
</svg>
<div class="bars"><i></i><i></i><i></i><i></i><i></i><i></i><i></i></div>
</main>
<section class="standby">
<div class="big">PLEASE STAND BY</div>
<div class="sub">&mdash; DO NOT ADJUST YOUR RECEIVER &mdash;</div>
</section>
<footer class="foot">
<span>CH 118.0 MHz</span>
<span id="rig">&mdash; TELEMETRY &mdash;</span>
<span class="warn">&#x25B2; AUDIO ACTIVE</span>
</footer>
<canvas id="static"></canvas>
<div class="scanlines"></div>
<div class="vignette"></div>
<div class="flicker"></div>
<!-- Static device specs as a global. Generated by telemetry.sh.
Loaded via <script> instead of fetch() because OBS's CEF blocks
file:// → file:// fetch (Chromium "unique origin" rule). -->
<script src="telemetry.js"></script>
<script>
// Live UTC clock
const clockEl = document.getElementById('clock');
const pad = n => String(n).padStart(2, '0');
const tickClock = () => {
const d = new Date();
clockEl.textContent = `${pad(d.getUTCHours())}:${pad(d.getUTCMinutes())}:${pad(d.getUTCSeconds())}`;
};
tickClock();
setInterval(tickClock, 1000);
// Signal bar fluctuation — 3 bars typical, occasional drop or spike
const sigEl = document.getElementById('signal');
const FILL = '▮', EMPTY = '▯';
const drawSig = n => FILL.repeat(n) + EMPTY.repeat(5 - n);
setInterval(() => {
const r = Math.random();
const n = r < 0.06 ? 2 : r < 0.70 ? 3 : r < 0.95 ? 4 : 5;
sigEl.textContent = drawSig(n);
}, 1500);
// Animated CRT static (small buffer, scaled by browser)
const cv = document.getElementById('static');
const ctx = cv.getContext('2d');
const W = 320, H = 180;
cv.width = W; cv.height = H;
const img = ctx.createImageData(W, H);
const drawNoise = () => {
const d = img.data;
for (let i = 0; i < d.length; i += 4) {
const v = (Math.random() * 255) | 0;
d[i] = d[i+1] = d[i+2] = v;
d[i+3] = 255;
}
ctx.putImageData(img, 0, 0);
};
drawNoise();
// 8 fps — visually almost identical to 12 fps but ~33% less paint work.
setInterval(drawNoise, 1000 / 8);
// ───────── Cyberpunk decode/scramble reveal ─────────
// Each call: replace target text with random glyphs for `scrambleMs`, then
// resolve to `finalText` left-to-right. Same effect family as the cyberpunk
// "decoder" trope; pairs with the CRT aesthetic rather than fighting it.
// Used by both the top rig identifier and the bottom telemetry rotator.
// 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];
// Tracks the in-flight scramble per element so a new call can cancel the
// previous one (otherwise back-to-back triggers double up timers).
const _scrambleHandles = new WeakMap();
function scrambleReveal(el, finalText, 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);
}
// ───────── Rig name in the top HUD ─────────
// Reads telemetry.js's window.__TEL.rig (set by telemetry.sh per-rig).
// Settles on the real name, then idle-reglitches every ~9s.
const rigNameEl = document.getElementById('rigName');
const RIG_NAME = (window.__TEL && window.__TEL.rig) || 'UNKNOWN';
const upperRig = RIG_NAME.toUpperCase();
const scrambleRig = ({ initial = false } = {}) => {
if (!upperRig.length) { rigNameEl.textContent = '--'; return; }
scrambleReveal(rigNameEl, upperRig, {
scrambleMs: initial ? 600 : 360, stepMs: 50, resolveStepMs: 60,
});
};
// First reveal happens shortly after page load; then idle re-glitch.
setTimeout(() => scrambleRig({ initial: true }), 600);
setInterval(scrambleRig, 9000);
// ───────── Telemetry: rotating real-data subtitle ─────────
// All lines derive from telemetry.js (window.__TEL), generated by telemetry.sh.
const rigEl = document.getElementById('rig');
const tel = window.__TEL || null;
// Compact CPU model: drop "(R)/(TM)" and "X-Core Processor" filler
const shortCpu = (m) => (m || '')
.replace(/\(R\)|\(TM\)/g, '')
.replace(/\s+\S+-Core\s+Processor\b/i, '')
.replace(/\s+Processor\b/i, '')
.replace(/\s+CPU\b.*$/i, '')
.replace(/\s+@.*$/, '')
.replace(/\s+/g, ' ')
.trim();
const lines = [
// CPU + MEM — one combined line
() => {
if (!tel?.cpu?.model) return null;
let s = `CPU · ${shortCpu(tel.cpu.model)}`;
if (tel.cpu.threads) s += ` · ${tel.cpu.threads}T`;
if (tel.mem?.totalGB) s += ` · MEM ${tel.mem.totalGB} GB`;
return s;
},
// GPU
() => {
if (!tel?.gpu?.name) return null;
let s = `GPU · ${tel.gpu.name}`;
if (tel.gpu.vramTotalMB) s += ` · ${(tel.gpu.vramTotalMB / 1024).toFixed(0)} GB VRAM`;
return s;
},
// OBS output: resolution, fps, encoder
() => {
const o = tel?.obs;
if (!o?.output?.w) return null;
let s = `OUTPUT · ${o.output.w}×${o.output.h}`;
if (o.fps) s += ` @ ${o.fps} FPS`;
if (o.stream?.encoder) s += ` · ${o.stream.encoder}`;
return s;
},
// OBS stream: rate control + bitrate + h.264 profile
() => {
const s = tel?.obs?.stream;
if (!s) return null;
const parts = [];
if (s.rateControl) parts.push(s.rateControl);
if (s.bitrateKbps) parts.push(`${s.bitrateKbps} kbps`);
if (s.profile) parts.push(s.profile.toUpperCase());
return parts.length ? `STREAM · ${parts.join(' · ')}` : null;
},
// Kernel
() => tel?.host?.kernel ? `KERNEL · ${tel.host.kernel}` : null,
];
let lineIdx = 0;
// Pick the next non-null line, advancing lineIdx past dead slots.
const nextLine = () => {
for (let i = 0; i < lines.length; i++) {
const v = lines[lineIdx]();
if (v) return v;
lineIdx = (lineIdx + 1) % lines.length;
}
return '— TELEMETRY OFFLINE —';
};
// Initial paint goes in directly so the page loads with content visible;
// every subsequent transition uses the scramble reveal (same effect as the
// top rig identifier).
rigEl.textContent = nextLine();
// Bottom lines are much longer than the rig name (~2255 chars vs ~58),
// so adapt the per-char resolve step to keep total reveal under ~700ms.
const swapLine = () => {
const text = nextLine();
const len = Math.max(text.length, 1);
scrambleReveal(rigEl, text, {
scrambleMs: 280,
stepMs: 45,
resolveStepMs: Math.max(15, Math.floor(700 / len)),
});
};
setInterval(() => {
lineIdx = (lineIdx + 1) % lines.length;
swapLine();
}, 6000);
</script>
</body>
</html>