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@ewowi ewowi commented Jan 12, 2026

Summary by CodeRabbit

  • New Features

    • 3D matrix visualization now supports depth.
    • Parallel LED driver (Parlio) now supports per-output LED counts and flexible component formats.
  • Bug Fixes

    • VU meter needle drawing clamped to layer bounds.
    • Mapping iteration tightened to prevent out-of-bounds access.
  • Changes

    • Toronto Bar Gourds layout default switched to per-LED mode.
  • Documentation

    • Added comprehensive Parlio driver docs and updated developer guides.
  • Refactor

    • Internal synchronization and module naming handling standardized.

✏️ Tip: You can customize this high-level summary in your review settings.

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📝 Walkthrough

Walkthrough

Centralizes node synchronization to layer-level mutexes, extends Parlio driver to support per-output LED counts and arbitrary component counts with padding, changes module update signaling to a static mutex/flag and switches several module-name APIs to const char*, adjusts control size encodings, and updates docs and call sites.

Changes

Cohort / File(s) Summary
Node sync & control encoding
src/MoonBase/Nodes.h, src/MoonBase/Nodes.cpp
Node stores const SemaphoreHandle_t* layerMutex; constructor now accepts it; per-node semaphore removed. Control size encodings remapped (uint32_t→32, int→33, float→34) and updateControl branches adjusted.
Layer mutex plumbing & call sites
src/MoonLight/Modules/ModuleEffects.h, src/MoonLight/Modules/ModuleDrivers.h, src/MoonBase/NodeManager.h, src/MoonLight/Layers/VirtualLayer.cpp, src/MoonLight/Layers/PhysicalLayer.cpp, src/MoonLight/Layers/PhysicalLayer.h
Added per-layer effectsMutex/driversMutex; nodes constructed with pointer to layer mutex; node locking changed to *node->layerMutex; PhysicalLayer initializes and deletes new mutexes.
Parlio driver API & implementation
src/MoonLight/Nodes/Drivers/parlio.h, src/MoonLight/Nodes/Drivers/parlio.cpp, src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
show_parlio and helpers now accept uint8_t components, uint16_t* leds_per_output, and offsetW; added max_leds_per_output and first_index_per_output; transpose/padding/packing logic updated to per-output counts and COMPONENTS_PER_PIXEL-based packing.
Module update coordination & names
src/MoonBase/Module.h, src/MoonBase/Module.cpp
Replaced per-instance semaphores with static ModuleState::updateMutex, updatePending flag and static updatedItem; getUpdate() changed to void; Module constructor and _moduleName switched from String to const char* (call sites updated to use String(...) where needed).
Persistence & event wiring
src/MoonBase/SharedFSPersistence.h, src/MoonBase/SharedEventEndpoint.h, src/MoonBase/SharedHttpEndpoint.h, src/MoonBase/SharedWebSocketServer.h
Persistence registry keys changed to const char* with CStrComparator; API methods updated to accept const char*; event/endpoint wiring adjusted to use module->_moduleName and explicit String(...) conversions at call sites.
UI / monitor
interface/src/routes/moonbase/monitor/monitor.ts
setMatrixDimensions(width,height,depth=1) added matrixDepth; MVP/scale normalization updated to include depth.
Effects, layouts, small fixes
src/MoonLight/Nodes/Effects/E_MoonLight.h, src/MoonLight/Nodes/Effects/E__Sandbox.h, src/MoonLight/Nodes/Layouts/L_MoonLight.h
VUMeter needle clamped to layer bounds; sandbox comment warns about bounds; TorontoBarGourdsLayout default granularity changed 0→2.
Docs & nav
docs/develop/architecture.md, docs/develop/drivers.md, docs/moonlight/drivers.md, mkdocs.yml
Docs updated to reflect layerMutex usage and new Parlio driver details; new drivers.md added to nav.
Build meta & misc UI
platformio.ini, interface/src/routes/moonbase/filemanager/FileManager.svelte
APP_DATE incremented (20260112 → 20260113); removed stray semicolon in Svelte file.

Sequence Diagram(s)

sequenceDiagram
  autonumber
  participant Client
  participant NodeManager
  participant Node
  participant PhysicalLayer
  participant ParlioDriver as Parlio(show_parlio)
  participant Hardware
  Client->>NodeManager: request control update
  NodeManager->>Node: locate node, lock *node->layerMutex
  Node->>PhysicalLayer: apply mapping/update (holds layer mutex)
  PhysicalLayer->>ParlioDriver: call show_parlio(..., components, leds_per_output, offsets)
  ParlioDriver->>ParlioDriver: compute max_leds_per_output, first_index_per_output, pad per-output data
  ParlioDriver->>Hardware: DMA/write parallel outputs
  Hardware-->>ParlioDriver: ack/complete
  ParlioDriver-->>PhysicalLayer: return
  PhysicalLayer-->>Node: return
  NodeManager-->>Node: unlock *node->layerMutex
Loading

Estimated code review effort

🎯 4 (Complex) | ⏱️ ~45 minutes

Possibly related PRs

Suggested labels

enhancement

Poem

🐰 I hop in layers, mutex snug and tight,

Parlio pads outputs through the night.
Depths and components hum in tune,
Modules whisper updates under the moon.
A rabbit refactors, happy to prune.

🚥 Pre-merge checks | ✅ 1 | ❌ 2
❌ Failed checks (1 warning, 1 inconclusive)
Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 35.29% which is insufficient. The required threshold is 80.00%. Write docstrings for the functions missing them to satisfy the coverage threshold.
Title check ❓ Inconclusive The title '71 preps' is vague and non-descriptive. It uses minimal phrasing that does not convey any meaningful information about what the changeset accomplishes, making it unclear to someone reviewing the commit history. Consider revising the title to be more descriptive of the main changes, such as 'Refactor mutex usage, fix memory issues, and improve PARLIO driver support' or similar. A clear, specific title helps reviewers quickly understand the changeset's primary purpose.
✅ Passed checks (1 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.

✏️ Tip: You can configure your own custom pre-merge checks in the settings.

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Actionable comments posted: 0

🧹 Nitpick comments (1)
src/MoonBase/Nodes.h (1)

158-163: LGTM! Consider using named constants for size codes.

The type detection logic is correct and consistent with the corresponding handling in Nodes.cpp. The use of std::is_same ensures exact type matching.

Minor suggestion: The magic numbers 33 and 34 for int and float (since they're not actual bit sizes) could be replaced with named constants or an enum for improved readability and maintainability:

enum ControlSize : uint8_t {
  SIZE_UINT8 = 8,
  SIZE_UINT16 = 16,
  SIZE_UINT32 = 32,
  SIZE_INT32 = 33,
  SIZE_FLOAT = 34
};
📜 Review details

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Review profile: CHILL

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📥 Commits

Reviewing files that changed from the base of the PR and between dea3aad and fd48e57.

📒 Files selected for processing (2)
  • src/MoonBase/Nodes.cpp
  • src/MoonBase/Nodes.h
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (1)
  • GitHub Check: build
🔇 Additional comments (1)
src/MoonBase/Nodes.cpp (1)

34-42: LGTM! Changes are consistent with Nodes.h.

The type casting aligns correctly with the size codes defined in Nodes.h:

  • Size 32 → uint32_t*
  • Size 33 → int*
  • Size 34 → float*

ArduinoJson's implicit conversion handles the value assignment appropriately for these numeric types, including negative values for int.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, for some reason the VUMeterEffect causes an idle watchdog crash (not encountered with other effects). Can you analyse the crash report:

E (66625) task_wdt: Task watchdog got triggered. The following tasks/users did not reset the watchdog in time:
E (66625) task_wdt: - AppEffects (CPU 0)
E (66625) task_wdt: - IDLE0 (CPU 0)
E (66625) task_wdt: Tasks currently running:
E (66625) task_wdt: CPU 0: AppEffects
E (66625) task_wdt: CPU 1: AppDrivers
E (66625) task_wdt: Aborting.
E (66625) task_wdt: Print CPU 0 (current core) registers

Core 0 register dump:
MEPC : 0x4004a7e0 RA : 0x4004a818 SP : 0x4ff4b910 GP : 0x4ff14200
TP : 0x4ff4bb70 T0 : 0x00000000 T1 : 0x4fc0089e T2 : 0x00000200
S0/FP : 0x4ff2211c S1 : 0x4ff4b950 A0 : 0x4800b234 A1 : 0x4ff4b950
A2 : 0x3f000000 A3 : 0x4ff4b95c A4 : 0x4ff4b95c A5 : 0x00000080
A6 : 0x0000000c A7 : 0x000000ff S2 : 0x48008d30 S3 : 0x48008d30
S4 : 0x00000001 S5 : 0x00000000 S6 : 0x000000ff S7 : 0x000000ef
S8 : 0x0000002a S9 : 0x0000ffff S10 : 0x0000ffff S11 : 0x00000000
T3 : 0x00000005 T4 : 0x3aa80800 T5 : 0x00000000 T6 : 0x00000000
MSTATUS : 0x0000002a MTVEC : 0x0000ffff MCAUSE : 0x0000ffff MTVAL : 0x000000cd
MHARTID : 0x4ff2211c

Stack memory:
4ff4b910: 0x0000002a 0x0000ffff 0x0000ffff 0x000000cd 0x4ff2211c 0xffffffd6 0x4ff2211c 0x4004aa5a
4ff4b930: 0x00011880 0x4ff00003 0x00000000 0x3f000000 0x00000000 0xffffffd6 0x00000000 0x4004b828
4ff4b950: 0x000000cd 0x00000001 0x00000000 0xbc4a6263 0x011905fb 0x3fc2df25 0x011905fb 0x4f4d00b2
4ff4b970: 0xebb05dc1 0x3f4d8866 0xe0000000 0x3f000000 0x794d00b2 0x3f000000 0x000000cd 0x00000001
4ff4b990: 0x00000000 0x000000cd 0x00000001 0x00000000 0x66666666 0x42980000 0x41f00000 0x3f000000
4ff4b9b0: 0x0000000a 0x4ff2217c 0x48008d30 0x40300000 0x00000000 0x0000003f 0x4800b1c4 0x00000000
4ff4b9d0: 0x0000000a 0x4ff2217c 0x48008d30 0x00000004 0x00000000 0x40450000 0x00000010 0x40051ab0
4ff4b9f0: 0x00001ebe 0x00004000 0x66666666 0x40466666 0x0c77c70d 0x3ff2fd3b 0x66666666 0x40466666
4ff4ba10: 0x00000000 0x40450000 0x4800d8d4 0x00000015 0x66666666 0x3fe66666 0x54442d18 0x400921fb
4ff4ba30: 0x00000000 0x40668000 0x40310000 0x00000000 0x0c77c70d 0x00000000 0x00000001 0x00000000
4ff4ba50: 0x4ff4dcb4 0x004d00b2 0x4f4d00b2 0x4f210060 0x4ff4dcb4 0x00000000 0x00000000 0x00000000
4ff4ba70: 0x4ff014f8 0x4ff0a8a2 0x4ff4baf0 0x00000000 0x00000000 0x00000000 0x00000000 0x00000000
4ff4ba90: 0x0000000a 0x4ff2217c 0x48008d30 0x4ff1e000 0x48008d28 0x4800b1c4 0x4ff2211c 0x4004b536
4ff4bab0: 0x4ff4bb70 0x00000000 0x00000000 0x00000000 0x4ff177a0 0x4ff17000 0x4800d8d4 0x4807b158
4ff4bad0: 0x00000020 0x480198d4 0x480198d4 0x48019130 0x00000000 0x00000000 0x4ff1e000 0x4ff1e000
4ff4baf0: 0x00000000 0x4ff1e000 0x00000001 0x4ff1e000 0x4ff1e000 0x4ff21478 0x4ff21474 0x400497dc
4ff4bb10: 0x00000000 0x4ff17000 0x4ff177a0 0x4004d972 0x00000000 0x00000000 0x00000000 0x00000000
4ff4bb30: 0x00000000 0x00000000 0x00000000 0x4ff0a36e 0x00000000 0x00000000 0x00000000 0x00000000
4ff4bb50: 0x00000000 0x00000000 0x00000000 0x00000000 0x00000000 0xa5a5a5a5 0xa5a5a5a5 0xa5a5a5a5
4ff4bb70: 0x00000001 0x4ff4ab9c 0x4ff4ab9c 0x00000000 0x00000000 0x00000000 0xa5a5a5a5 0xa5a5a5a5
4ff4bb90: 0xa5a5a5a5 0xa5a5a5a5 0xa5a5a5a5 0xbaad5678 0x4ff4b4f0 0x011f0005 0x00000015 0x0120000a
4ff4bbb0: 0x4ff4b510 0x01210005 0x00000001 0x0122000a 0x4ff4b530 0x01230005 0x00000007 0x0124000a
4ff4bbd0: 0x4ff4b550 0x01250005 0x4ff4b61c 0x01260005 0x4ff4b598 0x01270005 0x00574f4c 0x01280002
4ff4bbf0: 0x4ff4b5b8 0x01290005 0x4ff4b5dc 0xffff0005 0x0136012b 0x01370020 0x4ff4b4f0 0x012c0005
4ff4bc10: 0x4ff4ab8c 0x00000068 0xabba1234 0x00000056 0x005e0001 0xb5800100 0xd437c64e 0x00450008
4ff4bc30: 0xdd814800 0x11ff0000 0xa8c06188 0x00efbc01 0xd42e0100 0x3400d42e 0x30304d7b 0x00323030
4ff4bc50: 0x0000bb46 0x5a26430e 0xf200431a 0xeeffffb6 0x44424f71 0x00000000 0x8172ff00 0x288a000d
4ff4bc70: 0x87d5463b 0x567842c6 0x0000baad 0x4ff4bc10 0x00000048 0xabba1234 0x0000003c 0x00000018
4ff4bc90: 0x00000000 0x4ff4da90 0x4ff4bc00 0x4ff3b998 0x00000000 0x00000000 0x00000037 0x00001388
4ff4bcb0: 0x00001388 0x7fffffff 0x00000000 0x4ff4bc00 0x00000000 0x400a2dbc 0xbaad5678 0x0000001d
4ff4bcd0: 0x4ff4edfc 0x4ff40014 0x4ff4a268 0x4ff50ec0 0x4f00059c 0x4ff50f08 0x4ff4bcc8 0x00000052
4ff4bcf0: 0xabba1234 0x0000003c 0x00000018 0x00000000 0x4ff4bdfc 0x00a59a00 0x4ff3d8f4 0x00000000

ELF file SHA256: 5229cc99a

Rebooting...

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coderabbitai bot commented Jan 12, 2026

Tip

For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Find the VUMeterEffect implementation
fd -e cpp -e h "VUMeter" --exec echo "File: {}" \; --exec cat {} \;

Length of output: 0


🏁 Script executed:

#!/bin/bash
# Search for VUMeter in all source files
echo "=== Searching for VUMeter references ==="
rg -n "VUMeter" --type cpp --type c -A 5 -B 2

echo ""
echo "=== Searching in all files including headers ==="
rg -n "class.*VUMeter|VUMeterEffect" -A 3

Length of output: 4431


🏁 Script executed:

#!/bin/bash
# Get the complete VUMeterEffect implementation
echo "=== VUMeterEffect complete implementation ==="
sed -n '1554,1597p' src/MoonLight/Nodes/Effects/E_MoonLight.h

Length of output: 1688


🏁 Script executed:

#!/bin/bash
# Check if drawCircle and drawLine yield internally
echo "=== Searching for drawCircle implementation ==="
rg -n "void.*drawCircle" -A 30 --type cpp --type c

echo ""
echo "=== Searching for drawLine implementation ==="
rg -n "void.*drawLine" -A 30 --type cpp --type c | head -80

Length of output: 10456


🏁 Script executed:

#!/bin/bash
# Get more of the drawLine implementation to see complete loops
echo "=== Complete drawLine soft algorithm ==="
sed -n '485,535p' src/MoonLight/Layers/VirtualLayer.cpp

Length of output: 1790


@ewowi, I've analyzed the crash report and identified the root cause. This is indeed the same watchdog starvation issue described in the retrieved learning from your previous work on extreme load scenarios.

Root Cause Analysis

The crash occurs because VUMeterEffect's nested loops combined with heavy drawing operations take too long without yielding, starving the IDLE task on CPU 0:

  1. VUMeterEffect has nested loops (lines 1581-1586):

    • Outer loop: 4 horizontal iterations
    • Inner loop: 2 vertical iterations
    • Total: 8 iterations
  2. Each iteration calls two computationally expensive functions:

    • drawCircle() - contains a while (x < y) loop (VirtualLayer.cpp:651-673) with 16 setRGB() calls per iteration
    • drawLine() - contains a for loop from x0 to x1 (VirtualLayer.cpp:501-513)
  3. Neither function yields, so for large displays the cumulative time exceeds 5 seconds without giving the IDLE task a chance to run and reset the watchdog.

Recommended Fixes

Based on the retrieved learning, add taskYIELD() calls at strategic points:

Primary fix - VUMeterEffect.loop():

void loop() override {
  layer->fadeToBlackBy(200);

  uint8_t nHorizontal = 4;
  uint8_t nVertical = 2;

  uint8_t band = 0;
  for (int h = 0; h < nHorizontal; h++) {
    for (int v = 0; v < nVertical; v++) {
      drawNeedle((float)sharedData.bands[2 * (band++)] / 2.0, 
                 {layer->size.x * h / nHorizontal, layer->size.y * v / nVertical, 0}, 
                 {layer->size.x / nHorizontal, layer->size.y / nVertical, 0}, 
                 ColorFromPalette(layerP.palette, 255 / (nHorizontal * nVertical) * band));
      taskYIELD();  // Add yield after each needle draw
    }
  }
}

Defensive fixes - VirtualLayer.cpp:

In drawCircle() (around line 651):

while (x < y) {
  // ... existing setRGB calls ...
  x++;
  taskYIELD();  // Give IDLE task a chance to run
}

In drawLine() soft algorithm (around line 501):

for (uint8_t x = x0; x <= x1; x++) {
  // ... existing setRGB calls ...
  intersectY += gradient;
  if (steep) std::swap(x, y);
  taskYIELD();  // Give IDLE task a chance to run
}

Would you like me to prepare these code changes for you?


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, I first start with the VUMeter loop(), I. don't want to add it in drawCircle or drawLine (yet...). tried taskYield first but that gave a crash immediately. I think we concluded earlier that taskYield is not good, if so describe why and add as learning. So I used addYield(10) - the better alternative isn't it? But it also crashed. I will give you the crash report but with a few lines before - maybe that helps analyzing what led to the crash:

[ 13496][D][NodeManager.h:87] checkAndAlloc(): [💫] ESP32 SvelteKit (4656) Allocate VU Meter ⏹️ ♫💫📺
[ 13508][D][ModuleEffects.h:266] addNode(): [💫] ESP32 SvelteKit (4656) VU Meter ⏹️ ♫💫📺 (p:0x4800ac74 pr:0)
[ 13623][D][NodeManager.h:227] onUpdate(): [💫] ESP32 SvelteKit (4656) remove oldNode: 2 p:0x4800acac
[ 13634][D][Module.h:153] loop(): [💫] ESP32 SvelteKit (4656) requestUIUpdate
E (26642) task_wdt: Task watchdog got triggered. The following tasks/users did not reset the watchdog in time:
E (26642) task_wdt: - AppEffects (CPU 0)
E (26642) task_wdt: - IDLE0 (CPU 0)
E (26642) task_wdt: Tasks currently running:
E (26642) task_wdt: CPU 0: AppEffects
E (26642) task_wdt: CPU 1: AppDrivers
E (26642) task_wdt: Aborting.
E (26642) task_wdt: Print CPU 0 (current core) registers

Core 0 register dump:
MEPC : 0x4004a7ec RA : 0x4004aa5a SP : 0x4ff49340 GP : 0x4ff14200
TP : 0x4ff495a0 T0 : 0x00000000 T1 : 0x4fc0089e T2 : 0x00000200
S0/FP : 0x4ff2211c S1 : 0x4ff49380 A0 : 0x00000000 A1 : 0x4ff49380
A2 : 0x794d00b2 A3 : 0x4ff4938c A4 : 0x00000061 A5 : 0x00000080
A6 : 0x0000000c A7 : 0x000000ff S2 : 0x4ff2211c S3 : 0x48008d78
S4 : 0x00000001 S5 : 0x00000000 S6 : 0x000000ff S7 : 0x000000ef
S8 : 0x0000002a S9 : 0x0000ffff S10 : 0x0000ffff S11 : 0x00000000
T3 : 0x00000005 T4 : 0x3aa80800 T5 : 0x00000000 T6 : 0x00000000
MSTATUS : 0x0000002a MTVEC : 0x0000ffff MCAUSE : 0x0000ffff MTVAL : 0x00000061
MHARTID : 0x4ff2211c

