Eight roadmap features from the 2026-06-19 review, each a full vertical
(backend + tests + frontend + i18n en/ru/zh); ~67 new unit tests:
- automations: SolarRule sunrise/sunset trigger (new utils/solar.py, shared
with the daylight cycle; window logic mirrors TimeOfDayRule)
- ci: best-effort arm64 multi-arch Docker manifest via QEMU + docker manifest
(release.yml; amd64 path untouched, continue-on-error)
- game-integration: wire the orphaned LoLPoller via a LoLPollManager + a shared
runtime_state module (poll lifecycle on enable/CRUD/startup/shutdown)
- ui: color-harmony gradient generator (complementary/analogous/triadic/...)
- effects: audio-reactive palette modulation (new audio_energy_tap; brightness/
saturation modulation across all 12 procedural effects)
- capture: linear-light blending + spatio-temporal dithering, opt-in per
calibration (new utils/linear_light.py, utils/dither.py)
- devices: Nanoleaf extControl v2 per-panel UDP streaming (per_panel mode)
Also bundles the pending 2026-06-18 production-review fixes and other
in-progress work already in the working tree (manual-trigger rule, etc.),
since they share files and could not be cleanly separated.
Gate: ruff + tsc clean; pytest 2654 passed / 2 skipped. The single failing
test (automation manual_trigger handler coverage) is a separate in-progress
item owned elsewhere, intentionally left as-is.
ruff --select UP007,UP045 --fix converted ~1760 sites across the
backend: `Optional[T]` → `T | None`, `Union[X, Y]` → `X | Y`. The
remaining module-level alias targets that ruff conservatively skips
(BindableFloatInput, ColorList, DeviceConfig) were converted by hand
earlier in the pass. black -formatted the result so the wider unions
fit cleanly under the 100-char line budget.
pyproject.toml now sets [tool.ruff.lint] extend-select = ["UP007",
"UP045"] so future legacy imports fire CI on every push. The
pre-commit ruff hook was bumped from v0.8.0 -> v0.15.12 to recognise
UP045 (split off from UP007 in v0.13).
Receive real-time events from games (CS2, Dota 2, LoL, etc.) and drive
LED effects through the existing color strip and value source pipelines.
Core:
- GameEventBus (thread-safe pub/sub) with standardized 23-type event vocabulary
- GameAdapter ABC + AdapterRegistry + MappingAdapter (YAML-driven)
- Built-in adapters: CS2 GSI, Dota 2 GSI, LoL Live Client, Generic Webhook
- Community YAML adapters: Minecraft, Valorant, Rocket League
- GameEventColorStripStream with 5 effects (flash/pulse/sweep/color_shift/breathing)
- GameEventValueSource with EMA smoothing and timeout
- 4 built-in effect presets (FPS Combat, MOBA Health, Racing, Generic Alert)
- Auto-setup for Valve GSI games (Steam path detection, cfg file writing)
- Demo capture engine exposed to non-demo mode
Frontend:
- Game tab in Streams tree navigation with integration cards
- Game integration editor modal with adapter picker, config fields, event mappings
- game_event source type in CSS and ValueSource editors
- Setup instructions overlay (markdown rendered)
- Live event monitor and connection test
API:
- Full CRUD for game integrations
- Event ingestion endpoint (adapter-level auth)
- Adapter metadata, presets, auto-setup, status/diagnostics endpoints