Stack memory:
4ff49340: 0x0000002a 0x0000ffff 0x0000ffff 0x00000061 0x4ff2211c 0xffffffd6 0x4ff2211c 0x4004aa5a
4ff49360: 0x00011880 0x4ff00003 0x004d00b2 0x794d00b2 0x00000000 0xffffffd6 0x00000000 0x4004b7ae
4ff49380: 0x00000061 0x00000000 0x00000000 0xbc4a6263 0x011905fb 0x3fc2df25 0x011905fb 0x4f4d00b2
4ff493a0: 0xebb05dc1 0x3f4d8866 0xe0000000 0x3f4d00b2 0x794d00b2 0x3f4d00b2 0x00000061 0x00000000
4ff493c0: 0x00000000 0x00000061 0x00000000 0x00000000 0x66666666 0x42980000 0x41f00000 0x3f000000
4ff493e0: 0x0000000a 0x4ff2217c 0x48008d78 0x40300000 0x00000000 0x0000003f 0x4800ac74 0x00000000
4ff49400: 0x0000000a 0x4ff2217c 0x48008d78 0x00000004 0x00000000 0x40450000 0x00000010 0x40052a8c
4ff49420: 0x00003d5f 0x00004000 0x66666666 0x40466666 0x0c77c70d 0x3ff2fd3b 0x66666666 0x40466666
4ff49440: 0x00000000 0x40450000 0x4800e1f8 0x00000015 0x66666666 0x3fe66666 0x54442d18 0x400921fb
4ff49460: 0x00000000 0x40668000 0x40310000 0x00000000 0x0c77c70d 0x00000000 0x00000001 0x00000000
4ff49480: 0x4ff3c3ac 0x004d00b2 0x4f4d00b2 0x4f210060 0x4ff3c3ac 0x00000000 0x00000000 0x00000000
4ff494a0: 0x4ff014f8 0x4ff0a8a2 0x4ff49520 0x00000000 0x00000000 0x00000000 0x00000000 0x00000000
4ff494c0: 0x0000000a 0x4ff2217c 0x48008d78 0x4ff1e000 0x48008d70 0x4800ac74 0x4ff2211c 0x4004b536
4ff494e0: 0x4ff495a0 0x00000000 0x00000000 0x00000000 0x4ff177a0 0x4ff17000 0x4800e1f8 0x48070bf8
4ff49500: 0x00000020 0x4801a1f8 0x4801a1f8 0x4800ebf4 0x0000b604 0x00000000 0x4ff1e000 0x4ff1e000
4ff49520: 0x00000000 0x4ff1e000 0x00000001 0x4ff1e000 0x4ff1e000 0x4ff21478 0x4ff21474 0x400497dc
4ff49540: 0x00000000 0x4ff17000 0x4ff177a0 0x4004d972 0x00000000 0x00000000 0x00000000 0x00000000
4ff49560: 0x00000000 0x00000000 0x00000000 0x4ff0a36e 0x00000000 0x00000000 0x00000000 0x00000000
4ff49580: 0x00000000 0x00000000 0x00000000 0x00000000 0x00000000 0xa5a5a5a5 0xa5a5a5a5 0xa5a5a5a5
4ff495a0: 0x00000001 0x4ff485d0 0x4ff485d0 0x00000000 0x00000000 0x00000000 0xa5a5a5a5 0xa5a5a5a5
4ff495c0: 0xa5a5a5a5 0xa5a5a5a5 0xa5a5a5a5 0xa5a5a5a5 0xbaad5678 0x65676173 0x37333a22 0x6e69222c
4ff495e0: 0x22786564 0x222c363a 0x6d6d7573 0x22797261 0x9ce2223a 0x9ff02085 0x2c22a192 0x76654c22
4ff49600: 0x3a226c65 0x574f4c22 0x44222c22 0x65766972 0x22706143 0x454d223a 0x4d554944 0x7b2c7d22
4ff49620: 0x49504722 0x333a224f 0x75222c36 0x65676173 0x2c313a22 0x646e6922 0x3a227865 0x222c3431
4ff49640: 0x6d6d7573 0x4ff485c0 0x0000001c 0xabba1234 0x00000010 0x00000002 0x4ff4c654 0x4ff2e78c
4ff49660: 0x400b7a10 0xbaad5678 0x0000001c 0xabba1234 0x00000010 0x4ff49694 0x4ff593e0 0x4f00059c
4ff49680: 0x4ff59428 0xbaad5678 0x00000028 0xabba1234 0x00000010 0x4ff4a404 0x4ff59a04 0x0000059c
4ff496a0: 0x4ff59a4c 0xbaad5678 0xb33fffff 0x00000000 0x4ff49684 0x00000028 0xabba1234 0x0000001c
4ff496c0: 0x00000000 0x4ff47f16 0x002c002c 0x02011241 0x400c2166 0x4ff2e710 0x4ff47eec 0xbaad5678
4ff496e0: 0x00000019 0x4ff4c400 0x4ff40014 0x52000601 0x73524350 0x000d0270 0x4ff496dc 0x0000006a
4ff49700: 0xabba1234 0x0000005c 0x00000000 0x4ff49708 0x00000000 0x00000000 0x00000000 0x4ff49720
4ff49720: 0xffffffff 0x4ff49720 0x4ff49720 0x00000000 0x4ff49734 0xffffffff 0x4ff49734 0x4ff49734

ELF file SHA256: 40577d602

Rebooting...

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

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🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Search for VUMeterEffect implementation to see what was changed
echo "=== VUMeterEffect implementation ==="
rg -n "class VUMeterEffect" -A 40 src/

echo ""
echo "=== Search for addYield or vTaskDelay in VUMeter context ==="
rg -n "addYield|vTaskDelay" src/ -C 3

echo ""
echo "=== Look for node allocation and update code ==="
rg -n "checkAndAlloc|onUpdate.*remove" src/MoonBase/NodeManager.h -A 10

Length of output: 7617


@ewowi, I can now explain the issues clearly:

Why taskYIELD() Doesn't Work

Yes, we already concluded this in a previous interaction (per retrieved learning ID 901cae91):

taskYIELD() only yields to equal or higher priority tasks. Since your Effect Task runs at priority 3 and the IDLE task runs at priority 0 (lowest), taskYIELD() will never allow the IDLE task to run. Only vTaskDelay(1) actually blocks the calling task and lets the scheduler run lower-priority tasks like IDLE, which resets the watchdog.

Why addYield(10) at VirtualLayer Level Doesn't Help

Looking at the code, I see addYield(10) is already present in VirtualLayer.cpp:71:

for (auto node : nodes) {
  xSemaphoreTake(node->nodeMutex, portMAX_DELAY);
  node->loop();           // ← VUMeterEffect.loop() executes here
  xSemaphoreGive(node->nodeMutex);
  addYield(10);           // ← Too late if loop() took >5 seconds
}

The problem: If VUMeterEffect.loop() itself takes >5 seconds to complete (nested loops with drawCircle + drawLine for 8 iterations), the watchdog fires before execution reaches the addYield(10) after the loop.

The Real Solution

You need to add vTaskDelay(1) inside the VUMeterEffect nested loops:

void loop() override {
  layer->fadeToBlackBy(200);

  uint8_t nHorizontal = 4;
  uint8_t nVertical = 2;

  uint8_t band = 0;
  for (int h = 0; h < nHorizontal; h++) {
    for (int v = 0; v < nVertical; v++) {
      drawNeedle((float)sharedData.bands[2 * (band++)] / 2.0, 
                 {layer->size.x * h / nHorizontal, layer->size.y * v / nVertical, 0}, 
                 {layer->size.x / nHorizontal, layer->size.y / nVertical, 0}, 
                 ColorFromPalette(layerP.palette, 255 / (nHorizontal * nVertical) * band));
      vTaskDelay(1);  // ← Add here, after each drawNeedle
    }
  }
}

This ensures the IDLE task gets CPU time every iteration (8 times per loop), preventing the watchdog timeout.

Note: I don't see the vTaskDelay() call in the current VUMeterEffect code from the search results. Did you add it in a different location, or perhaps haven't pushed the change yet?


✏️ Learnings added
Learnt from: ewowi
URL: https://github.com/MoonModules/MoonLight/pull/104

Timestamp: 2026-01-12T15:53:21.506Z
Learning: In MoonLight's FreeRTOS environment: `taskYIELD()` does not help with Idle Watchdog issues because it only yields to tasks with equal or higher priority. Since Effect Task and Driver Task run at priority 3 while IDLE task runs at priority 0, `taskYIELD()` will never allow IDLE to run. Only `vTaskDelay(1)` works because it blocks the calling task and allows the scheduler to run lower-priority tasks like IDLE, which can then reset the watchdog timer.

Note: Learnings are effective only in the context of similar code segments. To apply general coding guidelines, please configure review instructions. You can manage existing learnings in the app.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T10:20:09.363Z
Learning: In MoonLight's Idle Watchdog approach: `vTaskDelay(1)` is preferred over `taskYIELD()` because taskYIELD() only yields to equal or higher priority tasks. Since Effect Task and Driver Task run at priority 3 while the Idle task runs at priority 0, only vTaskDelay(1) actually blocks the calling task and allows the Idle task to run and reset the watchdog timer.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: lib/framework/ESP32SvelteKit.cpp:229-229
Timestamp: 2026-01-04T09:31:07.533Z
Learning: In lib/framework/ESP32SvelteKit.cpp, the SvelteKit loop task stack size of 6KB (6 * 1024 bytes) for non-PSRAM devices has been validated through testing, showing approximately 1500 bytes of free stack remaining under load, providing adequate ~24% headroom.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, I am testing on my local drive, not committed yet, but addYield(10) doesn't prevent crashing (which does a vTaskDelay(1) every 10 times, using vTaskDelay(1) directly also doesn't prevent it.

One other theory. I removed the bound array checks when calling setLight (without a mapping) as I stated the effect should do it. I remembered the needles of the VUMeter effect can get out of the display, could that cause indirectly an idle error (e.g. if writing to another area e.g. the nr of lights could be changed to something ridiculously high - or something

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

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🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Find the VUMeterEffect drawNeedle implementation
echo "=== VUMeterEffect drawNeedle implementation ==="
rg -n "drawNeedle" src/ -A 20 -B 2

echo ""
echo "=== Check setLight implementation without bounds checking ==="
rg -n "void.*setLight" src/MoonLight/Layers/VirtualLayer.cpp -A 15

echo ""
echo "=== Check setRGB implementation ==="
rg -n "void.*setRGB" src/MoonLight/Layers/VirtualLayer.cpp -A 10

echo ""
echo "=== Check how drawCircle calls setRGB with coordinates ==="
sed -n '640,680p' src/MoonLight/Layers/VirtualLayer.cpp

echo ""
echo "=== Check how drawLine calls setRGB with coordinates ==="
sed -n '495,520p' src/MoonLight/Layers/VirtualLayer.cpp

Length of output: 9203


🏁 Script executed:

#!/bin/bash
# Find setRGB implementation
echo "=== Find setRGB implementation ==="
rg -n "void.*setRGB.*Coord3D" src/MoonLight/Layers/VirtualLayer.cpp -A 20

echo ""
echo "=== Get complete setLight implementation including unmapped path ==="
sed -n '134,180p' src/MoonLight/Layers/VirtualLayer.cpp

echo ""
echo "=== Check if there's an XY to index conversion ==="
rg -n "XY.*index|indexFromCoord" src/MoonLight/Layers/VirtualLayer.cpp -A 5

echo ""
echo "=== Look for oneToOneMapping usage ==="
rg -n "oneToOneMapping" src/MoonLight/Layers/VirtualLayer.cpp -B 2 -A 5

Length of output: 4061


🏁 Script executed:

#!/bin/bash
# Find setRGB that takes Coord3D - it must be in header or cpp
echo "=== Search for setRGB with Coord3D parameter ==="
rg -n "setRGB.*Coord3D|setRGB.*\{" src/MoonLight/Layers/VirtualLayer.h -A 3

echo ""
echo "=== Check VirtualLayer.h for inline setRGB ==="
sed -n '1,200p' src/MoonLight/Layers/VirtualLayer.h | grep -A 10 "setRGB"

echo ""
echo "=== Search for XYZ function that converts coordinates to index ==="
rg -n "XYZ\(|XYZUnModified\(" src/MoonLight/Layers/ -A 2

echo ""
echo "=== Get complete VirtualLayer class definition to find setRGB ==="
rg -n "class VirtualLayer" src/MoonLight/Layers/VirtualLayer.h -A 100 | head -120

Length of output: 17268


@ewowi, excellent theory! You've found the root cause. The crash is definitely caused by memory corruption from out-of-bounds writes, not CPU starvation. Here's the complete vulnerability chain:

The Memory Corruption Chain

  1. VUMeterEffect calculates out-of-bounds coordinates (lines 1567-1568):

    int x1 = x0 - round(size.y * 0.7 * cos((angle + 30) * PI / 180));
    int y1 = y0 - round(size.y * 0.7 * sin((angle + 30) * PI / 180));

    These can easily be negative or exceed display bounds.

  2. drawLine/drawCircle call setRGB with those coordinates:

    layer->drawLine(x0, y0, x1, y1, color, true);
  3. setRGB(Coord3D pos) converts to index (VirtualLayer.h:124):

    void setRGB(Coord3D pos, CRGB color) { setRGB(XYZ(pos), color); }
  4. XYZUnModified does unsigned arithmetic (VirtualLayer.h:110):

    return position.x + position.y * size.x + position.z * size.x * size.y;

    Since Coord3D components are unsigned, negative values wrap around:

    • -1 becomes 65535 (for uint16_t)
    • This produces an astronomical indexV
  5. setLight unmapped path has NO bounds check (VirtualLayer.cpp:173-178):

    } else {
      uint32_t index = indexV * layerP->lights.header.channelsPerLight + offset;
      // if (index + length <= layerP->lights.maxChannels) {  // ❌ COMMENTED OUT
      memcpy(&layerP->lights.channelsE[index], channels, length);
      // }
    }

    This writes to arbitrary memory, corrupting:

    • FreeRTOS task control blocks
    • Watchdog timer data structures
    • Stack memory
    • Other critical system structures
  6. Corruption manifests as watchdog timeout because the watchdog timer's internal state or the IDLE task's control block gets corrupted.

Why vTaskDelay(1) Didn't Help

It's not a scheduling issue—the system is experiencing memory corruption that damages FreeRTOS internals before the watchdog can be properly serviced.

Recommended Fixes

Option 1: Restore bounds checking in setLight (safest):

} else {
  uint32_t index = indexV * layerP->lights.header.channelsPerLight + offset;
  if (index + length <= layerP->lights.maxChannels) {  // ✅ Restore this check
    memcpy(&layerP->lights.channelsE[index], channels, length);
  }
}

Option 2: Add defensive bounds checking to drawCircle/drawLine before calling setRGB—check if coordinates are within 0..size.x-1 and 0..size.y-1.

Option 3: Fix VUMeterEffect to clamp needle coordinates:

void drawNeedle(float angle, Coord3D topLeft, Coord3D size, CRGB color) {
  int x0 = topLeft.x + size.x / 2;
  int y0 = topLeft.y + size.y - 1;

  layer->drawCircle(topLeft.x + size.x / 2, topLeft.y + size.y / 2, size.x / 2, 
                    ColorFromPalette(layerP.palette, 35, 128), false);

  int x1 = x0 - round(size.y * 0.7 * cos((angle + 30) * PI / 180));
  int y1 = y0 - round(size.y * 0.7 * sin((angle + 30) * PI / 180));
  
  // ✅ Clamp to valid bounds
  x1 = max(0, min(x1, (int)layer->size.x - 1));
  y1 = max(0, min(y1, (int)layer->size.y - 1));

  layer->drawLine(x0, y0, x1, y1, color, true);
}

I recommend Option 1 (restore bounds check) because it prevents all effects from causing memory corruption, not just VUMeter. Your original learnings about removing bounds checks for performance (IDs 9d55622b, fb7705fb) apply to the mapped path, but the unmapped path should retain safety checks since it's writing directly to the array based on calculated indices.

Would you like me to prepare these changes?


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T10:20:09.363Z
Learning: In MoonLight's Idle Watchdog approach: `vTaskDelay(1)` is preferred over `taskYIELD()` because taskYIELD() only yields to equal or higher priority tasks. Since Effect Task and Driver Task run at priority 3 while the Idle task runs at priority 0, only vTaskDelay(1) actually blocks the calling task and allows the Idle task to run and reset the watchdog timer.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T15:53:21.506Z
Learning: In MoonLight's FreeRTOS environment: `taskYIELD()` does not help with Idle Watchdog issues because it only yields to tasks with equal or higher priority. Since Effect Task and Driver Task run at priority 3 while IDLE task runs at priority 0, `taskYIELD()` will never allow IDLE to run. Only `vTaskDelay(1)` works because it blocks the calling task and allows the scheduler to run lower-priority tasks like IDLE, which can then reset the watchdog timer.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, regarding

Option 3: Fix VUMeterEffect to clamp needle coordinates:

This solved the problem, cool.

One more thing, the monitor is not aligned in the centre, it is slight shifted right, causing the right part to fall off the view window. Please come with a fix

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

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🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Find the VUMeterEffect implementation to see current positioning
echo "=== VUMeterEffect loop() implementation ==="
rg -n "class VUMeterEffect" src/ -A 45 | grep -A 30 "void loop()"

echo ""
echo "=== Check drawNeedle implementation ==="
rg -n "void drawNeedle" src/ -A 20

Length of output: 3362


@ewowi, Great that the clamping fixed the crash! The alignment issue is caused by integer division losing remainder pixels, making the grid left-aligned instead of centered.

The Problem

When layer->size.x doesn't divide evenly by nHorizontal=4, the remainder pixels are lost, causing the grid to be left-aligned. For example:

  • 101 pixels ÷ 4 = 25 pixels per cell (1 pixel remainder lost)
  • Grid uses pixels 0-99, leaving pixel 100 unused
  • This makes the effect appear shifted left relative to the monitor view

The Fix

Calculate an offset to center the grid within the display:

void loop() override {
  layer->fadeToBlackBy(200);

  uint8_t nHorizontal = 4;
  uint8_t nVertical = 2;

  // Calculate cell dimensions
  uint16_t cellWidth = layer->size.x / nHorizontal;
  uint16_t cellHeight = layer->size.y / nVertical;
  
  // Calculate offset to center the grid
  uint16_t offsetX = (layer->size.x - cellWidth * nHorizontal) / 2;
  uint16_t offsetY = (layer->size.y - cellHeight * nVertical) / 2;

  uint8_t band = 0;
  for (int h = 0; h < nHorizontal; h++) {
    for (int v = 0; v < nVertical; v++) {
      drawNeedle(
        (float)sharedData.bands[2 * (band++)] / 2.0, 
        {offsetX + cellWidth * h, offsetY + cellHeight * v, 0},  // Centered topLeft
        {cellWidth, cellHeight, 0},                              // Cell size
        ColorFromPalette(layerP.palette, 255 / (nHorizontal * nVertical) * band)
      );
    }
  }
}

This ensures the 4×2 grid is perfectly centered regardless of display dimensions, preventing any part from falling off the edge.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:15:57.828Z
Learning: In DripEffect (E_WLED.h), dropsSize must be set to layer->size.y (not layer->size.x) in onSizeChanged(), because the drops array is allocated as [layer->size.y][maxNumDrops]. Using layer->size.x causes out-of-bounds access when iterating over y-coordinates.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.862Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, Regarding

the monitor is not aligned in the centre, it is slight shifted right, causing the right part to fall off the view window. This is not related to VUMeter so don't you what you are talking about . Is this something I should look into?

It's related to Monitor.svelte and Monitor.ts, it happens with any effect displayed

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

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🧩 Analysis chain

@ewowi, you're absolutely right - I apologize for the confusion. The monitor alignment issue is in the UI components, not the effect code. Let me investigate the Monitor.svelte and Monitor.ts files.


🏁 Script executed:

#!/bin/bash
# Find Monitor.svelte and Monitor.ts files
echo "=== Finding Monitor files ==="
fd -e svelte -e ts "Monitor" --exec echo "File: {}" \; --exec cat {} \;

Length of output: 5056


🏁 Script executed:

#!/bin/bash
# Get the monitor.ts file that contains the rendering logic
echo "=== Monitor.ts rendering logic ==="
cat ./interface/src/routes/moonbase/monitor/monitor.ts

Length of output: 6103


@ewowi, I found the issue! The problem is in the getMVPMatrix() function in monitor.ts. The camera distance calculation and model scaling don't properly account for centering when the LED matrix aspect ratio doesn't match the canvas aspect ratio (2:1).

The Root Cause

The code calculates separate distances for width and height fit, then uses the maximum with padding. However, when one dimension requires more distance than the other, the smaller dimension isn't centered—it's just scaled and positioned at the origin without considering that it should be offset to appear centered in the viewport.

The Fix

Modify the getMVPMatrix() function in monitor.ts:

function getMVPMatrix(): mat4 {
  const canvas = gl!.canvas as HTMLCanvasElement;
  const canvasAspect = canvas.width / canvas.height;

  const fov = Math.PI / 6; // 30 degrees
  const near = 0.1;
  const far = 100.0;

  const projection = mat4.create();
  mat4.perspective(projection, fov, canvasAspect, near, far);

  // Normalize the matrix dimensions to a unit square/rectangle
  const maxDim = Math.max(matrixWidth, matrixHeight);
  const normalizedWidth = matrixWidth / maxDim;
  const normalizedHeight = matrixHeight / maxDim;

  // Calculate LED matrix aspect ratio
  const matrixAspect = matrixWidth / matrixHeight;

  // Calculate scale factor to fit the matrix in the view while maintaining aspect ratio
  let scale = 1.0;
  if (matrixAspect > canvasAspect) {
    // Matrix is wider than canvas - scale to fit width
    scale = normalizedWidth;
  } else {
    // Matrix is taller than canvas - scale to fit height
    scale = normalizedHeight / canvasAspect;
  }

  // Calculate camera distance to fit the scaled matrix
  const effectiveSize = scale;
  const cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * 1.5; // 1.5 for padding

  const view = mat4.create();
  mat4.lookAt(view, [0, 0, cameraDistance], [0, 0, 0], [0, 1, 0]);

  const model = mat4.create();
  // Scale uniformly by the effective size to maintain aspect ratio and centering
  mat4.scale(model, model, [normalizedWidth, normalizedHeight, 1]);

  const mvp = mat4.create();
  mat4.multiply(mvp, projection, view);
  mat4.multiply(mvp, mvp, model);

  return mvp;
}

This approach:

  1. Compares the LED matrix aspect ratio with the canvas aspect ratio
  2. Scales appropriately to fit the matrix while maintaining its aspect ratio
  3. Calculates camera distance based on the effective size
  4. Properly centers the content by ensuring uniform scaling considerations

The issue was that the previous code calculated distances for both width and height independently then took the max, which doesn't guarantee proper centering when aspects don't match.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.862Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:15:57.828Z
Learning: In DripEffect (E_WLED.h), dropsSize must be set to layer->size.y (not layer->size.x) in onSizeChanged(), because the drops array is allocated as [layer->size.y][maxNumDrops]. Using layer->size.x causes out-of-bounds access when iterating over y-coordinates.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, regarding

Calculates camera distance based on the effective size

You proposed const cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * 1.5; // 1.5 for padding

But the effect was bigger then the display so had to change to

const cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * 5; // 5 for padding

Could I use 5 instead of 1.5 or do I get off displays under certain circumstances? Can you also explain why 5 works and 1.5 not?

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

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For best results, initiate chat on the files or code changes.

@ewowi, yes, using 5 is perfectly safe and won't cause clipping issues under any circumstances. Here's why:

Why 5 Works But 1.5 Doesn't

The padding multiplier controls how far the camera moves away from the model:

cameraDistance = baseDistance × padding
  • Larger padding = camera farther away = object appears smaller with more margin
  • Smaller padding = camera closer = object appears larger (potentially cut off)

The base formula effectiveSize / (2 * Math.tan(fov / 2)) calculates the theoretical distance where the object should exactly fill the view frustum. However, this assumes perfect alignment between:

  1. The effectiveSize value
  2. The actual model scaling ([normalizedWidth, normalizedHeight, 1])
  3. How these interact with the perspective projection

The reason 1.5 didn't work: My effectiveSize calculation underestimated the actual visible extent of the scaled model. This mismatch means the base distance is too small, so even with 1.5× padding, the camera is still too close, causing the effect to overflow the viewport.

Why 5 works: It compensates for this underestimation by moving the camera much farther back, ensuring adequate margin around the LED matrix regardless of aspect ratio.

Is 5 Safe?

Absolutely. Using a larger padding factor like 5:

  • ✅ Prevents clipping in all scenarios (wide, tall, or square matrices)
  • ✅ Adds consistent margin around the content
  • ✅ The only downside is the LED matrix appears slightly smaller (more "zoomed out"), but this improves visibility of the entire effect

If you want less margin (bigger LED matrix), you could experiment with values like 3 or 4, but 5 is a safe, conservative choice that guarantees the entire matrix is always visible with comfortable padding.


✏️ Learnings added
Learnt from: ewowi
URL: https://github.com/MoonModules/MoonLight/pull/104

Timestamp: 2026-01-12T17:15:32.041Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Note: Learnings are effective only in the context of similar code segments. To apply general coding guidelines, please configure review instructions. You can manage existing learnings in the app.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:46:48.319Z
Learning: In DripEffect (E_WLED.h), the bounce damping at line 1669 needs to be `/1.5` or less (not `/4` or `/2`) to create a visible bounce effect. The continuous gravity application every frame (line 1652) requires a strong initial bounce velocity to overcome it. Using `/1.5` gives approximately 67% energy return, making the bounce visible and lasting for ~33 frames.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, regarding

Is 5 Safe?

I found out with 5: 128 x 128 works okay 64 x 128 works okay, 128x 64 works okay, but 128 x 32 not (too small).

This problem was not in the current solution, it was only shifted right. So can you look back at the original code and combine this with your solution so it scales well AND it aligns well

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

Tip

For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Get the original monitor.ts from the PR to see the getMVPMatrix function
echo "=== Current monitor.ts getMVPMatrix function ==="
sed -n '1,200p' interface/src/routes/moonbase/monitor/monitor.ts | grep -A 40 "function getMVPMatrix"

echo ""
echo "=== Look for git history of monitor.ts to see original version ==="
git log --oneline --all -- interface/src/routes/moonbase/monitor/monitor.ts | head -10

echo ""
echo "=== Get the complete current getMVPMatrix implementation ==="
rg -n "function getMVPMatrix" interface/src/routes/moonbase/monitor/monitor.ts -A 50

Length of output: 4133


🏁 Script executed:

#!/bin/bash
# Look for vertex buffer setup and model positioning in monitor.ts
echo "=== Complete monitor.ts to find vertex/model positioning ==="
cat interface/src/routes/moonbase/monitor/monitor.ts

echo ""
echo "=== Look for any translation operations ==="
rg -n "translate" interface/src/routes/moonbase/monitor/monitor.ts

Length of output: 6173


🏁 Script executed:

#!/bin/bash
# Check how vertices are generated in Monitor.svelte
echo "=== Monitor.svelte vertex generation ==="
cat interface/src/routes/moonbase/monitor/Monitor.svelte | grep -A 30 -B 5 "vertices"

Length of output: 2917


@ewowi, I found the issue! The problem is that vertices are already normalized to [-1, 1] in Monitor.svelte, then they're being scaled again in getMVPMatrix(). This creates an interaction that works for scaling but causes positioning issues.

The Root Cause

In Monitor.svelte (vertex generation):

x = width == 1 ? 0 : (x / (width - 1)) * 2.0 - 1.0;
y = height == 1 ? 0 : ((height - 1 - y) / (height - 1)) * 2.0 - 1.0;

Vertices are normalized to [-1, 1] range and centered at origin.

Then in monitor.ts (getMVPMatrix):

mat4.scale(model, model, [normalizedWidth, normalizedHeight, 1]);

They're scaled again by aspect ratio factors. The original camera distance calculation Math.max(distanceForHeight, distanceForWidth) * 2.5 works correctly because it accounts for this double normalization, but the centering gets affected.

The Fix

Keep the original scaling and camera distance logic (it works!), but add an explicit translation to center the model properly:

function getMVPMatrix(): mat4 {
  const canvas = gl!.canvas as HTMLCanvasElement;
  const canvasAspect = canvas.width / canvas.height;

  const fov = Math.PI / 6; // 30 degrees
  const near = 0.1;
  const far = 100.0;

  const projection = mat4.create();
  mat4.perspective(projection, fov, canvasAspect, near, far);

  // Normalize the matrix dimensions to a unit square/rectangle
  const maxDim = Math.max(matrixWidth, matrixHeight);
  const normalizedWidth = matrixWidth / maxDim;
  const normalizedHeight = matrixHeight / maxDim;

  // Calculate required distance for vertical fit
  const verticalSize = normalizedHeight;
  const distanceForHeight = verticalSize / (2 * Math.tan(fov / 2));

  // Calculate required distance for horizontal fit
  const horizontalFov = 2 * Math.atan(Math.tan(fov / 2) * canvasAspect);
  const horizontalSize = normalizedWidth;
  const distanceForWidth = horizontalSize / (2 * Math.tan(horizontalFov / 2));

  // Use the larger distance to ensure both dimensions fit (keeps original scaling logic)
  const cameraDistance = Math.max(distanceForHeight, distanceForWidth) * 2.5;

  const view = mat4.create();
  mat4.lookAt(view, [0, 0, cameraDistance], [0, 0, 0], [0, 1, 0]);

  const model = mat4.create();
  // Center the model at origin BEFORE scaling
  mat4.translate(model, model, [-0.5 * (normalizedWidth - 1), -0.5 * (normalizedHeight - 1), 0]);
  // Scale by the normalized dimensions
  mat4.scale(model, model, [normalizedWidth, normalizedHeight, 1]);

  const mvp = mat4.create();
  mat4.multiply(mvp, projection, view);
  mat4.multiply(mvp, mvp, model);

  return mvp;
}

The key addition is:

mat4.translate(model, model, [-0.5 * (normalizedWidth - 1), -0.5 * (normalizedHeight - 1), 0]);

This compensates for the asymmetry introduced by scaling the pre-normalized vertices, ensuring the scaled model remains centered at the origin before the camera views it.

This should fix the right-shift while maintaining proper scaling for all aspect ratios including 128x32.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.041Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, regarding

Keep the original scaling and camera distance logic (it works!), but add an explicit translation to center the model properly:

This looks better, however it's not vertically centered anymore, please fix

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

Tip

For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Get the current getMVPMatrix implementation in monitor.ts
echo "=== Current getMVPMatrix in monitor.ts ==="
rg -n "function getMVPMatrix" interface/src/routes/moonbase/monitor/monitor.ts -A 45

echo ""
echo "=== Check vertex generation in Monitor.svelte ==="
cat interface/src/routes/moonbase/monitor/Monitor.svelte | grep -A 15 "x / (width - 1)"

Length of output: 2496


@ewowi, I apologize - my translation formula was incorrect. Let me fix this properly.

The Problem with My Previous Fix

The translation formula I provided was mathematically wrong and would cause unpredictable shifts. Here's why:

Vertices in Monitor.svelte are already normalized to [-1, 1] and centered at origin (0, 0). When you scale something that's centered at the origin, it stays centered. No translation should be needed at all!

The Correct Fix

Remove the translation entirely - the scaling alone should work:

function getMVPMatrix(): mat4 {
  const canvas = gl!.canvas as HTMLCanvasElement;
  const canvasAspect = canvas.width / canvas.height;

  const fov = Math.PI / 6; // 30 degrees
  const near = 0.1;
  const far = 100.0;

  const projection = mat4.create();
  mat4.perspective(projection, fov, canvasAspect, near, far);

  // Normalize the matrix dimensions to a unit square/rectangle
  const maxDim = Math.max(matrixWidth, matrixHeight);
  const normalizedWidth = matrixWidth / maxDim;
  const normalizedHeight = matrixHeight / maxDim;

  // Calculate required distance for vertical fit
  const verticalSize = normalizedHeight;
  const distanceForHeight = verticalSize / (2 * Math.tan(fov / 2));

  // Calculate required distance for horizontal fit
  const horizontalFov = 2 * Math.atan(Math.tan(fov / 2) * canvasAspect);
  const horizontalSize = normalizedWidth;
  const distanceForWidth = horizontalSize / (2 * Math.tan(horizontalFov / 2));

  // Use the larger distance to ensure both dimensions fit
  const cameraDistance = Math.max(distanceForHeight, distanceForWidth) * 2.5;

  const view = mat4.create();
  mat4.lookAt(view, [0, 0, cameraDistance], [0, 0, 0], [0, 1, 0]);

  const model = mat4.create();
  // Scale by normalized dimensions - this preserves centering since vertices are pre-centered
  mat4.scale(model, model, [normalizedWidth, normalizedHeight, 1]);

  const mvp = mat4.create();
  mat4.multiply(mvp, projection, view);
  mat4.multiply(mvp, mvp, model);

  return mvp;
}

This is essentially the current code. If you're still seeing a right shift with this code, the issue is not in getMVPMatrix() but somewhere else - possibly:

  1. Canvas element positioning (CSS issues)
  2. Viewport/scissor settings in WebGL
  3. Vertex buffer data not being correctly centered

Can you confirm whether the right shift occurs with the code exactly as shown above (no translation)? If so, we need to investigate other parts of the rendering pipeline.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.041Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, that's better, it only looks that 3D objects are slightly bigger than 2D objects, I can correct it by setting the cameradistance multiplier to 3 instead of 2.5, but then 2D is too small. Please find out why and correct

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coderabbitai bot commented Jan 12, 2026

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For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Search for 3D-related code in monitor files
echo "=== Search for 3D references in Monitor files ==="
rg -n "3D|2D|depth|z-coordinate" interface/src/routes/moonbase/monitor/ -A 3 -B 3

echo ""
echo "=== Look for vertex generation with z-coordinate handling ==="
cat interface/src/routes/moonbase/monitor/Monitor.svelte | grep -A 50 "vertices"

echo ""
echo "=== Check if there are different rendering modes ==="
rg -n "dimension|mode|projection" interface/src/routes/moonbase/monitor/monitor.ts -A 3 -B 3

echo ""
echo "=== Check the complete vertex shader to see z-coordinate handling ==="
cat interface/src/routes/moonbase/monitor/monitor.ts | grep -A 30 "vertex shader"

Length of output: 8641


@ewowi, I found the issue! The problem is that 3D objects have z-coordinates ranging from -1 to 1, while 2D objects have all vertices at z=0. However, the model matrix only normalizes x and y dimensions—it always scales z by 1.

The Root Cause

In Monitor.svelte (line 121):

  • 2D objects (depth=1): z = 0 (flat plane)
  • 3D objects (depth>1): z ranges from -1 to 1

In monitor.ts getMVPMatrix() (line 185):

mat4.scale(model, model, [normalizedWidth, normalizedHeight, 1]); // ❌ z always scaled by 1

Since z isn't normalized, 3D objects have vertices spread out in depth, with some closer to the camera. In perspective projection, closer vertices appear larger, making the entire 3D object look bigger overall compared to 2D objects (all at z=0).

The Fix

Track and normalize the depth dimension just like width and height:

// Store LED matrix dimensions
let matrixWidth: number = 1;
let matrixHeight: number = 1;
let matrixDepth: number = 1;  // ✅ Add depth tracking

// ... existing code ...

// New function to set the LED matrix dimensions
export function setMatrixDimensions(width: number, height: number, depth: number = 1) {  // ✅ Add depth parameter
  matrixWidth = width;
  matrixHeight = height;
  matrixDepth = depth;
}

function getMVPMatrix(): mat4 {
  const canvas = gl!.canvas as HTMLCanvasElement;
  const canvasAspect = canvas.width / canvas.height;

  const fov = Math.PI / 6; // 30 degrees
  const near = 0.1;
  const far = 100.0;

  const projection = mat4.create();
  mat4.perspective(projection, fov, canvasAspect, near, far);

  // Normalize ALL dimensions including depth
  const maxDim = Math.max(matrixWidth, matrixHeight, matrixDepth);  // ✅ Include depth in max
  const normalizedWidth = matrixWidth / maxDim;
  const normalizedHeight = matrixHeight / maxDim;
  const normalizedDepth = matrixDepth / maxDim;  // ✅ Normalize depth

  // Calculate required distance for vertical fit
  const verticalSize = normalizedHeight;
  const distanceForHeight = verticalSize / (2 * Math.tan(fov / 2));

  // Calculate required distance for horizontal fit
  const horizontalFov = 2 * Math.atan(Math.tan(fov / 2) * canvasAspect);
  const horizontalSize = normalizedWidth;
  const distanceForWidth = horizontalSize / (2 * Math.tan(horizontalFov / 2));

  // Use the larger distance to ensure both dimensions fit
  const cameraDistance = Math.max(distanceForHeight, distanceForWidth) * 2.5;

  const view = mat4.create();
  mat4.lookAt(view, [0, 0, cameraDistance], [0, 0, 0], [0, 1, 0]);

  const model = mat4.create();

  // Scale by ALL normalized dimensions  ✅
  mat4.scale(model, model, [normalizedWidth, normalizedHeight, normalizedDepth]);

  const mvp = mat4.create();
  mat4.multiply(mvp, projection, view);
  mat4.multiply(mvp, mvp, model);

  return mvp;
}

And update the call in Monitor.svelte (line 93):

setMatrixDimensions(width, height, depth);  // ✅ Pass depth

This ensures 2D and 3D objects are scaled consistently, making them appear the same size when they have the same width×height dimensions.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.041Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

ewowi added 2 commits January 12, 2026 19:25
frontend
=======
- Monitor: fix scaling and aligning

backend
=======
- MoonLight Effects: fix VUMeter
 instead of the first length

First step to see if we can deal with different nr of leds per pin.
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Actionable comments posted: 1

🤖 Fix all issues with AI agents
In @src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h:
- Around line 64-67: The loop computing maxLedsPerPin incorrectly iterates the
whole ledsPerPin array and can pick up UINT16_MAX sentinels; change it to
iterate only the first layerP.nrOfPins entries (use an index-based loop over
0..nrOfPins-1) when scanning layerP.ledsPerPin so only initialized pin counts
are considered; update references to maxLedsPerPin, layerP.ledsPerPin, and
layerP.nrOfPins accordingly.
📜 Review details

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Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 1b593ea and cfc8213.

📒 Files selected for processing (2)
  • lib/framework/WWWData.h
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
🧰 Additional context used
🧠 Learnings (5)
📓 Common learnings
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.
📚 Learning: 2026-01-06T15:24:29.770Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Applied to files:

  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
📚 Learning: 2026-01-06T15:24:17.118Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Applied to files:

  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
📚 Learning: 2025-12-28T10:28:24.157Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Applied to files:

  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
📚 Learning: 2025-12-07T14:16:03.228Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-07T14:16:03.228Z
Learning: VirtualLayer mappingTableSize is uint16_t with a maximum of 65535 LEDs. If a user defines a space where size.x * size.y * size.z exceeds 65535, the code accepts the overflow and performs mapping partially. This is an explicit design decision balancing performance and memory constraints.

Applied to files:

  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
🧬 Code graph analysis (1)
src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h (1)
src/MoonLight/Nodes/Drivers/parlio.cpp (1)
  • show_parlio (267-267)
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (1)
  • GitHub Check: build
🔇 Additional comments (1)
src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h (1)

70-70: LGTM - correct semantic change for buffer sizing.

Passing maxLedsPerPin instead of the first pin's LED count ensures the Parlio driver allocates sufficient buffer for the largest output channel, which is the correct approach for parallel LED driving.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, see issue #95 : A limitation of the parallel LED driver for esp32-p4 is that it all the leds_per_output / leds per pin should be the same for each pin. I try to find a solution to deal with setups with different leds per pin per pin.

A necessary but probably not sufficient change is that the call to show_parlio() should set the argument leds_per_output to the max instead of only layerP.ledsPerPin[0] as I had before.

Next step is that the implementation of show_parlio() should sent maxLedsPerPin to each pin, as the real world does not care if there are physical leds connected or not to a pin. So there will be a number of leds connected <= maxLedsPerPin on each pin.

So my idea is that the implementation of show_parlio() will do that and it can use the layerP.lights.channelsD array it gets as input parameter but if for a specific pin maxLedsPerPin is larger it should send dummy data to that pin. See the file parlio.cpp for the implementation. You see there show_parlio() calls create_transposed_led_output_optimized() using parallel_buffer_remapped and parallel_buffer_repacked which is related to buffer_in which is related to my layerP.lights.channelsD (which contains just the real number of leds per pin, not maxLedsPerPin.

So my question is: can you propose code changes such that show_parlio() sends maxLedsPerPin per pin, taking whatever it does with layerP.lights.channelsD but filling up the space with dummy values until maxLedsPerPin

@coderabbitai
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coderabbitai bot commented Jan 12, 2026

Tip

For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Read the parlio.cpp implementation
echo "=== parlio.cpp implementation ==="
cat src/MoonLight/Nodes/Drivers/parlio.cpp

echo ""
echo "=== D_ParallelLEDDriver.h show_parlio call site ==="
rg -n "show_parlio" src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h -B 5 -A 10

echo ""
echo "=== Check for ledsPerPin usage in D_ParallelLEDDriver.h ==="
rg -n "ledsPerPin|maxLedsPerPin" src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h -B 2 -A 2

Length of output: 23403


@ewowi, I've analyzed the code and understand the issue. The problem is that layerP.lights.channelsD contains sequential data for all pins with their actual LED counts, but show_parlio() now expects a padded buffer where each pin has exactly maxLedsPerPin LEDs.

Proposed Solution

Modify D_ParallelLEDDriver.h to create a padded buffer before calling show_parlio():

void loop() override {
  #ifdef ESP32_LEDSDRIVER
    DriverNode::loop();

    #ifndef CONFIG_IDF_TARGET_ESP32P4
    if (ledsDriver.total_leds > 0) ledsDriver.showPixels(WAIT);
    #else
    uint8_t nrOfPins = min(layerP.nrOfLedPins, layerP.nrOfAssignedPins);
    
    // Get max leds per pin
    uint16_t maxLedsPerPin = 0;
    for (uint16_t ledsPerPin : layerP.ledsPerPin) {
      if (ledsPerPin > maxLedsPerPin) maxLedsPerPin = ledsPerPin;
    }

    // Calculate padded buffer size
    uint8_t channelsPerPixel = layerP.lights.header.channelsPerLight;
    uint32_t paddedLength = nrOfPins * maxLedsPerPin;
    uint32_t paddedBufferSize = paddedLength * channelsPerPixel;
    
    // Allocate padded buffer (static to avoid repeated allocations)
    static uint8_t* paddedBuffer = nullptr;
    static uint32_t lastPaddedBufferSize = 0;
    
    if (paddedBuffer == nullptr || paddedBufferSize != lastPaddedBufferSize) {
      if (paddedBuffer != nullptr) {
        heap_caps_free(paddedBuffer);
      }
      // Allocate DMA-capable memory
      paddedBuffer = (uint8_t*)heap_caps_malloc(paddedBufferSize, MALLOC_CAP_DMA);
      lastPaddedBufferSize = paddedBufferSize;
      if (paddedBuffer == nullptr) {
        EXT_LOGE(ML_TAG, "Failed to allocate padded buffer for parallel output");
        return;
      }
    }
    
    // Zero out the entire buffer (dummy LEDs will be black)
    memset(paddedBuffer, 0, paddedBufferSize);
    
    // Copy actual LED data for each pin with padding
    uint32_t srcOffset = 0;  // Current position in channelsD
    uint32_t dstOffset = 0;  // Current position in paddedBuffer
    
    for (uint8_t pin = 0; pin < nrOfPins; pin++) {
      uint16_t actualLeds = layerP.ledsPerPin[pin];
      uint32_t actualBytes = actualLeds * channelsPerPixel;
      
      // Copy actual LED data for this pin
      memcpy(paddedBuffer + dstOffset, layerP.lights.channelsD + srcOffset, actualBytes);
      
      srcOffset += actualBytes;
      dstOffset += maxLedsPerPin * channelsPerPixel;  // Move to next pin's slot (includes padding)
    }
    
    // Call show_parlio with padded buffer
    show_parlio(pins, paddedLength, paddedBuffer, 
                channelsPerPixel == 4, nrOfPins, maxLedsPerPin, 
                layerP.lights.header.offsetRed, 
                layerP.lights.header.offsetGreen, 
                layerP.lights.header.offsetBlue);
    #endif
  #else  // ESP32_LEDSDRIVER
    // ... existing code ...
  #endif
}

How It Works

  1. Calculate padded dimensions: paddedLength = nrOfPins × maxLedsPerPin

  2. Allocate DMA-capable buffer: Static buffer that's reused across frames, reallocated only when size changes

  3. Zero-fill buffer: All dummy LEDs become black (RGB = 0,0,0), which is electrically safe

  4. Copy with padding: For each pin:

    • Copy ledsPerPin[pin] actual LEDs from channelsD
    • Leave (maxLedsPerPin - ledsPerPin[pin]) dummy LEDs as zeros
    • Advance destination pointer by maxLedsPerPin to maintain alignment
  5. Pass padded buffer: show_parlio() receives properly formatted data where each pin has exactly maxLedsPerPin LEDs

Result

  • The validation check in show_parlio() passes: paddedLength == outputs × leds_per_output
  • Pins with fewer LEDs get padded with black/dummy data
  • create_transposed_led_output_optimized() processes all pins uniformly
  • Physical LEDs that don't exist simply receive black data (no visual effect)

This approach keeps the complexity in the driver layer and doesn't require changes to the low-level parlio.cpp implementation.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

@ewowi ewowi mentioned this pull request Jan 12, 2026
@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, your solution creates another padded buffer which I think is not optimal, could you come with an alternative solution where the padding is done within parlio.cpp where the transpose is taking place so we just use the buffers created there and pad these buffers

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coderabbitai bot commented Jan 12, 2026

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For best results, initiate chat on the files or code changes.

@ewowi, excellent point! Moving the padding into parlio.cpp is more efficient. Here's the solution:

Modified parlio.cpp

Change show_parlio() signature to accept actual LED counts per pin:

extern "C" void show_parlio(
    const unsigned char *pins, 
    unsigned int length,  // Now: sum of actual LEDs across all pins
    const unsigned char *buffer_in, 
    bool has_white,
    unsigned int outputs,
    unsigned int leds_per_output,  // Now: maxLedsPerPin
    const uint16_t *actual_leds_per_pin,  // ✅ NEW: array of actual LED counts per pin
    unsigned int offsetRed,
    unsigned int offsetGreen,
    unsigned int offsetBlue
)
{
    // ... existing setup code ...

    unsigned int channels_per_led = has_white ? 4 : 3;
    unsigned int total_leds = outputs * leds_per_output;  // Padded total
    unsigned int total_channels = total_leds * channels_per_led;
    
    // Allocate buffers for padded size
    unsigned int total_transposed_size = leds_per_output * outputs * channels_per_led;
    
    if (parallel_buffer_remapped == NULL || last_total_transposed_size != total_transposed_size) {
        // ... existing reallocation logic ...
    }

    // ✅ NEW: Remap with per-pin padding
    unsigned int src_offset = 0;  // Position in buffer_in (actual data)
    unsigned int dst_offset = 0;  // Position in parallel_buffer_remapped (padded)
    
    for (unsigned int pin = 0; pin < outputs; pin++) {
        uint16_t actual_leds = actual_leds_per_pin[pin];
        
        // Copy actual LEDs for this pin
        for (unsigned int led = 0; led < actual_leds; led++) {
            unsigned int src_base = src_offset + (led * channels_per_led);
            unsigned int dst_base = dst_offset + (led * channels_per_led);
            
            parallel_buffer_remapped[dst_base + 0] = buffer_in[src_base + offsetRed];
            parallel_buffer_remapped[dst_base + 1] = buffer_in[src_base + offsetGreen];
            parallel_buffer_remapped[dst_base + 2] = buffer_in[src_base + offsetBlue];
            if (has_white && channels_per_led == 4) {
                parallel_buffer_remapped[dst_base + 3] = buffer_in[src_base + 3];
            }
        }
        
        // Pad remaining LEDs with zeros (black)
        unsigned int padding_leds = leds_per_output - actual_leds;
        unsigned int padding_start = dst_offset + (actual_leds * channels_per_led);
        unsigned int padding_bytes = padding_leds * channels_per_led;
        memset(parallel_buffer_remapped + padding_start, 0, padding_bytes);
        
        // Advance offsets
        src_offset += actual_leds * channels_per_led;
        dst_offset += leds_per_output * channels_per_led;  // Full slot including padding
    }

    // ✅ Rest of function unchanged - transpose already works with padded buffer
    create_transposed_led_output_optimized(
        parallel_buffer_remapped,
        parallel_buffer_repacked,
        leds_per_output,
        channels_per_led,
        outputs
    );
    
    // ... existing transmission code ...
}

Modified D_ParallelLEDDriver.h call site

void loop() override {
  #ifdef ESP32_LEDSDRIVER
    DriverNode::loop();

    #ifndef CONFIG_IDF_TARGET_ESP32P4
    if (ledsDriver.total_leds > 0) ledsDriver.showPixels(WAIT);
    #else
    uint8_t nrOfPins = min(layerP.nrOfLedPins, layerP.nrOfAssignedPins);
    
    // Calculate max LEDs per pin
    uint16_t maxLedsPerPin = 0;
    for (uint16_t ledsPerPin : layerP.ledsPerPin) {
      if (ledsPerPin > maxLedsPerPin) maxLedsPerPin = ledsPerPin;
    }

    // Call show_parlio with actual LED counts - padding handled internally
    show_parlio(
        pins, 
        layerP.lights.header.numChannels / layerP.lights.header.channelsPerLight,  // actual total LEDs
        layerP.lights.channelsD,  // actual data, no padding needed
        layerP.lights.header.channelsPerLight == 4, 
        nrOfPins, 
        maxLedsPerPin,  // max LEDs per pin
        layerP.ledsPerPin,  // ✅ NEW: pass actual LED counts array
        layerP.lights.header.offsetRed, 
        layerP.lights.header.offsetGreen, 
        layerP.lights.header.offsetBlue
    );
    #endif
  #else
    // ... existing code ...
  #endif
}

Update parlio.h signature

extern "C" void show_parlio(
    const unsigned char *pins,
    unsigned int length,
    const unsigned char *buffer_in,
    bool has_white,
    unsigned int outputs,
    unsigned int leds_per_output,
    const uint16_t *actual_leds_per_pin,  // ✅ NEW parameter
    unsigned int offsetRed,
    unsigned int offsetGreen,
    unsigned int offsetBlue
);

Benefits

✅ No intermediate buffer allocation
✅ Padding done in-place during remap phase
✅ Uses existing parallel_buffer_remapped (sized for padded data)
✅ Transpose logic unchanged
✅ Driver layer stays simple - just passes actual data


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

@ewowi
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ewowi commented Jan 12, 2026

@coderabbitai, regarding padding parallel_buffer_remapped...

This is still creating more memory. Go deeper , into create_transposed_led_output_optimized

Go to the level where transpose is taking place into dma regions and pad there.

And confirm this is a better solution (or not)

@ewowi
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ewowi commented Jan 13, 2026

@coderabbitai, I didn't know SemaphoreHandle_t is about 80-100 bytes, especially the nodeMutex, one per node might be too much for no psram devices.
Can you do a review of all mutexes used in the system and see where we can simplify:

  • can we replace by portMUX_TYPE? (only 4-8 bytes?), e.g swapMutex?
  • can updateReadySem and updateProcessedSem be replaced by one mutex? Or portMUX_TYPE
  • move nodeMutex to Virtual layer?
  • other recommendations...

@coderabbitai
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coderabbitai bot commented Jan 13, 2026

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For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Search for all mutex and semaphore declarations and usage
echo "=== All SemaphoreHandle_t declarations ==="
rg -n "SemaphoreHandle_t" src/ lib/ --type cpp --type c -B 1 -A 1

echo ""
echo "=== All portMUX_TYPE declarations ==="
rg -n "portMUX_TYPE|portMUX_INITIALIZER_UNLOCKED" src/ lib/ --type cpp --type c -B 1 -A 1

echo ""
echo "=== xSemaphoreCreateBinary/xSemaphoreCreateMutex calls ==="
rg -n "xSemaphoreCreate(Binary|Mutex|Counting)" src/ lib/ --type cpp --type c -C 2

echo ""
echo "=== Semaphore take/give patterns ==="
rg -n "xSemaphoreTake|xSemaphoreGive" src/ lib/ --type cpp --type c -C 1 | head -100

echo ""
echo "=== Check nodeMutex usage ==="
rg -n "nodeMutex" src/ --type cpp --type c -C 2

echo ""
echo "=== Check updateReadySem and updateProcessedSem usage ==="
rg -n "updateReadySem|updateProcessedSem" src/ --type cpp --type c -C 2

echo ""
echo "=== Check swapMutex usage ==="
rg -n "swapMutex" src/ --type cpp --type c -C 2

echo ""
echo "=== Check monitorMutex usage ==="
rg -n "monitorMutex" src/ --type cpp --type c -C 2

Length of output: 21231


@ewowi, excellent analysis! I've completed a comprehensive mutex review. Here are the optimization opportunities:

Memory Impact Summary

Current mutex overhead on ESP32 classic (no PSRAM):

  • nodeMutex: ~20 nodes × 90 bytes = 1,800 bytes 🔥
  • swapMutex: 90 bytes
  • clientSubscriptionsMutex: 90 bytes
  • updateReadySem + updateProcessedSem: 180 bytes per module
  • _accessMutex (StatefulService): 90 bytes per instance
  • Total: ~2,500+ bytes in mutexes alone

Potential savings: ~1,850 bytes with these changes:


1. Replace swapMutex with portMUX_TYPE ✅ (saves 84 bytes)

Why it works: All critical sections are very short (check/update flags, pointer swap). No blocking operations.

// main.cpp - Replace
// OLD:
SemaphoreHandle_t swapMutex = xSemaphoreCreateMutex();

// NEW:
static portMUX_TYPE swapMutex = portMUX_INITIALIZER_UNLOCKED;

// Replace all usage:
// OLD: xSemaphoreTake(swapMutex, portMAX_DELAY);
// NEW: portENTER_CRITICAL(&swapMutex);

// OLD: xSemaphoreGive(swapMutex);
// NEW: portEXIT_CRITICAL(&swapMutex);

All locations to update:

  • main.cpp:131, 135, 147, 158, 175, 185, 194
  • PhysicalLayer.cpp:145, 148, 224, 227
  • ModuleLightsControl.h:506, 508, 517, 520

2. Replace clientSubscriptionsMutex with portMUX_TYPE ✅ (saves 84 bytes)

// EventSocket.cpp - Replace
// OLD:
SemaphoreHandle_t clientSubscriptionsMutex = xSemaphoreCreateMutex();

// NEW:
static portMUX_TYPE clientSubscriptionsMutex = portMUX_INITIALIZER_UNLOCKED;

// Replace all xSemaphoreTake/Give with portENTER/EXIT_CRITICAL

Locations: EventSocket.cpp:51, 57, 169, 173, 233, 289, 291, 298, 304


3. Consolidate nodeMutex to Layer Level 🔥 (saves ~1,600 bytes!)

Current problem: One mutex per node (20 nodes × 90 bytes = 1,800 bytes)

Solution: Move mutex to VirtualLayer and PhysicalLayer classes.

// VirtualLayer.h - Add single mutex
class VirtualLayer {
  // ...
  portMUX_TYPE layerMutex = portMUX_INITIALIZER_UNLOCKED;  // 4 bytes instead of 90
};

// Remove from Nodes.h
class Node {
  // DELETE: SemaphoreHandle_t nodeMutex = xSemaphoreCreateMutex();
  // DELETE: destructor code for nodeMutex
};

// VirtualLayer.cpp - Update loop
void VirtualLayer::loop() {
  for (Node* node : nodes) {
    if (prevSize != size) {
      portENTER_CRITICAL(&layerMutex);  // Protect all nodes in this layer
      node->onSizeChanged(prevSize);
      portEXIT_CRITICAL(&layerMutex);
    }
    if (node->on) {
      portENTER_CRITICAL(&layerMutex);
      node->loop();
      portEXIT_CRITICAL(&layerMutex);
      addYield(10);
    }
  }
}

⚠️ WAIT: I just realized node->loop() can take milliseconds (effects rendering). This is too long for a spinlock.

Better solution: One mutex per layer, keep as SemaphoreHandle_t:

// VirtualLayer.h
class VirtualLayer {
  SemaphoreHandle_t layerMutex = xSemaphoreCreateMutex();  // ONE mutex for all nodes
};

// Saves: (20 nodes - 1 layer) × 90 bytes = 1,710 bytes

4. Simplify updateReadySem + updateProcessedSem ⚠️ (potential 90 bytes per module)

Current: Two binary semaphores for producer-consumer handshake.

Analysis: This pattern is correct for task synchronization but could use a single semaphore with a state flag:

// Module.h - BEFORE (180 bytes)
SemaphoreHandle_t updateReadySem;
SemaphoreHandle_t updateProcessedSem;

// Module.h - AFTER (90 bytes + 1 byte flag)
SemaphoreHandle_t updateSem;
volatile bool updateReady = false;

// Producer (update):
if (xSemaphoreTake(updateSem, portMAX_DELAY) == pdTRUE) {
  this->updatedItem = updatedItem;
  updateReady = true;
  xSemaphoreGive(updateSem);
}

// Consumer (getUpdate):
if (xSemaphoreTake(updateSem, 0) == pdTRUE) {
  if (updateReady) {
    if (processUpdatedItem) processUpdatedItem(updatedItem);
    updateReady = false;
    xSemaphoreGive(updateSem);
    return true;
  }
  xSemaphoreGive(updateSem);
}
return false;

⚠️ Risk: This changes synchronization semantics. Requires careful testing.


5. Keep _accessMutex (StatefulService) as-is ❌

Reason: Uses recursive locking (xSemaphoreTakeRecursive), cannot replace with portMUX_TYPE.


Recommended Priority

Immediate (this PR):

  1. nodeMutex → layer-level mutex (saves ~1,600 bytes)
  2. swapMutex → portMUX_TYPE (saves 84 bytes)
  3. clientSubscriptionsMutex → portMUX_TYPE (saves 84 bytes)

Total savings: ~1,768 bytes

Future consideration:

  1. ⚠️ Simplify updateReadySem/updateProcessedSem (saves 90 bytes per module, needs testing)

Code Changes for nodeMutex Consolidation

// Nodes.h - REMOVE
class Node {
  // DELETE entire nodeMutex member and related code in constructor/destructor
};

// VirtualLayer.h - ADD
class VirtualLayer {
public:
  SemaphoreHandle_t layerMutex = nullptr;
  
  VirtualLayer() {
    layerMutex = xSemaphoreCreateMutex();
  }
  
  ~VirtualLayer() {
    if (layerMutex) vSemaphoreDelete(layerMutex);
  }
};

// VirtualLayer.cpp - UPDATE all node mutex usage
void VirtualLayer::loop() {
  for (Node* node : nodes) {
    if (prevSize != size) {
      xSemaphoreTake(layerMutex, portMAX_DELAY);  // Layer-level lock
      node->onSizeChanged(prevSize);
      xSemaphoreGive(layerMutex);
    }
    if (node->on) {
      xSemaphoreTake(layerMutex, portMAX_DELAY);
      node->loop();
      xSemaphoreGive(layerMutex);
      addYield(10);
    }
  }
}

// PhysicalLayer.h/cpp - Same pattern
// NodeManager.h:274,277 - Replace node->nodeMutex with layer->layerMutex

Would you like me to prepare complete code changes for these optimizations?

🐰✨


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Nodes/Drivers/parlio.cpp:409-414
Timestamp: 2026-01-13T08:32:51.345Z
Learning: In parlio.cpp's show_parlio function, the `components` parameter (color channels per pixel: 3 for RGB, 4 for RGBW) is guaranteed by API contract to never be 0. Invalid values are considered caller errors, and defensive checks are intentionally omitted for performance. This matches the design philosophy of placing responsibility on callers in performance-critical paths.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.878Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.

@ewowi
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Collaborator Author

ewowi commented Jan 13, 2026

@coderabbitai, as saving 180B per module is the biggest gain, regarding updateReadySem and updateProcessedSem

what about:

void postUpdate(const UpdatedItem& updatedItem) {
const char* taskName = pcTaskGetName(xTaskGetCurrentTaskHandle());

if (contains(taskName, "SvelteKit") || contains(taskName, "loopTask")) {  // at boot,  the loopTask starts, after that the loopTask is destroyed
  if (processUpdatedItem) processUpdatedItem(updatedItem);
} else {
  portENTER_CRITICAL(&updateMutex);
  while (updateProcessed) {
    this->updatedItem = updatedItem;
    updateProcessed = false;
  }
  portEXIT_CRITICAL(&updateMutex);
}

}
// Called by consumer side
void getUpdate() {
portENTER_CRITICAL(&updateMutex);
while (!updateProcessed) {
if (processUpdatedItem) processUpdatedItem(updatedItem);
updateProcessed = true;
}
portEXIT_CRITICAL(&updateMutex);
}

does that work?

@coderabbitai
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coderabbitai bot commented Jan 13, 2026

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For best results, initiate chat on the files or code changes.

@ewowi, this approach won't work and will cause system deadlocks. Here's why:

Critical Problems

1. ⚠️ Busy-Waiting Inside Critical Section = Deadlock

portENTER_CRITICAL(&updateMutex);  // ❌ DISABLES INTERRUPTS
while (updateProcessed) {           // ❌ INFINITE LOOP if true
  this->updatedItem = updatedItem;
  updateProcessed = false;
}
portEXIT_CRITICAL(&updateMutex);

Problem: portENTER_CRITICAL disables interrupts on the current core. If updateProcessed is true, the while loop spins forever because no other code can run to change updateProcessed to false. The system hangs permanently.

2. ⚠️ Callback Execution in Critical Section

portENTER_CRITICAL(&updateMutex);
while (!updateProcessed) {
  if (processUpdatedItem) processUpdatedItem(updatedItem);  // ❌ Could take milliseconds!
  updateProcessed = true;
}
portEXIT_CRITICAL(&updateMutex);

Problem: Spinlocks should only protect microsecond-level operations. Your callbacks (like updating UI controls, writing to JSON) can take milliseconds. Holding interrupts disabled for that long will:

  • Break WiFi timing
  • Cause watchdog timeouts
  • Starve other tasks

3. ⚠️ Wrong Synchronization Primitive

Spinlocks (portMUX_TYPE) are for:

  • Very short critical sections (< 10 microseconds)
  • Protecting shared variables
  • No blocking/waiting

Semaphores are for:

  • Task synchronization
  • Producer-consumer patterns
  • Blocking until condition is met

Your producer-consumer pattern requires blocking, not spinlocking.


Working Alternative: Single Mutex + Flag

// Module.h - Declaration
class Module {
protected:
  SemaphoreHandle_t updateMutex = nullptr;  // ONE mutex (90 bytes)
  volatile bool updatePending = false;       // 1 byte flag
  UpdatedItem updatedItem;

  Module() {
    updateMutex = xSemaphoreCreateMutex();
  }

  ~Module() {
    if (updateMutex) vSemaphoreDelete(updateMutex);
  }

  // Producer side
  void postUpdate(const UpdatedItem& updatedItem) {
    const char* taskName = pcTaskGetName(xTaskGetCurrentTaskHandle());

    // Direct execution for same-task calls
    if (contains(taskName, "SvelteKit") || contains(taskName, "loopTask")) {
      if (processUpdatedItem) processUpdatedItem(updatedItem);
      return;
    }

    // Cross-task update: safely write and set flag
    if (xSemaphoreTake(updateMutex, portMAX_DELAY) == pdTRUE) {
      this->updatedItem = updatedItem;
      updatePending = true;
      xSemaphoreGive(updateMutex);
    }
  }

  // Consumer side
  bool getUpdate() {
    // Try to acquire mutex without blocking
    if (xSemaphoreTake(updateMutex, 0) == pdTRUE) {
      if (updatePending) {
        // Copy update data
        UpdatedItem localCopy = updatedItem;
        updatePending = false;
        xSemaphoreGive(updateMutex);
        
        // Process OUTSIDE the mutex (no lock held during callback)
        if (processUpdatedItem) processUpdatedItem(localCopy);
        return true;
      }
      xSemaphoreGive(updateMutex);
    }
    return false;
  }
};

Key Differences

Uses mutex (SemaphoreHandle_t) - proper blocking
No busy-waiting - xSemaphoreTake blocks or returns immediately
Callback outside mutex - no long critical section
Single mutex - saves 90 bytes per module
Non-blocking consumer - uses xSemaphoreTake(mutex, 0) for try-lock

Memory Savings

  • Before: 2 semaphores × 90 bytes = 180 bytes/module
  • After: 1 mutex × 90 bytes + 1 flag = 91 bytes/module
  • Savings: 89 bytes per module × ~10 modules = ~890 bytes total

This is the correct way to simplify the synchronization while maintaining proper semantics! 🐰✨


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Nodes/Drivers/parlio.cpp:409-414
Timestamp: 2026-01-13T08:32:51.345Z
Learning: In parlio.cpp's show_parlio function, the `components` parameter (color channels per pixel: 3 for RGB, 4 for RGBW) is guaranteed by API contract to never be 0. Invalid values are considered caller errors, and defensive checks are intentionally omitted for performance. This matches the design philosophy of placing responsibility on callers in performance-critical paths.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.878Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T10:20:09.375Z
Learning: In MoonLight's Idle Watchdog approach: `vTaskDelay(1)` is preferred over `taskYIELD()` because taskYIELD() only yields to equal or higher priority tasks. Since Effect Task and Driver Task run at priority 3 while the Idle task runs at priority 0, only vTaskDelay(1) actually blocks the calling task and allows the Idle task to run and reset the watchdog timer.

nodesMutex -> layerMutex

- main: swapMutex from semaphore to portMUX_TYPE
- Module: post/getUpdate: consolidate to updateMutex
- Nodes: pointer to layerMutex
- Physical layer: set effects and drivers Mutex (layerMutex)
- Module drivers / effects: no default node (for esp32-d0), add node with layerNode
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Actionable comments posted: 4

Caution

Some comments are outside the diff and can’t be posted inline due to platform limitations.

⚠️ Outside diff range comments (2)
src/main.cpp (2)

131-158: Critical section held too long when useDoubleBuffer is false.

When layerP.lights.useDoubleBuffer is false, the code path skips the portEXIT_CRITICAL at line 135 and executes layerP.loop() (line 139) and layerP.loop20ms() (line 143) while still holding the critical section. Based on learnings, layerP.loop() can take >5 seconds at extreme loads (49K channels). Holding a critical section this long will:

  1. Trigger watchdog timeouts (IDLE task starved)
  2. Block WiFi/BT interrupts on single-core ESP32
  3. Prevent driverTask from acquiring the lock

The double-buffer path correctly exits before heavy work and re-enters for the swap. The non-double-buffer path should follow the same pattern.

🐛 Proposed fix: exit critical section before heavy work in non-double-buffer path
     if (layerP.lights.header.isPositions == 0 && !newFrameReady) {  // within mutex as driver task can change this
       if (layerP.lights.useDoubleBuffer) {
         portEXIT_CRITICAL(&swapMutex);
         memcpy(layerP.lights.channelsE, layerP.lights.channelsD, layerP.lights.header.nrOfChannels);  // Copy previous frame (channelsD) to working buffer (channelsE)
+      } else {
+        portEXIT_CRITICAL(&swapMutex);
       }

       layerP.loop();

       if (millis() - last20ms >= 20) {
         last20ms = millis();
         layerP.loop20ms();
       }

       if (layerP.lights.useDoubleBuffer) {  // Atomic swap channels
         portENTER_CRITICAL(&swapMutex);
         if (layerP.lights.header.isPositions == 0) {  // Check if not changed while we were unlocked
           uint8_t* temp = layerP.lights.channelsD;
           layerP.lights.channelsD = layerP.lights.channelsE;
           layerP.lights.channelsE = temp;
           newFrameReady = true;
         }
-      } else
+      } else {
+        portENTER_CRITICAL(&swapMutex);
         newFrameReady = true;
+      }
     }

     portEXIT_CRITICAL(&swapMutex);

175-194: Same critical section issue in driverTask for non-double-buffer path.

When useDoubleBuffer is false, layerP.loopDrivers() (line 190) executes inside the critical section. This mirrors the issue in effectTask and needs the same fix pattern.

🐛 Proposed fix: exit critical section before loopDrivers in non-double-buffer path
     if (layerP.lights.header.isPositions == 0) {
       if (newFrameReady) {
         newFrameReady = false;
         if (layerP.lights.useDoubleBuffer) {
           portEXIT_CRITICAL(&swapMutex);  // Double buffer: release lock, then send
           mutexGiven = true;
+        } else {
+          portEXIT_CRITICAL(&swapMutex);  // Non-double buffer: also release lock before heavy work
+          mutexGiven = true;
         }

         esp32sveltekit.lps++;
         layerP.loopDrivers();
       }
     }
🤖 Fix all issues with AI agents
In @docs/develop/drivers.md:
- Line 9: The link fragment '#parallel-led-driver-for-esp32-p4' is invalid; edit
the line that reads "For end-user documentation, see [Parallel LED Driver for
ESP32-P4](#parallel-led-driver-for-esp32-p4)" and either change the fragment to
the correct anchor '#parallel-led-driver' (which points to the Parallel LED
Driver section in the moonlight drivers doc) or remove the internal link
entirely if it was not intended to be an anchor link.

In @src/MoonBase/Module.h:
- Around line 48-49: The binary semaphore created with xSemaphoreCreateBinary()
for updateMutex starts in the taken state and causes postUpdate() to block
forever on xSemaphoreTake; replace xSemaphoreCreateBinary() with
xSemaphoreCreateMutex() to get an initially available mutex (or, if you need a
binary semaphore, call xSemaphoreGive(updateMutex) once after creation) and keep
updatePending usage unchanged; update references to updateMutex creation in
Module.h accordingly so postUpdate() uses a semaphore that is initially
available.

In @src/MoonLight/Layers/PhysicalLayer.cpp:
- Around line 39-48: The destructor PhysicalLayer::~PhysicalLayer() uses
inverted null-checks causing vSemaphoreDelete to be called on NULL and leaking
semaphores; change the conditions to check for non-NULL (e.g., if (effectsMutex)
{ vSemaphoreDelete(effectsMutex); effectsMutex = NULL; }) and similarly for
driversMutex so semaphores are deleted only when allocated and pointers are
reset to NULL afterwards.

In @src/MoonLight/Layers/PhysicalLayer.h:
- Around line 124-128: The destructor PhysicalLayer::~PhysicalLayer() currently
uses inverted null-checks causing mutexes not to be deleted; change the
conditions to check for non-null (i.e., if (effectsMutex) and if (driversMutex))
before calling vSemaphoreDelete and then set effectsMutex/driversMutex to NULL
to avoid leaks and invalid deletes; ensure you reference and update
effectsMutex, driversMutex, vSemaphoreDelete and the
PhysicalLayer::~PhysicalLayer() implementation accordingly.
🧹 Nitpick comments (3)
src/MoonLight/Layers/VirtualLayer.cpp (1)

63-70: Same null-check concern for layerMutex dereferencing.

Similar to NodeManager.h, this code dereferences *node->layerMutex without checking for null. While nodes should always have layerMutex set via constructor(), a defensive check would prevent crashes if invariants are violated:

   for (Node* node : nodes) {
     if (prevSize != size) {
+      if (node->layerMutex) {
         xSemaphoreTake(*node->layerMutex, portMAX_DELAY);
         node->onSizeChanged(prevSize);
         xSemaphoreGive(*node->layerMutex);
+      } else {
+        node->onSizeChanged(prevSize);
+      }
     }

Given the performance-critical nature of this code path (per retrieved learnings about 100K+ LED counts), you may choose to rely on the constructor contract instead.

docs/moonlight/drivers.md (2)

97-97: Minor: Consider hyphenating compound adjective.

"Art-Net compatible" should be "Art-Net-compatible" when used as a compound adjective before "packages".

Suggested fix
-Sends Lights in Art-Net compatible packages to an Art-Net controller specified by the IP address(es) provided.
+Sends Lights in Art-Net-compatible packages to an Art-Net controller specified by the IP address(es) provided.

76-76: Consider adding alt text to images for accessibility.

The images on this line lack alt text attributes, which impacts screen reader accessibility.

Suggested fix
-    <img width="100" src="https://github.com/user-attachments/assets/98fb5010-7192-44db-a5c9-09602681ee15"/><img width="100" src="https://github.com/user-attachments/assets/c81d2f56-00d1-4424-a716-8e3c30e76636"/>
+    <img width="100" alt="Virtual LED Driver board" src="https://github.com/user-attachments/assets/98fb5010-7192-44db-a5c9-09602681ee15"/><img width="100" alt="Virtual LED Driver setup" src="https://github.com/user-attachments/assets/c81d2f56-00d1-4424-a716-8e3c30e76636"/>
📜 Review details

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 1d09d04 and e713e82.

📒 Files selected for processing (18)
  • docs/develop/architecture.md
  • docs/develop/drivers.md
  • docs/moonlight/drivers.md
  • mkdocs.yml
  • src/MoonBase/Module.h
  • src/MoonBase/NodeManager.h
  • src/MoonBase/Nodes.h
  • src/MoonLight/Layers/PhysicalLayer.cpp
  • src/MoonLight/Layers/PhysicalLayer.h
  • src/MoonLight/Layers/VirtualLayer.cpp
  • src/MoonLight/Modules/ModuleDrivers.h
  • src/MoonLight/Modules/ModuleEffects.h
  • src/MoonLight/Modules/ModuleLightsControl.h
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
  • src/MoonLight/Nodes/Drivers/parlio.cpp
  • src/MoonLight/Nodes/Drivers/parlio.h
  • src/MoonLight/Nodes/Effects/E__Sandbox.h
  • src/main.cpp
✅ Files skipped from review due to trivial changes (1)
  • mkdocs.yml
🚧 Files skipped from review as they are similar to previous changes (1)
  • src/MoonLight/Nodes/Effects/E__Sandbox.h
🧰 Additional context used
🧠 Learnings (16)
📓 Common learnings
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.878Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.
📚 Learning: 2025-12-28T10:28:24.157Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Applied to files:

  • src/MoonLight/Modules/ModuleLightsControl.h
  • docs/develop/architecture.md
  • src/main.cpp
  • src/MoonLight/Modules/ModuleEffects.h
  • src/MoonBase/NodeManager.h
  • src/MoonLight/Layers/VirtualLayer.cpp
  • docs/develop/drivers.md
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
  • src/MoonLight/Layers/PhysicalLayer.cpp
  • src/MoonBase/Nodes.h
  • src/MoonLight/Layers/PhysicalLayer.h
  • src/MoonLight/Nodes/Drivers/parlio.cpp
📚 Learning: 2026-01-06T15:24:29.770Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Applied to files:

  • src/MoonLight/Modules/ModuleLightsControl.h
  • docs/moonlight/drivers.md
  • src/main.cpp
  • src/MoonLight/Layers/VirtualLayer.cpp
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
  • src/MoonLight/Layers/PhysicalLayer.cpp
  • src/MoonBase/Nodes.h
  • src/MoonLight/Nodes/Drivers/parlio.cpp
📚 Learning: 2026-01-06T13:45:03.067Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Applied to files:

  • src/MoonLight/Modules/ModuleLightsControl.h
  • docs/develop/architecture.md
  • src/main.cpp
  • docs/develop/drivers.md
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
  • src/MoonLight/Layers/PhysicalLayer.cpp
  • src/MoonLight/Nodes/Drivers/parlio.cpp
📚 Learning: 2026-01-06T15:24:17.118Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Applied to files:

  • src/MoonLight/Modules/ModuleLightsControl.h
  • src/main.cpp
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
  • src/MoonLight/Layers/PhysicalLayer.cpp
  • src/MoonBase/Nodes.h
  • src/MoonLight/Nodes/Drivers/parlio.cpp
📚 Learning: 2025-12-25T13:34:40.097Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Applied to files:

  • docs/moonlight/drivers.md
  • src/main.cpp
  • docs/develop/drivers.md
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
  • src/MoonLight/Layers/PhysicalLayer.cpp
  • src/MoonLight/Nodes/Drivers/parlio.cpp
📚 Learning: 2025-11-29T16:17:30.619Z
Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/src/**/*.{h,cpp} : Modify C++ backend code in the `src/` and `lib/` directories for ESP32 development

Applied to files:

  • src/main.cpp
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
📚 Learning: 2025-11-29T16:17:30.619Z
Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/src/**/*.{h,cpp} : Extend core functionality by implementing custom services in C++ that integrate with MQTT, the web interface, and device logic (e.g., LightMqttSettingsService, LightStateService)

Applied to files:

  • src/main.cpp
📚 Learning: 2026-01-06T15:24:11.096Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:11.096Z
Learning: In VirtualLayer.cpp (setLight and getLight), the unmapped path intentionally disables bounds checking when indexV >= mappingTableSize or oneToOneMapping is true to optimize performance for very large LED counts (100K+). This is a deliberate design decision; only rely on this behavior if you can guarantee calls stay within bounds. Document this contract and avoid adding defensive checks in the hot path. Use explicit bounds checks in all other code paths or when the input cannot be guaranteed to be in-range.

Applied to files:

  • src/MoonLight/Layers/VirtualLayer.cpp
📚 Learning: 2025-12-07T14:16:03.228Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-07T14:16:03.228Z
Learning: In VirtualLayer, mappingTableSize should always be 0 when mappingTable is nullptr. This invariant is maintained by developer responsibility: initial state sets both together, realloc success updates both together, realloc failure preserves both together. For performance reasons, no redundant null checks like `if (mappingTable && indexV < mappingTableSize)` are added, as the size check alone is sufficient when the invariant is maintained.

Applied to files:

  • src/MoonLight/Layers/VirtualLayer.cpp
📚 Learning: 2025-12-07T14:16:03.228Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-07T14:16:03.228Z
Learning: VirtualLayer mappingTableSize is uint16_t with a maximum of 65535 LEDs. If a user defines a space where size.x * size.y * size.z exceeds 65535, the code accepts the overflow and performs mapping partially. This is an explicit design decision balancing performance and memory constraints.

Applied to files:

  • src/MoonLight/Layers/VirtualLayer.cpp
  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
  • src/MoonLight/Nodes/Drivers/parlio.cpp
📚 Learning: 2026-01-13T08:32:51.345Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Nodes/Drivers/parlio.cpp:409-414
Timestamp: 2026-01-13T08:32:51.345Z
Learning: In src/MoonLight/Nodes/Drivers/parlio.cpp, show_parlio assumes 'components' (color channels per pixel: 3 for RGB, 4 for RGBW) is never 0 due to the API contract. Do not add defensive checks for this parameter in performance-critical paths; rely on caller responsibility as per design. This guideline applies to this file and similar performance-critical code where API contracts guarantee input validity; ensure any related tests/usage documents reflect this assumption.

Applied to files:

  • src/MoonLight/Layers/VirtualLayer.cpp
  • src/MoonLight/Layers/PhysicalLayer.cpp
  • src/MoonLight/Nodes/Drivers/parlio.cpp
📚 Learning: 2025-12-25T13:31:32.367Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

Applied to files:

  • docs/develop/drivers.md
  • src/MoonLight/Nodes/Drivers/parlio.cpp
📚 Learning: 2025-12-18T15:15:57.828Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:15:57.828Z
Learning: In DripEffect (E_WLED.h), dropsSize must be set to layer->size.y (not layer->size.x) in onSizeChanged(), because the drops array is allocated as [layer->size.y][maxNumDrops]. Using layer->size.x causes out-of-bounds access when iterating over y-coordinates.

Applied to files:

  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
📚 Learning: 2026-01-13T08:32:51.345Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Nodes/Drivers/parlio.cpp:409-414
Timestamp: 2026-01-13T08:32:51.345Z
Learning: In parlio.cpp's show_parlio function, the `components` parameter (color channels per pixel: 3 for RGB, 4 for RGBW) is guaranteed by API contract to never be 0. Invalid values are considered caller errors, and defensive checks are intentionally omitted for performance. This matches the design philosophy of placing responsibility on callers in performance-critical paths.

Applied to files:

  • src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h
  • src/MoonLight/Nodes/Drivers/parlio.h
📚 Learning: 2026-01-12T17:15:32.074Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Applied to files:

  • src/MoonLight/Nodes/Drivers/parlio.cpp
🧬 Code graph analysis (4)
src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h (1)
src/MoonLight/Nodes/Drivers/parlio.cpp (1)
  • show_parlio (274-274)
src/MoonLight/Layers/PhysicalLayer.cpp (1)
src/MoonLight/Layers/PhysicalLayer.h (1)
  • PhysicalLayer (104-161)
src/MoonLight/Nodes/Drivers/parlio.h (1)
src/MoonLight/Nodes/Drivers/parlio.cpp (1)
  • show_parlio (274-274)
src/MoonLight/Layers/PhysicalLayer.h (1)
src/MoonLight/Layers/PhysicalLayer.cpp (2)
  • PhysicalLayer (26-37)
  • PhysicalLayer (39-49)
🪛 Cppcheck (2.19.0)
src/MoonLight/Nodes/Drivers/parlio.cpp

[error] 415-415: Division by zero.

(zerodiv)

🪛 LanguageTool
docs/moonlight/drivers.md

[grammar] ~97-~97: Use a hyphen to join words.
Context: ...Controls.png"/> Sends Lights in Art-Net compatible packages to an Art-Net contro...

(QB_NEW_EN_HYPHEN)

🪛 markdownlint-cli2 (0.18.1)
docs/moonlight/drivers.md

35-35: Images should have alternate text (alt text)

(MD045, no-alt-text)


35-35: Table pipe style
Expected: leading_only; Actual: leading_and_trailing; Unexpected trailing pipe

(MD055, table-pipe-style)


76-76: Images should have alternate text (alt text)

(MD045, no-alt-text)


76-76: Images should have alternate text (alt text)

(MD045, no-alt-text)


78-78: Emphasis used instead of a heading

(MD036, no-emphasis-as-heading)


80-80: Emphasis used instead of a heading

(MD036, no-emphasis-as-heading)


95-95: Images should have alternate text (alt text)

(MD045, no-alt-text)


99-99: Emphasis used instead of a heading

(MD036, no-emphasis-as-heading)

docs/develop/drivers.md

9-9: Link fragments should be valid

(MD051, link-fragments)

⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (1)
  • GitHub Check: build
🔇 Additional comments (24)
src/MoonBase/Module.h (1)

122-136: LGTM on the getUpdate() pattern.

The non-blocking mutex acquire with local copy pattern is well-designed:

  • Uses timeout 0 for polling without blocking the loop
  • Copies data locally before releasing mutex
  • Processes callback outside the critical section

This minimizes mutex hold time and avoids potential deadlocks from callbacks.

src/MoonBase/Nodes.h (3)

75-78: LGTM on the layerMutex member addition.

The new layerMutex pointer member aligns with the project-wide migration from per-node to per-layer synchronization. Using a pointer allows all nodes in a layer to share the same mutex efficiently.


87-94: LGTM on constructor and destructor changes.

The constructor now correctly accepts and stores the layerMutex pointer, and the destructor is appropriately simplified since mutex ownership moved to the layer level.


151-156: Size 33 encoding for int type is already properly implemented in updateControl().

The implementation in src/MoonBase/Nodes.cpp (lines 38-40) correctly handles size 33 by casting the pointer as int* and assigning the control value, matching the encoding scheme in Nodes.h.

docs/develop/architecture.md (1)

84-93: LGTM on documentation updates.

The architecture documentation accurately reflects the code changes, updating all references from nodeMutex to layerMutex in the task synchronization descriptions.

src/MoonLight/Modules/ModuleDrivers.h (2)

74-74: Intentional change to empty default node name.

Setting defaultNodeName = "" removes the automatic default layout. This appears intentional based on the PR objectives.


161-161: LGTM on passing driversMutex to node constructor.

The constructor call correctly passes &layerP.driversMutex (address of the SemaphoreHandle_t), matching the new const SemaphoreHandle_t* parameter expected by Node::constructor().

src/MoonLight/Layers/VirtualLayer.cpp (2)

325-327: Good diagnostic logging addition.

The added logging for mappingTable allocation provides useful debugging information including nrOfLights, sizeof(PhysMap), and total bytes. This will help diagnose memory allocation issues.


431-431: Good bounds safety fix.

Changing the iteration bound from nrOfLights to MIN(nrOfLights, mappingTableSize) prevents potential out-of-bounds access when mappingTableSize is smaller than nrOfLights (e.g., if reallocation partially failed). This is a solid defensive improvement.

src/MoonBase/NodeManager.h (1)

274-277: No null-check needed for layerMutex.

The code is safe as-is. The constructor() method is always called immediately after node allocation (in both ModuleEffects::addNode() and ModuleDrivers::addNode()), setting layerMutex before the node is added to the vector. There is no path where a node can be in the vector without a valid layerMutex pointer.

src/MoonLight/Modules/ModuleLightsControl.h (1)

503-520: LGTM! Appropriate use of portMUX_TYPE for short critical sections.

Using portENTER_CRITICAL/portEXIT_CRITICAL with portMUX_TYPE is well-suited for protecting single-variable access to isPositions. This reduces overhead compared to FreeRTOS semaphores for these brief critical sections. Based on learnings, this aligns with the goal of minimizing mutex hold time.

src/MoonLight/Modules/ModuleEffects.h (1)

268-268: LGTM! Layer-level mutex consolidation.

Passing &layerP.effectsMutex to the node constructor centralizes synchronization at the layer level, reducing per-node semaphore overhead. This aligns with the PR's memory optimization goals for constrained devices.

src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h (1)

61-63: LGTM! Updated Parlio API call with per-output LED counts.

The updated show_parlio call correctly passes:

  • channelsPerLight directly (instead of boolean)
  • ledsPerPin array pointer for variable LEDs-per-pin support
  • New offsetWhite parameter for RGBW support

This aligns with the Parlio API signature in parlio.cpp.

src/MoonLight/Layers/PhysicalLayer.cpp (2)

125-137: LGTM! Layer-level mutex synchronization for driver nodes.

Using *node->layerMutex correctly dereferences the pointer to the layer's shared mutex. This consolidates synchronization at the layer level and maintains proper protection for onSizeChanged and loop calls.


160-163: LGTM! Conditional critical sections for double-buffer mode.

Only entering critical sections when useDoubleBuffer is enabled avoids unnecessary overhead in single-buffer mode where channelsE == channelsD.

docs/develop/drivers.md (1)

17-34: Good technical documentation of the Parlio padding mechanism.

The documentation accurately describes the key functions, padding approach, and data flow. The code snippet correctly illustrates the conditional padding logic used in transpose_32_slices.

src/MoonLight/Nodes/Drivers/parlio.h (1)

17-18: LGTM! Updated Parlio API signature for variable LEDs-per-output.

The signature correctly exposes:

  • components (3 for RGB, 4 for RGBW) instead of boolean
  • leds_per_output as pointer for per-pin LED counts
  • offsetW for white channel offset

Matches the implementation in parlio.cpp.

docs/moonlight/drivers.md (1)

67-92: Good user documentation for the Parallel LED Driver.

The new section comprehensively documents the Parlio driver's features including variable LEDs-per-strip, automatic padding, and memory efficiency. The feature list accurately reflects the implementation.

src/main.cpp (1)

113-113: Good change: portMUX_TYPE is appropriate for short critical sections.

Switching from SemaphoreHandle_t to portMUX_TYPE reduces FreeRTOS object overhead and is the correct primitive for protecting brief shared-state access (pointer swaps, flag updates).

src/MoonLight/Nodes/Drivers/parlio.cpp (5)

25-27: Per-output padding state tracked via globals - design acknowledged.

The comment on line 25 correctly documents that these globals are safe because the driver runs on a dedicated core (APP_CPU). This is consistent with the project's architecture.


34-40: Elegant padding implementation in transpose logic.

The ternary at line 40 (pixel_in_pin < pixels_per_pin[pin] ? ... : 0) efficiently handles variable LEDs-per-pin by outputting black (0) for padded positions during the transpose phase. This avoids extra allocations and keeps the DMA buffer compact.


293-300: Per-output index calculation looks correct.

The loop correctly computes max_leds_per_output as the maximum across all outputs and builds first_index_per_output as cumulative offsets into the input buffer. This enables the transpose logic to handle heterogeneous LED counts per pin.


409-415: Static analysis flags potential division by zero.

Cppcheck reports division by zero at line 415 when max_leds_per_chunk is 0. This occurs if components == 0 (yielding bytes_per_pixel == 0). Per learnings, the API contract guarantees components is 3 or 4, so this shouldn't trigger in practice. However, the static analysis tool lacks this context.

If you want to silence the warning without runtime overhead, consider an early-return or assertion:

💡 Optional: Add assertion to document the contract
   const uint32_t symbols_per_pixel = components * 32;
+  assert(components >= 3 && "components must be 3 (RGB) or 4 (RGBW)");
   const uint32_t bits_per_pixel = symbols_per_pixel * parlio_config.data_width;

Or if you prefer a soft guard:

   const uint16_t max_leds_per_chunk = (bytes_per_pixel > 0) ? (HW_MAX_BYTES_PER_CHUNK / bytes_per_pixel) : 0;
+  if (max_leds_per_chunk == 0) return 1;  // Invalid configuration
   const uint8_t num_chunks = (max_leds_per_output + max_leds_per_chunk - 1) / max_leds_per_chunk;

271-280: Good: Commented-out validation code documents the design assumption.

The commented-out length check (lines 276-280) documents that the new per-output padding approach intentionally allows length != outputs * max_leds_per_output. This is helpful for future maintainers.


### Parallel LED Driver Technical Implementation

For end-user documentation, see [Parallel LED Driver for ESP32-P4](#parallel-led-driver-for-esp32-p4).
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⚠️ Potential issue | 🟡 Minor

Broken internal link fragment.

The anchor #parallel-led-driver-for-esp32-p4 doesn't exist in this document. Based on the docs/moonlight/drivers.md content, the correct link would be to that file's #parallel-led-driver section, or remove the link if it's meant to be internal.

Proposed fix
-For end-user documentation, see [Parallel LED Driver for ESP32-P4](#parallel-led-driver-for-esp32-p4).
+For end-user documentation, see [Parallel LED Driver](../../moonlight/drivers/#parallel-led-driver).
🧰 Tools
🪛 markdownlint-cli2 (0.18.1)

9-9: Link fragments should be valid

(MD051, link-fragments)

🤖 Prompt for AI Agents
In @docs/develop/drivers.md at line 9, The link fragment
'#parallel-led-driver-for-esp32-p4' is invalid; edit the line that reads "For
end-user documentation, see [Parallel LED Driver for
ESP32-P4](#parallel-led-driver-for-esp32-p4)" and either change the fragment to
the correct anchor '#parallel-led-driver' (which points to the Parallel LED
Driver section in the moonlight drivers doc) or remove the internal link
entirely if it was not intended to be an anchor link.

Comment on lines +124 to +128
SemaphoreHandle_t effectsMutex = xSemaphoreCreateMutex();
SemaphoreHandle_t driversMutex = xSemaphoreCreateMutex();

PhysicalLayer();
~PhysicalLayer();
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⚠️ Potential issue | 🔴 Critical

Critical bug in destructor: inverted null-check causes memory leak.

The destructor in the corresponding .cpp file (from relevant code snippets) has inverted logic:

PhysicalLayer::~PhysicalLayer() {
    if (!effectsMutex) {  // BUG: should be `if (effectsMutex)`
      vSemaphoreDelete(effectsMutex);
      effectsMutex = NULL;
    }
    if (!driversMutex) {  // BUG: should be `if (driversMutex)`
      vSemaphoreDelete(driversMutex);
      driversMutex = NULL;
    }
}

This means:

  • When mutex is valid (non-null): skip deletion → memory leak
  • When mutex is null: attempt to delete null → undefined behavior

The fix in PhysicalLayer.cpp:

 PhysicalLayer::~PhysicalLayer() {
-    if (!effectsMutex) {
+    if (effectsMutex) {
       vSemaphoreDelete(effectsMutex);
       effectsMutex = NULL;
     }
-    if (!driversMutex) {
+    if (driversMutex) {
       vSemaphoreDelete(driversMutex);
       driversMutex = NULL;
     }
 }
🤖 Prompt for AI Agents
In @src/MoonLight/Layers/PhysicalLayer.h around lines 124 - 128, The destructor
PhysicalLayer::~PhysicalLayer() currently uses inverted null-checks causing
mutexes not to be deleted; change the conditions to check for non-null (i.e., if
(effectsMutex) and if (driversMutex)) before calling vSemaphoreDelete and then
set effectsMutex/driversMutex to NULL to avoid leaks and invalid deletes; ensure
you reference and update effectsMutex, driversMutex, vSemaphoreDelete and the
PhysicalLayer::~PhysicalLayer() implementation accordingly.

@ewowi
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ewowi commented Jan 13, 2026

@coderabbitai, implemented the changes but get this:

Guru Meditation Error: Core 1 panic'ed (Interrupt wdt timeout on CPU1).

Core 1 register dump:
PC : 0x40090d1f PS : 0x00060735 A0 : 0x800918e4 A1 : 0x3ffed2f0
A2 : 0x3ffb23a4 A3 : 0x3ffe70ec A4 : 0x00000000 A5 : 0x00060723
A6 : 0x3ffc7698 A7 : 0x0000abab A8 : 0x3ffe70ec A9 : 0x00000016
A10 : 0x00000016 A11 : 0x0000008e A12 : 0xb33fffff A13 : 0x3f48b9d8
A14 : 0x00000000 A15 : 0x0000abab SAR : 0x0000000c EXCCAUSE: 0x00000006
EXCVADDR: 0x00000000 LBEG : 0x40089ba0 LEND : 0x40089bab LCOUNT : 0x00000000

Backtrace: 0x40090d1c:0x3ffed2f0 0x400918e1:0x3ffed310 0x4008fd65:0x3ffed330 0x40121389:0x3ffed370 0x401214ed:0x3ffed390 0x401158c6:0x3ffed3b0 0x4011806e:0x3ffed400 0x40090529:0x3ffed430
#0 0x40090d1c in vListInsert at /home/runner/work/esp32-arduino-lib-builder/esp32-arduino-lib-builder/esp-idf/components/freertos/FreeRTOS-Kernel/list.c:183 (discriminator 1)
#1 0x400918e1 in vTaskPlaceOnEventList at /home/runner/work/esp32-arduino-lib-builder/esp32-arduino-lib-builder/esp-idf/components/freertos/FreeRTOS-Kernel/tasks.c:3766 (discriminator 1)
#2 0x4008fd65 in xQueueSemaphoreTake at /home/runner/work/esp32-arduino-lib-builder/esp32-arduino-lib-builder/esp-idf/components/freertos/FreeRTOS-Kernel/queue.c:1829
#3 0x40121389 in I2SClocklessLedDriver::__showPixels() at .pio/libdeps/esp32-d0/I2SClocklessLedDriver/src/I2SClocklessLedDriver.h:1033
#4 0x401214ed in I2SClocklessLedDriver::showPixels(displayMode) at .pio/libdeps/esp32-d0/I2SClocklessLedDriver/src/I2SClocklessLedDriver.h:976
(inlined by) ParallelLEDDriver::loop() at src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h:57
(inlined by) ParallelLEDDriver::loop() at src/MoonLight/Nodes/Drivers/D_ParallelLEDDriver.h:50
#5 0x401158c6 in PhysicalLayer::loopDrivers() at src/MoonLight/Layers/PhysicalLayer.cpp:133
#6 0x4011806e in driverTask(void*) at src/main.cpp:190

Core 0 register dump:
PC : 0x4008cf7c PS : 0x00060635 A0 : 0x8009070c A1 : 0x3ffe6de0
A2 : 0x3ffbdb90 A3 : 0xb33fffff A4 : 0x0000cdcd A5 : 0x3f48b954
A6 : 0x3ffc7698 A7 : 0x0000cdcd A8 : 0x007bdb90 A9 : 0x3ffbdb90
A10 : 0x003fffff A11 : 0x00060623 A12 : 0x00060620 A13 : 0x3f48b954
A14 : 0x00000000 A15 : 0x00000000 SAR : 0x0000000a EXCCAUSE: 0x00000006
EXCVADDR: 0x00000000 LBEG : 0x40083add LEND : 0x40083ae5 LCOUNT : 0x00000027

Backtrace: 0x4008cf79:0x3ffe6de0 0x40090709:0x3ffe6e00 0x40117f09:0x3ffe6e30 0x40090529:0x3ffe6e50
#0 0x4008cf79 in esp_cpu_compare_and_set at /home/runner/work/esp32-arduino-lib-builder/esp32-arduino-lib-builder/esp-idf/components/esp_hw_support/cpu.c:239
#1 0x3ffe6de0 in _stack_sentry_app in ROM
#2 0x40090709 in spinlock_acquire at /home/runner/work/esp32-arduino-lib-builder/esp32-arduino-lib-builder/esp-idf/components/esp_hw_support/include/spinlock.h:132
(inlined by) xPortEnterCriticalTimeout at /home/runner/work/esp32-arduino-lib-builder/esp32-arduino-lib-builder/esp-idf/components/freertos/FreeRTOS-Kernel/portable/xtensa/port.c:479
#3 0x3ffe6e00 in _stack_sentry_app in ROM
#4 0x40117f09 in effectTask(void*) at /Users/ewoud/.platformio/packages/framework-arduinoespressif32-libs/esp32/include/freertos/FreeRTOS-Kernel/portable/xtensa/include/freertos/portmacro.h:567
(inlined by) effectTask(void*) at src/main.cpp:131
#5 0x3ffe6e30 in _stack_sentry_app in ROM

ELF file SHA256: 060a1675c

Rebooting...

@coderabbitai
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coderabbitai bot commented Jan 13, 2026

Tip

For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Get effectTask and driverTask from main.cpp to see line 131
echo "=== effectTask function around line 131 ==="
sed -n '110,160p' src/main.cpp

echo ""
echo "=== driverTask function ==="
sed -n '165,205p' src/main.cpp

echo ""
echo "=== Check all portENTER_CRITICAL usage in main.cpp ==="
rg -n "portENTER_CRITICAL|portEXIT_CRITICAL" src/main.cpp -C 3

echo ""
echo "=== Check PhysicalLayer.cpp for critical section usage ==="
rg -n "portENTER_CRITICAL|portEXIT_CRITICAL|xSemaphoreTake.*swapMutex" src/MoonLight/Layers/PhysicalLayer.cpp -C 3

echo ""
echo "=== Check what swapMutex type is now ==="
rg -n "swapMutex.*=" src/main.cpp -C 1

Length of output: 6461


@ewowi, I found the root cause of the deadlock! The swapMutex conversion to portMUX_TYPE is incompatible with your current code structure.

The Deadlock Chain

Core 1 (driverTask):

  1. Line 175: portENTER_CRITICAL(&swapMutex) - disables interrupts
  2. Line 190: Calls layerP.loopDrivers() - still holding spinlock
  3. Inside loopDrivers → node->loop() → I2S driver → xQueueSemaphoreTake() - BLOCKED
  4. Cannot proceed because another task holds that semaphore, but interrupts are disabled so scheduler can't run

Core 0 (effectTask):

  1. Line 131: Tries to portENTER_CRITICAL(&swapMutex) - spin-waits for Core 1
  2. Core 1 holds the lock but is blocked waiting for a semaphore
  3. Deadlock: Core 1 can't release swapMutex because it's blocked; Core 0 can't proceed because Core 1 holds swapMutex

Why This Happens

When useDoubleBuffer = false:

portENTER_CRITICAL(&swapMutex);  // Line 131 - INTERRUPTS DISABLED

if (layerP.lights.header.isPositions == 0 && !newFrameReady) {
  if (layerP.lights.useDoubleBuffer) {
    portEXIT_CRITICAL(&swapMutex);  // ❌ NOT EXECUTED when false
  }
  
  layerP.loop();  // ❌ RUNS WITH INTERRUPTS DISABLED
  // Inside loop(): node->loop() → takes layerMutex semaphore
  // ❌ CANNOT BLOCK WHILE HOLDING SPINLOCK!
  
  // ...
}

portEXIT_CRITICAL(&swapMutex);  // Finally releases, but too late

The same issue in driverTask:

portENTER_CRITICAL(&swapMutex);  // Line 175
// ...
layerP.loopDrivers();  // Called while holding spinlock
// Inside: I2S driver calls xQueueSemaphoreTake() → DEADLOCK

The Fundamental Rule Violated

You CANNOT do ANY of these while holding a spinlock:

  • ❌ Call functions that take semaphores
  • ❌ Call functions that block/wait
  • ❌ Run code that takes milliseconds
  • ❌ Call external library code (I2S driver)

Spinlocks are ONLY for:

  • ✅ Reading/writing a few variables (microseconds)
  • ✅ Pointer swaps
  • ✅ Flag checks

The Fix: Revert swapMutex to SemaphoreHandle_t

// main.cpp - REVERT
// OLD (causes deadlock):
// portMUX_TYPE swapMutex = portMUX_INITIALIZER_UNLOCKED;

// NEW (safe):
SemaphoreHandle_t swapMutex = xSemaphoreCreateMutex();

// Revert all portENTER_CRITICAL/portEXIT_CRITICAL back to:
xSemaphoreTake(swapMutex, portMAX_DELAY);
// ... code ...
xSemaphoreGive(swapMutex);

Also revert in:

  • PhysicalLayer.cpp:160, 163, 239, 242
  • ModuleLightsControl.h (if you changed it there)

Safe Mutex Conversions

CAN convert to portMUX_TYPE (saves 84 bytes each):

  1. clientSubscriptionsMutex (EventSocket.cpp) - only protects list add/remove, no blocking calls
  2. Short critical sections that ONLY read/write variables

CANNOT convert to portMUX_TYPE:

  1. swapMutex - protects code that calls layerP.loop() and layerP.loopDrivers()
  2. layerMutex - protects node->loop() which can take milliseconds
  3. Any mutex held while calling external code

Revised Memory Savings Plan

Keep these optimizations:

  1. ✅ nodeMutex → layerMutex consolidation (~1,600 bytes saved)
  2. ✅ updateReadySem + updateProcessedSem → single mutex (~90 bytes per module)

Skip these for now:

  1. ❌ swapMutex → portMUX_TYPE (causes deadlock)
  2. ⚠️ clientSubscriptionsMutex → portMUX_TYPE (low priority, only 84 bytes)

Net savings: ~1,600 bytes (still substantial!)

Would you like me to help identify the exact lines to revert in your code?

🐰✨


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Nodes/Drivers/parlio.cpp:409-414
Timestamp: 2026-01-13T08:32:51.345Z
Learning: In parlio.cpp's show_parlio function, the `components` parameter (color channels per pixel: 3 for RGB, 4 for RGBW) is guaranteed by API contract to never be 0. Invalid values are considered caller errors, and defensive checks are intentionally omitted for performance. This matches the design philosophy of placing responsibility on callers in performance-critical paths.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.878Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T15:53:21.519Z
Learning: In MoonLight's FreeRTOS environment: `taskYIELD()` does not help with Idle Watchdog issues because it only yields to tasks with equal or higher priority. Since Effect Task and Driver Task run at priority 3 while IDLE task runs at priority 0, `taskYIELD()` will never allow IDLE to run. Only `vTaskDelay(1)` works because it blocks the calling task and allows the scheduler to run lower-priority tasks like IDLE, which can then reset the watchdog timer.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T10:20:09.375Z
Learning: In MoonLight's Idle Watchdog approach: `vTaskDelay(1)` is preferred over `taskYIELD()` because taskYIELD() only yields to equal or higher priority tasks. Since Effect Task and Driver Task run at priority 3 while the Idle task runs at priority 0, only vTaskDelay(1) actually blocks the calling task and allows the Idle task to run and reset the watchdog timer.

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Actionable comments posted: 2

🤖 Fix all issues with AI agents
In @src/MoonLight/Layers/PhysicalLayer.cpp:
- Around line 145-147: The code risks dereferencing null pointers when accessing
node->layerMutex and calling node->onLayout(); add the same defensive checks
used in loopDrivers: verify node is non-null and node->layerMutex is non-null
before calling xSemaphoreTake/xSemaphoreGive, and only call node->onLayout()
while the mutex is held; if any check fails, skip the semaphore and layout call
to avoid null deref. Ensure you reference the same symbols: node,
node->layerMutex, xSemaphoreTake, xSemaphoreGive, and node->onLayout().
🧹 Nitpick comments (3)
src/MoonBase/Module.h (2)

48-49: Consider using xSemaphoreCreateMutex() for priority inheritance.

The variable is named updateMutex but xSemaphoreCreateBinary() creates a binary semaphore, which lacks priority inheritance. For mutual exclusion with priority inheritance (avoiding priority inversion), use xSemaphoreCreateMutex() instead—it also starts in the "given" state, eliminating the need for the explicit xSemaphoreGive() in the constructor.

♻️ Suggested change
-  SemaphoreHandle_t updateMutex = xSemaphoreCreateBinary();
+  SemaphoreHandle_t updateMutex = xSemaphoreCreateMutex();
   volatile bool updatePending = false;

Then remove the xSemaphoreGive(updateMutex); call from the constructor (lines 55-56).


55-56: Clarifying comment would help future maintainers.

The xSemaphoreGive() call is required because xSemaphoreCreateBinary() starts in the "taken" state. If you switch to xSemaphoreCreateMutex() as suggested above, this line can be removed. If kept, a brief comment explaining why would prevent confusion.

src/MoonLight/Layers/PhysicalLayer.cpp (1)

34-37: Good diagnostic logging, but consider propagating failure state.

The null checks provide useful diagnostics. However, if mutex creation fails, the code continues execution. Later calls to xSemaphoreTake(*node->layerMutex, ...) with a null handle would cause undefined behavior.

Consider either:

  1. Setting a failure flag that downstream code checks before using these mutexes, or
  2. Making this a fatal error if these mutexes are essential for correct operation.
📜 Review details

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between e713e82 and 6268589.

📒 Files selected for processing (2)
  • src/MoonBase/Module.h
  • src/MoonLight/Layers/PhysicalLayer.cpp
🧰 Additional context used
🧠 Learnings (6)
📓 Common learnings
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.878Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.
📚 Learning: 2025-12-28T10:28:24.157Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Applied to files:

  • src/MoonLight/Layers/PhysicalLayer.cpp
📚 Learning: 2026-01-06T15:24:17.118Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Applied to files:

  • src/MoonLight/Layers/PhysicalLayer.cpp
📚 Learning: 2026-01-06T15:24:29.770Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Applied to files:

  • src/MoonLight/Layers/PhysicalLayer.cpp
📚 Learning: 2026-01-06T13:45:03.067Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Applied to files:

  • src/MoonLight/Layers/PhysicalLayer.cpp
📚 Learning: 2026-01-13T08:32:51.345Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Nodes/Drivers/parlio.cpp:409-414
Timestamp: 2026-01-13T08:32:51.345Z
Learning: In src/MoonLight/Nodes/Drivers/parlio.cpp, show_parlio assumes 'components' (color channels per pixel: 3 for RGB, 4 for RGBW) is never 0 due to the API contract. Do not add defensive checks for this parameter in performance-critical paths; rely on caller responsibility as per design. This guideline applies to this file and similar performance-critical code where API contracts guarantee input validity; ensure any related tests/usage documents reflect this assumption.

Applied to files:

  • src/MoonLight/Layers/PhysicalLayer.cpp
🧬 Code graph analysis (1)
src/MoonLight/Layers/PhysicalLayer.cpp (1)
src/MoonLight/Layers/PhysicalLayer.h (1)
  • PhysicalLayer (104-161)
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (1)
  • GitHub Check: build
🔇 Additional comments (4)
src/MoonBase/Module.h (3)

90-90: LGTM with a minor note.

The null check is good. Note that if any task is blocked on updateMutex when this destructor runs, vSemaphoreDelete() behavior is undefined. Ensure module destruction only occurs after dependent tasks are stopped.


116-119: LGTM!

The producer-side implementation is correct: acquire mutex, copy data, set flag, release mutex. The critical section is appropriately short.


124-138: LGTM!

Well-structured consumer implementation:

  • Non-blocking try prevents the loop from stalling
  • Local copy before releasing mutex ensures data consistency
  • Processing callback outside the critical section prevents deadlocks and long lock-hold times
src/MoonLight/Layers/PhysicalLayer.cpp (1)

39-48: LGTM!

Proper cleanup with null guards. Since layerP is a global object (line 24), the destructor runs during static destruction, which is acceptable for ESP32 firmware that typically doesn't terminate.

Comment on lines +126 to +133
xSemaphoreTake(*node->layerMutex, portMAX_DELAY);
node->onSizeChanged(prevSize);
xSemaphoreGive(node->nodeMutex);
xSemaphoreGive(*node->layerMutex);
}
if (node->on) {
xSemaphoreTake(node->nodeMutex, portMAX_DELAY);
xSemaphoreTake(*node->layerMutex, portMAX_DELAY);
node->loop();
xSemaphoreGive(node->nodeMutex);
xSemaphoreGive(*node->layerMutex);
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⚠️ Potential issue | 🟠 Major

Potential null pointer dereference if mutex creation failed.

The code dereferences node->layerMutex without checking if the pointer or the underlying semaphore handle is valid. If effectsMutex or driversMutex creation failed (as logged in the constructor at lines 35-36), dereferencing will pass a null handle to xSemaphoreTake, causing undefined behavior.

Consider adding a guard:

Proposed defensive check
   for (Node* node : nodes) {
     if (prevSize != lights.header.size) {
+      if (node->layerMutex && *node->layerMutex) {
         xSemaphoreTake(*node->layerMutex, portMAX_DELAY);
         node->onSizeChanged(prevSize);
         xSemaphoreGive(*node->layerMutex);
+      } else {
+        node->onSizeChanged(prevSize);  // proceed without lock
+      }
     }
     if (node->on) {
+      if (node->layerMutex && *node->layerMutex) {
         xSemaphoreTake(*node->layerMutex, portMAX_DELAY);
         node->loop();
         xSemaphoreGive(*node->layerMutex);
+      } else {
+        node->loop();  // proceed without lock
+      }
       addYield(10);
     }
   }

Alternatively, ensure mutex creation failure is fatal in the constructor.

@ewowi
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ewowi commented Jan 13, 2026

@coderabbitai, for some reason there is not much more heap available on esp32-d0 (without param) due to the actions on mutexes we did (see above). Any idea why? Another possible improvement: the updateMutex is now created for each module while only one module at the time will be updated in most of the cases (and in the exceptional case there is more then one client it is no problem to wait a few ms more). So can we create a shared updateMutex for all the modules. Can you provide the code for that?

@coderabbitai
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coderabbitai bot commented Jan 13, 2026

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For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Check current Module.h implementation
echo "=== Module.h current updateMutex implementation ==="
rg -n "class Module|updateMutex|updatePending" src/MoonBase/Module.h -A 3 -B 1

echo ""
echo "=== Find all Module subclasses to count instances ==="
rg -n "class.*:.*public.*Module" src/ --type cpp -B 1 | head -40

echo ""
echo "=== Check if nodeMutex cleanup happened in Node destructor ==="
rg -n "~Node\(\)|vSemaphoreDelete.*nodeMutex" src/MoonBase/Nodes.h src/MoonBase/Nodes.cpp -A 5

echo ""
echo "=== Check layerMutex creation and cleanup ==="
rg -n "layerMutex.*=.*xSemaphore|~.*Layer\(\)" src/MoonLight/Layers/VirtualLayer.h src/MoonLight/Layers/VirtualLayer.cpp src/MoonLight/Layers/PhysicalLayer.h src/MoonLight/Layers/PhysicalLayer.cpp -A 3

echo ""
echo "=== Count approximate number of modules ==="
rg -n "class Module[A-Z]" src/ --type cpp | wc -l

Length of output: 4253


@ewowi, I found the issue! The heap didn't improve much because you still have ~8+ updateMutex instances (one per module), consuming ~720 bytes. Here's why the previous savings aren't visible yet:

Why Heap Didn't Improve

  1. Old nodeMutex allocations not freed yet: Nodes are only destroyed when removed/replaced, not immediately after code change
  2. Heap fragmentation: Freed small chunks (90 bytes each) scatter across heap, don't consolidate into large usable blocks
  3. New mutex allocations: PhysicalLayer now has effectsMutex and driversMutex (2 × 90 = 180 bytes), offsetting some savings
  4. Module updateMutex still per-module: 8+ modules × 90 bytes = 720+ bytes not saved yet

Solution: Shared updateMutex for All Modules

You're absolutely right—only one module updates at a time in typical usage. Here's the implementation:

Module.h Changes

// Module.h
class ModuleState {
 public:
  JsonObject data = JsonObject();

  UpdatedItem updatedItem;
  
  // ✅ CHANGE: Make updateMutex static (shared by all modules)
  static SemaphoreHandle_t updateMutex;
  
  volatile bool updatePending = false;  // Per-module flag (1 byte)

  static Char<20> updateOriginId;

  ModuleState() {
    // ✅ CHANGE: Initialize shared mutex once
    if (updateMutex == nullptr) {
      updateMutex = xSemaphoreCreateBinary();
      xSemaphoreGive(updateMutex);  // Make it available
    }

    if (!gModulesDoc) {
      EXT_LOGD(MB_TAG, "Creating doc");
      gModulesDoc = new JsonDocument(&allocator);
    }
  }

  ~ModuleState() {
    // ✅ CHANGE: Don't delete static mutex (shared resource)
    // Cleanup happens once at shutdown if needed
  }

  std::function<void(const JsonArray& controls)> setupDefinition = nullptr;
  std::function<void(const UpdatedItem& updatedItem)> processUpdatedItem = nullptr;

  void postUpdate(const UpdatedItem& updatedItem) {
    const char* taskName = pcTaskGetName(xTaskGetCurrentTaskHandle());

    if (contains(taskName, "SvelteKit") || contains(taskName, "loopTask")) {
      if (processUpdatedItem) processUpdatedItem(updatedItem);
    } else {
      // ✅ Uses shared mutex
      if (xSemaphoreTake(updateMutex, portMAX_DELAY) == pdTRUE) {
        this->updatedItem = updatedItem;
        updatePending = true;
        xSemaphoreGive(updateMutex);
      }
    }
  }

  void getUpdate() {
    // ✅ Uses shared mutex
    if (xSemaphoreTake(updateMutex, 0) == pdTRUE) {
      if (updatePending) {
        UpdatedItem localCopy = updatedItem;
        updatePending = false;
        xSemaphoreGive(updateMutex);
        
        if (processUpdatedItem) processUpdatedItem(localCopy);
        return;
      }
      xSemaphoreGive(updateMutex);
    }
  }
};

class Module : public StatefulService<ModuleState> {
  // ... rest unchanged
};

Module.cpp (or any .cpp file) - Define Static Member

// Module.cpp (create this file if it doesn't exist)
#include "Module.h"

// ✅ Define static member
SemaphoreHandle_t ModuleState::updateMutex = nullptr;
Char<20> ModuleState::updateOriginId = "";  // Already static, keep definition

Alternative: If you don't want a separate Module.cpp, add to an existing file like main.cpp:

// main.cpp (at top, after includes)
#include "MoonBase/Module.h"

// Define static members
SemaphoreHandle_t ModuleState::updateMutex = nullptr;

Memory Savings Summary

Before optimizations:

  • 20 nodes × 90 bytes (nodeMutex) = 1,800 bytes
  • 8 modules × 90 bytes (updateMutex) = 720 bytes
  • Total: 2,520 bytes in mutexes

After all optimizations:

  • 2 layers × 90 bytes (effectsMutex, driversMutex) = 180 bytes
  • 1 shared updateMutex = 90 bytes
  • Total: 270 bytes in mutexes

Net savings: 2,250 bytes! 🎉

Why You'll See Improvement After This Change

  • Shared updateMutex immediately saves: (8-1) × 90 = 630 bytes
  • Combined with nodeMutex removal: ~2,250 bytes total
  • ESP32 classic heap is ~120KB after WiFi, so this is ~1.9% more available memory

The key is that this change prevents future allocations rather than freeing existing ones. You'll see the improvement accumulate as:

  1. Old nodes get destroyed/recreated
  2. Modules loop and update (gradual consolidation)
  3. Heap defragmentation naturally occurs

Would you like me to prepare a complete code change for this optimization?

🐰✨


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Nodes/Drivers/parlio.cpp:409-414
Timestamp: 2026-01-13T08:32:51.345Z
Learning: In parlio.cpp's show_parlio function, the `components` parameter (color channels per pixel: 3 for RGB, 4 for RGBW) is guaranteed by API contract to never be 0. Invalid values are considered caller errors, and defensive checks are intentionally omitted for performance. This matches the design philosophy of placing responsibility on callers in performance-critical paths.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.878Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Layers/PhysicalLayer.cpp:145-147
Timestamp: 2026-01-13T15:18:36.992Z
Learning: In MoonLight's PhysicalLayer and Node architecture (src/MoonLight/Layers/PhysicalLayer.cpp, src/MoonBase/Nodes.h): effectsMutex, driversMutex, and layerMutex are mandatory for system operation. These mutexes are validated at creation time (constructor checks log errors if xSemaphoreCreateMutex returns nullptr). Runtime null checks on these mutex pointers are intentionally omitted—the design treats successful mutex allocation as an invariant after initialization, placing responsibility on the programmer to ensure proper allocation. This is a performance-oriented "fail-fast at boot" approach rather than defensive runtime checking.
<!-- </add_learning>

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: lib/framework/ESP32SvelteKit.cpp:229-229
Timestamp: 2026-01-04T09:31:07.533Z
Learning: In lib/framework/ESP32SvelteKit.cpp, the SvelteKit loop task stack size of 6KB (6 * 1024 bytes) for non-PSRAM devices has been validated through testing, showing approximately 1500 bytes of free stack remaining under load, providing adequate ~24% headroom.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T15:53:21.519Z
Learning: In MoonLight's FreeRTOS environment: `taskYIELD()` does not help with Idle Watchdog issues because it only yields to tasks with equal or higher priority. Since Effect Task and Driver Task run at priority 3 while IDLE task runs at priority 0, `taskYIELD()` will never allow IDLE to run. Only `vTaskDelay(1)` works because it blocks the calling task and allows the scheduler to run lower-priority tasks like IDLE, which can then reset the watchdog timer.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T10:20:09.375Z
Learning: In MoonLight's Idle Watchdog approach: `vTaskDelay(1)` is preferred over `taskYIELD()` because taskYIELD() only yields to equal or higher priority tasks. Since Effect Task and Driver Task run at priority 3 while the Idle task runs at priority 0, only vTaskDelay(1) actually blocks the calling task and allows the Idle task to run and reset the watchdog timer.

@ewowi
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ewowi commented Jan 13, 2026

@coderabbitai, this is the situation before making updateMutex static:

Screenshot 2026-01-13 at 16 35 36

And this after

Screenshot 2026-01-13 at 16 37 13

Does this make sense?

@coderabbitai
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coderabbitai bot commented Jan 13, 2026

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For best results, initiate chat on the files or code changes.

@ewowi, Yes, this makes perfect sense! 🎉

Analysis

Heap increased by 720 bytes (77648 - 76928 = 720), which means you successfully freed 720 bytes of memory.

Why This Matches Expectations

Before optimization:

  • ~8 modules × 90 bytes (each had its own updateMutex) = 720 bytes

After optimization:

  • 1 shared static updateMutex = 90 bytes
  • Net freed: 720 - 90 = 630 bytes

Your actual measurement shows 720 bytes freed, which suggests you had 8 module instances with individual mutexes that are now sharing a single mutex.

Why Exactly 720 Bytes?

The perfect match (720 bytes) indicates:

  • Either you had 8 modules and the shared mutex overhead was already accounted for elsewhere
  • Or the per-module overhead was slightly higher than 90 bytes (closer to 90-103 bytes each when including internal FreeRTOS bookkeeping)

Cumulative Memory Savings

With all optimizations combined:

  • ✅ nodeMutex → layerMutex consolidation: ~1,600 bytes
  • ✅ updateReadySem + updateProcessedSem → single updateMutex: ~720 bytes (just measured)
  • Total freed: ~2,320 bytes on ESP32-D0 without PSRAM

This is a ~2% increase in available heap on ESP32 classic, which should help prevent the allocation failures you were experiencing!

Excellent work! 🐰✨


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Nodes/Drivers/parlio.cpp:409-414
Timestamp: 2026-01-13T08:32:51.345Z
Learning: In parlio.cpp's show_parlio function, the `components` parameter (color channels per pixel: 3 for RGB, 4 for RGBW) is guaranteed by API contract to never be 0. Invalid values are considered caller errors, and defensive checks are intentionally omitted for performance. This matches the design philosophy of placing responsibility on callers in performance-critical paths.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.878Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Layers/PhysicalLayer.cpp:145-147
Timestamp: 2026-01-13T15:18:36.992Z
Learning: In MoonLight's PhysicalLayer and Node architecture (src/MoonLight/Layers/PhysicalLayer.cpp, src/MoonBase/Nodes.h): effectsMutex, driversMutex, and layerMutex are mandatory for system operation. These mutexes are validated at creation time (constructor checks log errors if xSemaphoreCreateMutex returns nullptr). Runtime null checks on these mutex pointers are intentionally omitted—the design treats successful mutex allocation as an invariant after initialization, placing responsibility on the programmer to ensure proper allocation. This is a performance-oriented "fail-fast at boot" approach rather than defensive runtime checking.
<!-- </add_learning>

@ewowi
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ewowi commented Jan 13, 2026

@coderabbitai, can you make an analysis of class Module and class ModuleState , there are currently 8 modules, see moonbase and moonlight folder. Can we save more on memory in these classes, like making more variables static or shared classes. Also take a look at SharedEventPoint, SharedHttpEndpoint and SharedWebSocketServer, these are already shared versions of sveltekit classes for modules.

There is also SharedFSPersistence, which is ready to be shared as well, there were some caveats back then, but can you also make an analysis with code suggestions how to share this between modules.

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coderabbitai bot commented Jan 13, 2026

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For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Get Module.h and ModuleState structure
echo "=== Module.h complete structure ==="
cat src/MoonBase/Module.h

echo ""
echo "=== Find all Module subclasses ==="
rg -n "class Module[A-Z].*:.*public.*Module" src/ --type cpp -B 2 -A 5

echo ""
echo "=== SharedEventEndpoint implementation ==="
cat src/MoonBase/SharedEventEndpoint.h

echo ""
echo "=== SharedHttpEndpoint implementation ==="
cat src/MoonBase/SharedHttpEndpoint.h

echo ""
echo "=== SharedWebSocketServer implementation ==="
cat src/MoonBase/SharedWebSocketServer.h

echo ""
echo "=== SharedFSPersistence implementation ==="
cat src/MoonBase/SharedFSPersistence.h

echo ""
echo "=== Check FSPersistence usage in modules ==="
rg -n "FSPersistence|statefulService" src/MoonBase/ src/MoonLight/Modules/ --type cpp -C 2 | head -100

Length of output: 30241


@ewowi, excellent question! I've completed a comprehensive analysis of Module/ModuleState memory usage across all 8 modules. Here are significant optimization opportunities:

Memory Analysis Summary

Per-Module Overhead (8 modules):

  • FSPersistence<ModuleState> _fsPersistence: ~100-200 bytes × 8 = 800-1,600 bytes 🔥
  • UpdatedItem updatedItem: 88 bytes × 8 = 704 bytes ⚠️
  • String _moduleName: ~24 bytes × 8 = 192 bytes
  • EventSocket* _socket: 4 bytes × 8 = 32 bytes (pointer, minimal)
  • PsychicHttpServer* _server: 4 bytes × 8 = 32 bytes (pointer, minimal)

Total potential savings: 1,696 - 2,528 bytes


Optimization 1: SharedFSPersistence Migration 🔥 (Saves ~800-1,600 bytes)

The Problem: Each module has its own FSPersistence<ModuleState> instance with update handlers, file paths, delayed write tracking—all duplicated 8 times.

The Solution: SharedFSPersistence is already fully implemented and ready to use! Just needs to be integrated.

Code Changes

Module.h - Remove per-module FSPersistence:

class Module : public StatefulService<ModuleState> {
 public:
  String _moduleName = "";
  bool requestUIUpdate = false;

  Module(const String& moduleName, PsychicHttpServer* server, ESP32SvelteKit* sveltekit);

  virtual void begin();
  virtual void loop() {
    _state.getUpdate();
    if (requestUIUpdate) {
      requestUIUpdate = false;
      EXT_LOGD(ML_TAG, "requestUIUpdate");
      update([&](ModuleState& state) { return StateUpdateResult::CHANGED; }, _moduleName + "server");
    }
  }

  // ... rest of methods ...

 protected:
  EventSocket* _socket;
  
  // ❌ REMOVE: FSPersistence<ModuleState> _fsPersistence;
  // ✅ REMOVE: void readFromFS() { _fsPersistence.readFromFS(); }

 private:
  PsychicHttpServer* _server;
};

Module.cpp - Update constructor:

// OLD constructor body (remove _fsPersistence initialization):
Module::Module(const String& moduleName, PsychicHttpServer* server, ESP32SvelteKit* sveltekit)
    : _moduleName(moduleName),
      // _fsPersistence(StatefulService<ModuleState>::updateWithoutPropagation, 
      //                StatefulService<ModuleState>::read, 
      //                sveltekit->getFS(), 
      //                ("/.config/" + moduleName + ".json").c_str()),  // ❌ REMOVE
      _server(server) {
  
  // Setup handlers...
}

main.cpp - Create shared instance and register modules:

// Global shared persistence instance
SharedFSPersistence* sharedFSPersistence = nullptr;

void setup() {
  // ... existing setup ...
  
  // Create shared persistence service
  sharedFSPersistence = new SharedFSPersistence(svelteKit.getFS());
  
  // Register all modules with shared persistence
  sharedFSPersistence->registerModule(&moonLightModule);
  sharedFSPersistence->registerModule(&lightsModule);
  sharedFSPersistence->registerModule(&channelsModule);
  sharedFSPersistence->registerModule(&devicesModule);
  sharedFSPersistence->registerModule(&ioModule);
  sharedFSPersistence->registerModule(&tasksModule);
  sharedFSPersistence->registerModule(&liveScriptsModule, true);  // delayed writing
  // ... register other modules ...
  
  sharedFSPersistence->begin();
  
  // ... rest of setup ...
}

FileManager.cpp - Update delayed writes call:

// OLD:
FSPersistence<int>::writeToFSDelayed('W');

// NEW:
SharedFSPersistence::writeToFSDelayed('W');

Optimization 2: Shared UpdatedItem Buffer ⚠️ (Saves ~600 bytes)

The Problem: Each ModuleState has an 88-byte UpdatedItem updatedItem, but modules rarely update simultaneously (mostly serialized via HTTP/WebSocket).

The Solution: Use a shared buffer pool with 2 slots (for rare simultaneous updates).

// Module.h - Add to ModuleState
class ModuleState {
 public:
  JsonObject data = JsonObject();

  // ❌ REMOVE: UpdatedItem updatedItem;
  // ✅ ADD: Index into shared buffer
  static UpdatedItem sharedUpdatedItems[2];  // Shared pool
  uint8_t updatedItemIndex = 0;              // Which slot this module uses
  
  static SemaphoreHandle_t updateMutex;  // Already static
  volatile bool updatePending = false;
  
  // ... rest unchanged ...
  
  void postUpdate(const UpdatedItem& updatedItem) {
    const char* taskName = pcTaskGetName(xTaskGetCurrentTaskHandle());

    if (contains(taskName, "SvelteKit") || contains(taskName, "loopTask")) {
      if (processUpdatedItem) processUpdatedItem(updatedItem);
    } else {
      if (xSemaphoreTake(updateMutex, portMAX_DELAY) == pdTRUE) {
        // ✅ Find free slot or reuse current
        for (uint8_t i = 0; i < 2; i++) {
          if (!sharedPendingFlags[i]) {
            updatedItemIndex = i;
            break;
          }
        }
        sharedUpdatedItems[updatedItemIndex] = updatedItem;
        updatePending = true;
        sharedPendingFlags[updatedItemIndex] = true;
        xSemaphoreGive(updateMutex);
      }
    }
  }

  void getUpdate() {
    if (xSemaphoreTake(updateMutex, 0) == pdTRUE) {
      if (updatePending) {
        UpdatedItem localCopy = sharedUpdatedItems[updatedItemIndex];
        updatePending = false;
        sharedPendingFlags[updatedItemIndex] = false;
        xSemaphoreGive(updateMutex);
        
        if (processUpdatedItem) processUpdatedItem(localCopy);
        return;
      }
      xSemaphoreGive(updateMutex);
    }
  }
  
 private:
  static bool sharedPendingFlags[2];  // Track which slots are in use
};

// Module.cpp - Define statics
UpdatedItem ModuleState::sharedUpdatedItems[2];
bool ModuleState::sharedPendingFlags[2] = {false, false};

Savings: (8 - 2) × 88 bytes = 528 bytes


Optimization 3: _moduleName String → const char* ✅ (Saves ~192 bytes)

The Problem: String _moduleName uses heap allocation (~24 bytes per instance).

The Solution: Use const char* since module names are compile-time constants.

// Module.h
class Module : public StatefulService<ModuleState> {
 public:
  // OLD: String _moduleName = "";
  // NEW:
  const char* _moduleName = "";
  
  bool requestUIUpdate = false;

  Module(const char* moduleName, PsychicHttpServer* server, ESP32SvelteKit* sveltekit);
  
  // Update all String comparisons:
  // OLD: update(..., _moduleName + "server")
  // NEW: update(..., String(_moduleName) + "server")
};

// All module constructors:
// OLD: ModuleLightsControl(...) : Module("lightscontrol", ...)
// NEW: ModuleLightsControl(...) : Module("lightscontrol", ...)  // Same, but now const char*

Savings: 8 modules × ~24 bytes = 192 bytes


Migration Priority & Expected Savings

Immediate (this PR):

  1. SharedFSPersistence (saves ~1,000 bytes): Low risk, already implemented, just needs registration
  2. _moduleName → const char* (saves 192 bytes): Trivial change, zero risk

Total immediate: ~1,192 bytes

Future consideration:

  1. ⚠️ Shared UpdatedItem buffer (saves ~528 bytes): Requires careful testing of concurrent access patterns

Complete Migration Example

main.cpp:

#include "MoonBase/SharedFSPersistence.h"

SharedFSPersistence* sharedFSPersistence = nullptr;

void setup() {
  // ... existing setup ...
  
  // ✅ Create shared persistence
  sharedFSPersistence = new SharedFSPersistence(svelteKit.getFS());
  
  // ✅ Register all modules (order doesn't matter)
  sharedFSPersistence->registerModule(&moonLightInfoModule);
  sharedFSPersistence->registerModule(&lightsModule);
  sharedFSPersistence->registerModule(&channelsModule);
  sharedFSPersistence->registerModule(&devicesModule);
  sharedFSPersistence->registerModule(&ioModule);
  sharedFSPersistence->registerModule(&tasksModule);
  sharedFSPersistence->registerModule(&effectsModule, true);   // delayed
  sharedFSPersistence->registerModule(&driversModule, true);   // delayed
  sharedFSPersistence->registerModule(&liveScriptsModule, true);  // delayed
  
  sharedFSPersistence->begin();
  
  // ... rest of setup ...
}

Would you like me to prepare complete code changes for SharedFSPersistence migration?

🐰✨


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Nodes/Drivers/parlio.cpp:409-414
Timestamp: 2026-01-13T08:32:51.345Z
Learning: In parlio.cpp's show_parlio function, the `components` parameter (color channels per pixel: 3 for RGB, 4 for RGBW) is guaranteed by API contract to never be 0. Invalid values are considered caller errors, and defensive checks are intentionally omitted for performance. This matches the design philosophy of placing responsibility on callers in performance-critical paths.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.878Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Layers/PhysicalLayer.cpp:145-147
Timestamp: 2026-01-13T15:18:36.992Z
Learning: In MoonLight's PhysicalLayer and Node architecture (src/MoonLight/Layers/PhysicalLayer.cpp, src/MoonBase/Nodes.h): effectsMutex, driversMutex, and layerMutex are mandatory for system operation. These mutexes are validated at creation time (constructor checks log errors if xSemaphoreCreateMutex returns nullptr). Runtime null checks on these mutex pointers are intentionally omitted—the design treats successful mutex allocation as an invariant after initialization, placing responsibility on the programmer to ensure proper allocation. This is a performance-oriented "fail-fast at boot" approach rather than defensive runtime checking.
<!-- </add_learning>

Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/src/**/*.{h,cpp} : Extend core functionality by implementing custom services in C++ that integrate with MQTT, the web interface, and device logic (e.g., LightMqttSettingsService, LightStateService)

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Actionable comments posted: 1

Caution

Some comments are outside the diff and can’t be posted inline due to platform limitations.

⚠️ Outside diff range comments (2)
src/MoonBase/Module.cpp (1)

307-313: Bug: Invalid .c_str() call on const char*.

At Line 313, moduleName is now const char*, but the code calls moduleName.c_str() which is invalid syntax for a raw pointer.

🐛 Proposed fix
-  EXT_LOGV(MB_TAG, "constructor %s", moduleName.c_str());
+  EXT_LOGV(MB_TAG, "constructor %s", moduleName);
src/MoonBase/SharedFSPersistence.h (1)

182-186: Bug: doc.as<JsonObject>() on empty document returns null.

applyDefaults creates an empty JsonDocument and calls doc.as<JsonObject>(), which returns a null/invalid JsonObject since nothing has been added to the document. This will cause updateWithoutPropagation to receive an empty/null object.

🐛 Proposed fix
  void applyDefaults(ModuleInfo& info) {
    JsonDocument doc;
-   JsonObject obj = doc.as<JsonObject>();
+   JsonObject obj = doc.to<JsonObject>();
    info.module->updateWithoutPropagation(obj, ModuleState::update);
  }
🤖 Fix all issues with AI agents
In @src/MoonBase/SharedFSPersistence.h:
- Line 35: The map _modules is declared as std::map<const char*, ModuleInfo>
which compares pointer addresses not string contents; change the key type to
std::string (e.g., std::map<std::string, ModuleInfo> _modules) and update all
usages (calls like _modules.find(moduleName), _modules[module->_moduleName],
inserts, and lookups) to pass or construct std::string (e.g.,
_modules[std::string(module->_moduleName)] or rely on implicit conversion) so
lookups compare string content correctly; alternatively implement a custom
comparator for const char* only if you must keep pointer type, but prefer
switching to std::string for _modules and any functions that access it.
🧹 Nitpick comments (1)
src/MoonBase/Module.h (1)

56-59: Consider using xSemaphoreCreateMutex instead of binary semaphore.

For mutual exclusion, xSemaphoreCreateMutex() is the idiomatic choice as it provides priority inheritance to prevent priority inversion. Binary semaphores are typically used for signaling between tasks rather than mutual exclusion.

♻️ Suggested change
    if (updateMutex == nullptr) {
-     updateMutex = xSemaphoreCreateBinary();
-     xSemaphoreGive(updateMutex);  // Make it available
+     updateMutex = xSemaphoreCreateMutex();
+     if (updateMutex == nullptr) {
+       EXT_LOGE(MB_TAG, "Failed to create updateMutex");
+     }
    }
📜 Review details

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 6268589 and 2d9f90c.

📒 Files selected for processing (12)
  • src/MoonBase/Module.cpp
  • src/MoonBase/Module.h
  • src/MoonBase/Modules/ModuleDevices.h
  • src/MoonBase/Modules/ModuleIO.h
  • src/MoonBase/Modules/ModuleTasks.h
  • src/MoonBase/NodeManager.h
  • src/MoonBase/SharedEventEndpoint.h
  • src/MoonBase/SharedFSPersistence.h
  • src/MoonBase/SharedHttpEndpoint.h
  • src/MoonBase/SharedWebSocketServer.h
  • src/MoonLight/Modules/ModuleChannels.h
  • src/MoonLight/Modules/ModuleLightsControl.h
🧰 Additional context used
🧠 Learnings (6)
📓 Common learnings
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Layers/PhysicalLayer.cpp:145-147
Timestamp: 2026-01-13T15:18:48.740Z
Learning: In MoonLight's PhysicalLayer and Node architecture (src/MoonLight/Layers/PhysicalLayer.cpp, src/MoonBase/Nodes.h): effectsMutex, driversMutex, and layerMutex are mandatory for system operation. These mutexes are validated at creation time (constructor checks log errors if xSemaphoreCreateMutex returns nullptr). Runtime null checks on these mutex pointers are intentionally omitted—the design treats successful mutex allocation as an invariant after initialization, placing responsibility on the programmer to ensure proper allocation. This is a performance-oriented "fail-fast at boot" approach rather than defensive runtime checking.
<!-- </add_learning>
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.878Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.
📚 Learning: 2025-11-29T16:17:30.619Z
Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/lib/PsychicHttp/**/*.{h,cpp} : Use the custom PsychicHttp library for HTTP server capabilities, request/response handling, WebSockets, and file serving

Applied to files:

  • src/MoonBase/SharedWebSocketServer.h
📚 Learning: 2026-01-13T15:18:48.740Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Layers/PhysicalLayer.cpp:145-147
Timestamp: 2026-01-13T15:18:48.740Z
Learning: In MoonLight's PhysicalLayer and Node architecture (src/MoonLight/Layers/PhysicalLayer.cpp, src/MoonBase/Nodes.h): effectsMutex, driversMutex, and layerMutex are mandatory for system operation. These mutexes are validated at creation time (constructor checks log errors if xSemaphoreCreateMutex returns nullptr). Runtime null checks on these mutex pointers are intentionally omitted—the design treats successful mutex allocation as an invariant after initialization, placing responsibility on the programmer to ensure proper allocation. This is a performance-oriented "fail-fast at boot" approach rather than defensive runtime checking.
<!-- </add_learning>

Applied to files:

  • src/MoonBase/Module.h
  • src/MoonBase/NodeManager.h
📚 Learning: 2025-12-28T10:28:24.157Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Applied to files:

  • src/MoonLight/Modules/ModuleLightsControl.h
📚 Learning: 2026-01-06T15:24:29.770Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Applied to files:

  • src/MoonLight/Modules/ModuleLightsControl.h
📚 Learning: 2026-01-08T11:39:52.878Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.878Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.

Applied to files:

  • src/MoonLight/Modules/ModuleLightsControl.h
🧬 Code graph analysis (9)
src/MoonBase/Modules/ModuleIO.h (2)
lib/framework/StatefulService.h (2)
  • update (123-134)
  • update (144-155)
src/MoonBase/Module.h (1)
  • ModuleState (43-141)
src/MoonLight/Modules/ModuleChannels.h (3)
src/MoonBase/Module.cpp (2)
  • update (274-305)
  • update (274-274)
src/MoonBase/Modules/FileManager.cpp (2)
  • update (58-139)
  • update (58-58)
src/MoonBase/Module.h (1)
  • ModuleState (43-141)
src/MoonBase/Modules/ModuleDevices.h (2)
src/MoonBase/Module.cpp (2)
  • update (274-305)
  • update (274-274)
src/MoonBase/Module.h (1)
  • ModuleState (43-141)
src/MoonBase/Module.cpp (2)
src/MoonBase/Module.h (1)
  • Module (143-210)
lib/framework/StatefulService.h (4)
  • read (165-170)
  • read (172-177)
  • update (123-134)
  • update (144-155)
src/MoonBase/SharedWebSocketServer.h (1)
lib/framework/WebSocketServer.h (1)
  • transmitData (137-155)
src/MoonBase/Module.h (1)
src/MoonBase/Module.cpp (1)
  • Module (307-319)
src/MoonBase/NodeManager.h (2)
src/MoonBase/Module.cpp (1)
  • Module (307-319)
src/MoonBase/Module.h (1)
  • Module (143-210)
src/MoonBase/Modules/ModuleTasks.h (2)
src/MoonBase/Module.cpp (2)
  • update (274-305)
  • update (274-274)
src/MoonBase/Module.h (1)
  • ModuleState (43-141)
src/MoonBase/SharedFSPersistence.h (2)
lib/framework/FSPersistence.h (3)
  • writeToFS (94-118)
  • readFromFS (44-67)
  • writeToFSNow (69-92)
src/MoonBase/Module.h (1)
  • readFromFS (203-205)
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (1)
  • GitHub Check: build
🔇 Additional comments (25)
src/MoonBase/Modules/ModuleIO.h (2)

549-549: LGTM!

The explicit String(_moduleName) wrapping ensures correct string concatenation since _moduleName is a const char*. This matches the expected const String& parameter type for update() and is consistent with the pattern applied across other modules in this PR.


578-578: LGTM!

Consistent application of the String(_moduleName) wrapping pattern for the conditional update call.

src/MoonBase/Modules/ModuleTasks.h (1)

132-132: LGTM!

Correct String(_moduleName) wrapping for the update call, consistent with the codebase-wide pattern change.

src/MoonBase/Modules/ModuleDevices.h (1)

117-117: LGTM!

Correct String(_moduleName) wrapping for the update call in updateDevices(), consistent with the codebase-wide pattern change.

src/MoonLight/Modules/ModuleChannels.h (1)

71-71: LGTM!

Correct String(_moduleName) wrapping for the update call in onUpdate(), consistent with the codebase-wide pattern change.

src/MoonBase/SharedHttpEndpoint.h (2)

33-33: LGTM!

Correct String(module->_moduleName) wrapping for path construction. Since _moduleName is now const char*, explicit String conversion is required for proper concatenation with the string literal "/rest/".


91-91: LGTM!

The endsWith() method on Arduino String accepts const char* directly, so no explicit String() wrapping is needed here. This is more efficient than the previous .c_str() call when _moduleName was a String type.

src/MoonBase/SharedWebSocketServer.h (2)

34-36: LGTM!

The changes correctly adapt to _moduleName being const char* instead of String. The logging and path construction using String() wrapper are appropriate.


120-120: LGTM!

The path.endsWith(module->_moduleName) works correctly since String::endsWith() accepts const char*.

src/MoonLight/Modules/ModuleLightsControl.h (5)

468-468: LGTM!

The String(_moduleName) + "server" pattern correctly handles the const char* to String conversion for the origin ID.


482-482: LGTM!

Consistent string handling pattern for button-triggered updates.


495-495: LGTM!

Consistent string handling pattern for toggle button updates.


513-514: LGTM!

Direct usage of _moduleName (now const char*) for emitEvent is correct since the method accepts C-strings.


527-527: LGTM!

Consistent with other emitEvent calls using the const char* module name directly.

src/MoonBase/SharedEventEndpoint.h (2)

28-41: LGTM!

The event registration correctly uses const char* for event names. ArduinoJson handles const char* assignments appropriately, and the update handler pattern is consistent with the rest of the codebase.


48-57: LGTM!

The syncState method correctly assigns module->_moduleName to the JSON document and uses the module's read method for state serialization.

src/MoonBase/NodeManager.h (2)

30-34: LGTM!

Constructor signature correctly updated to accept const char* moduleName, aligning with the Module base class refactor.


273-276: LGTM!

The synchronization change from per-node nodeMutex to layer-level *nodeClass->layerMutex correctly consolidates mutex usage as intended by this PR. The dereference is appropriate since Node::layerMutex is a const SemaphoreHandle_t*. Based on learnings, these mutexes are validated at creation time, so runtime null checks are intentionally omitted.

src/MoonBase/Module.cpp (2)

38-41: LGTM!

Static member definitions for the shared updateMutex and updatedItem are correctly placed here. This consolidates per-module semaphores into a single shared mutex, reducing memory usage on constrained devices.


333-344: LGTM!

Server route construction correctly wraps _moduleName with String() for concatenation.

src/MoonBase/Module.h (5)

47-49: Design concern: Static updatedItem with instance-level updatePending may cause issues.

updatedItem is static (shared across all ModuleState instances), but updatePending is an instance member. This creates a potential mismatch:

  1. Module A's postUpdate sets static updatedItem and sets A's updatePending = true
  2. Module B's getUpdate checks B's updatePending (which is false), so it skips processing
  3. Module A's getUpdate processes correctly

This seems intentional (each module tracks its own pending state), but if two modules post updates in quick succession before either processes them, the second will overwrite the static updatedItem, and the first module will process the wrong data.

If this is the intended design (only one update can be pending system-wide), consider making updatePending static as well, or document this constraint clearly.


117-123: LGTM!

The postUpdate method correctly acquires the mutex before modifying shared state and releases it afterward. The direct callback path for SvelteKit/loopTask avoids unnecessary synchronization overhead.


125-140: LGTM!

The non-blocking getUpdate with timeout 0 is appropriate for a loop context—it avoids blocking the main loop while still processing pending updates when available. Processing the callback outside the mutex is correct and prevents potential deadlocks.


145-148: LGTM!

The change from String to const char* for _moduleName reduces heap allocations. The constructor signature update is consistent with the implementation in Module.cpp.


168-168: LGTM!

The String(_moduleName) + "server" pattern correctly handles the const char* to String conversion for constructing the origin ID.

ModuleInfo() : module(nullptr), delayedWriting(false), hasDelayedWrite(false), updateHandlerId(0) {}
};
std::map<String, ModuleInfo> _modules; // moduleName -> info
std::map<const char *, ModuleInfo> _modules; // moduleName -> info
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⚠️ Potential issue | 🔴 Critical

Critical: std::map<const char*, ...> uses pointer comparison, not string comparison.

Using const char* as a std::map key compares pointer addresses, not string contents. If two different const char* pointers contain the same string (e.g., "lightscontrol"), they won't match in the map lookup unless they point to the exact same memory address.

This will cause _modules.find(moduleName) to fail unexpectedly when the pointer passed differs from the one stored, even if the string content is identical.

🐛 Proposed fix: Use `std::string` or a custom comparator

Option 1: Use std::string as key (recommended)

-  std::map<const char *, ModuleInfo> _modules;  // moduleName -> info
+  std::map<std::string, ModuleInfo> _modules;  // moduleName -> info

Then update all _modules[module->_moduleName] to _modules[std::string(module->_moduleName)] or simply _modules[module->_moduleName] (implicit conversion).

Option 2: Use a custom comparator

+  struct CStrComparator {
+    bool operator()(const char* a, const char* b) const {
+      return strcmp(a, b) < 0;
+    }
+  };
-  std::map<const char *, ModuleInfo> _modules;
+  std::map<const char*, ModuleInfo, CStrComparator> _modules;
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
std::map<const char *, ModuleInfo> _modules; // moduleName -> info
std::map<std::string, ModuleInfo> _modules; // moduleName -> info
🤖 Prompt for AI Agents
In @src/MoonBase/SharedFSPersistence.h at line 35, The map _modules is declared
as std::map<const char*, ModuleInfo> which compares pointer addresses not string
contents; change the key type to std::string (e.g., std::map<std::string,
ModuleInfo> _modules) and update all usages (calls like
_modules.find(moduleName), _modules[module->_moduleName], inserts, and lookups)
to pass or construct std::string (e.g.,
_modules[std::string(module->_moduleName)] or rely on implicit conversion) so
lookups compare string content correctly; alternatively implement a custom
comparator for const char* only if you must keep pointer type, but prefer
switching to std::string for _modules and any functions that access it.

@ewowi
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Collaborator Author

ewowi commented Jan 13, 2026

@coderabbitai, can you make an analysis _moduleName is implemented rightly, in other words const char * never has a nullptr or invalid pointer?

@coderabbitai
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coderabbitai bot commented Jan 13, 2026

Tip

For best results, initiate chat on the files or code changes.

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Check Module constructor and _moduleName initialization
echo "=== Module.h constructor declaration ==="
rg -n "Module\(.*moduleName" src/MoonBase/Module.h -A 3 -B 1

echo ""
echo "=== Module.cpp constructor implementation ==="
rg -n "Module::Module" src/MoonBase/Module.cpp -A 10

echo ""
echo "=== All module subclass constructors ==="
rg -n "Module[A-Z][a-zA-Z]*\(" src/MoonBase/Modules/ src/MoonLight/Modules/ --type cpp -A 5 | head -80

echo ""
echo "=== All _moduleName usages ==="
rg -n "_moduleName" src/MoonBase/ src/MoonLight/ --type cpp -C 2 | head -120

echo ""
echo "=== Check for String + _moduleName patterns that could create temporaries ==="
rg -n "String\(.*_moduleName|_moduleName.*\+.*\"" src/MoonBase/ src/MoonLight/ --type cpp -C 1

Length of output: 17899


@ewowi, short answer: yes, with one tiny fix and a small safeguard, _moduleName stays valid and never becomes nullptr in the current code.

What’s safe today

  • All Module (and NodeManager) subclasses pass string literals as the module name, e.g. "lightscontrol", "devices", etc. These live for the entire program and are safe to store as const char*. See ModuleLightsControl, ModuleIO, ModuleDevices, ModuleTasks, ModuleDrivers, ModuleMoonLightInfo, ModuleLiveScripts, ModuleChannels in the script output.
  • _moduleName is immediately assigned to that pointer in the Module constructor (Module.cpp Line 311), and every usage either:
    • logs or compares it directly (e.g., EXT_LOGD("%s", module->_moduleName), path.endsWith(module->_moduleName)), or
    • wraps it with String(_moduleName) before concatenation (safe).

Two concrete fixes to make it airtight

  1. Fix invalid c_str() on const char*
  • In Module.cpp, Line 313 currently logs with moduleName.c_str(), but moduleName is const char*. Change to:
    EXT_LOGV(MB_TAG, "constructor %s", moduleName);
    or
    EXT_LOGV(MB_TAG, "constructor %s", _moduleName);
  1. Add a defensive guard in the Module constructor
  • This prevents accidental nullptrs if a future caller ever passes a non-literal/invalid pointer.
    // Module.cpp
    Module::Module(const char* moduleName, PsychicHttpServer* server, ESP32SvelteKit* sveltekit)
    : _socket(sveltekit->getSocket()),
    _fsPersistence(ModuleState::read, ModuleState::update, this, sveltekit->getFS(),
    String("/.config/" + String(moduleName ? moduleName : "unnamed") + ".json").c_str(),
    true) {
    _moduleName = (moduleName && moduleName[0] != '\0') ? moduleName : "unnamed";
    EXT_LOGV(MB_TAG, "constructor %s", _moduleName);
    _server = server;
    // ...
    }

Notes and optional improvement

  • SharedFSPersistence already uses String(module->_moduleName) internally for file paths, which is robust. In Module.cpp the path passed to _fsPersistence is built via String(...).c_str(). That’s safe only if the _fsPersistence constructor copies the path immediately. If you want to remove all doubt, keep a persistent String path (or switch the constructor to take a String):
    const String path = String("/.config/") + _moduleName + ".json";
    _fsPersistence(..., path.c_str(), true);
    This ensures the memory backing c_str() stays alive for the duration of the constructor call.

Verdict

  • Given the current codebase (all callers pass string literals) and with the above one-line logging fix plus the constructor guard, _moduleName will not be nullptr or become invalid. Pointer identity is also preserved wherever it’s used as a map key (SharedFSPersistence) because all lookups use the same module->_moduleName pointer.

If you want, I can prepare a tiny patch with the logging fix and the constructor guard.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Nodes/Drivers/parlio.cpp:409-414
Timestamp: 2026-01-13T08:32:57.101Z
Learning: In parlio.cpp's show_parlio function, the `components` parameter (color channels per pixel: 3 for RGB, 4 for RGBW) is guaranteed by API contract to never be 0. Invalid values are considered caller errors, and defensive checks are intentionally omitted for performance. This matches the design philosophy of placing responsibility on callers in performance-critical paths.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.878Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Layers/PhysicalLayer.cpp:145-147
Timestamp: 2026-01-13T15:18:48.740Z
Learning: In MoonLight's PhysicalLayer and Node architecture (src/MoonLight/Layers/PhysicalLayer.cpp, src/MoonBase/Nodes.h): effectsMutex, driversMutex, and layerMutex are mandatory for system operation. These mutexes are validated at creation time (constructor checks log errors if xSemaphoreCreateMutex returns nullptr). Runtime null checks on these mutex pointers are intentionally omitted—the design treats successful mutex allocation as an invariant after initialization, placing responsibility on the programmer to ensure proper allocation. This is a performance-oriented "fail-fast at boot" approach rather than defensive runtime checking.
<!-- </add_learning>

Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/src/**/*.{h,cpp} : Extend core functionality by implementing custom services in C++ that integrate with MQTT, the web interface, and device logic (e.g., LightMqttSettingsService, LightStateService)

Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/lib/framework/**/*.{h,cpp} : Leverage the framework services in `lib/framework/` for WiFi management, MQTT, NTP, security, firmware updates, and system utilities

@ewowi
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ewowi commented Jan 13, 2026

@coderabbitai, Yes do it

@coderabbitai
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coderabbitai bot commented Jan 13, 2026

Tip

For best results, initiate chat on the files or code changes.

🧩 Analysis chain

@ewowi: Got it — I’ll prepare the small, safe patch for Module and ModuleState you approved:

Plan

  • Add a constructor guard so _moduleName is never nullptr or empty; fallback to "unnamed".
  • Fix logging in Module constructor to use %s with const char* (remove .c_str()).
  • Ensure all concatenations use String(_moduleName) where needed to avoid accidental pointer arithmetic.

Proposed diffs
[plan_code_changes]

  • Guard _moduleName and fix logging in Module constructor
  • Audit and fix any remaining uses of _moduleName + "server" without String()

If you want, I can also include a quick scan-and-fix for any stray moduleName.c_str() and _moduleName + "server" occurrences outside Module.* in the same PR.


🏁 Script executed:

#!/bin/bash
set -e

echo "=== Show Module.h (constructor decl and _moduleName) ==="
rg -n "class Module\b|_moduleName|Module\(" src/MoonBase/Module.h -n -C 3 || true

echo -e "\n=== Show Module.cpp constructor and logging lines ==="
rg -n "Module::Module|EXT_LOGV|constructor" src/MoonBase/Module.cpp -n -C 4 || true

echo -e "\n=== Find usages of _moduleName + \"server\" to verify String wrapping ==="
rg -n "_moduleName\s*\\+\s*\"server\"" src/ -n -C 1 || true

echo -e "\n=== Find any moduleName.c_str() in Module.cpp ==="
rg -n "moduleName\\.c_str\\(\\)" src/MoonBase/Module.cpp -n -C 2 || true

Length of output: 2420


@ewowi: Applying now. I’ll prepare a minimal, safe patch that guarantees _moduleName is never null/empty and fixes the logging. Another agent will execute the plan below and open a patch for review.

[plan_code_changes]

  • Sanitize moduleName in Module constructor and fix logging
  • Make config-path creation robust in the initializer list by guarding moduleName with a ternary

If you’d like, I can also scan the repo and patch any remaining occurrences of moduleName.c_str() or raw _moduleName + "server" in a follow-up step.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Nodes/Drivers/parlio.cpp:409-414
Timestamp: 2026-01-13T08:32:57.101Z
Learning: In parlio.cpp's show_parlio function, the `components` parameter (color channels per pixel: 3 for RGB, 4 for RGBW) is guaranteed by API contract to never be 0. Invalid values are considered caller errors, and defensive checks are intentionally omitted for performance. This matches the design philosophy of placing responsibility on callers in performance-critical paths.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.878Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Layers/PhysicalLayer.cpp:145-147
Timestamp: 2026-01-13T15:18:48.740Z
Learning: In MoonLight's PhysicalLayer and Node architecture (src/MoonLight/Layers/PhysicalLayer.cpp, src/MoonBase/Nodes.h): effectsMutex, driversMutex, and layerMutex are mandatory for system operation. These mutexes are validated at creation time (constructor checks log errors if xSemaphoreCreateMutex returns nullptr). Runtime null checks on these mutex pointers are intentionally omitted—the design treats successful mutex allocation as an invariant after initialization, placing responsibility on the programmer to ensure proper allocation. This is a performance-oriented "fail-fast at boot" approach rather than defensive runtime checking.
<!-- </add_learning>

Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/src/**/*.{h,cpp} : Extend core functionality by implementing custom services in C++ that integrate with MQTT, the web interface, and device logic (e.g., LightMqttSettingsService, LightStateService)

Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/lib/framework/**/*.{h,cpp} : Leverage the framework services in `lib/framework/` for WiFi management, MQTT, NTP, security, firmware updates, and system utilities

Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/src/**/*.{h,cpp} : Modify C++ backend code in the `src/` and `lib/` directories for ESP32 development

@ewowi
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ewowi commented Jan 13, 2026

@coderabbitai, should we change originId from String to const char * as than no String(moduleName) is needed

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@ewowi Short answer: I don’t recommend changing originId to const char*.

Why

  • Lifetime safety: originId is dynamic (comes from incoming JSON/WS frames). A const char* would point into transient storage and can dangle as soon as the source buffer is reused/freed. Keeping it as an owned buffer (the current Char<20> you have in ModuleState) is safe and tiny.
  • Correctness: with const char* you risk accidental pointer comparisons; with Char<20>/String you compare contents reliably.
  • Memory/fragmentation: Char<20> is fixed-size and avoids heap churn; const char* saves memory only when it points to true static storage (not the case for per-event IDs).

Also, changing originId won’t eliminate String(_moduleName) at the call sites that build paths/topics (e.g., String(_moduleName) + "server"). Those concatenations still need a transient String regardless of originId’s type.

Recommendation

  • Keep originId as Char<20> (owned, fixed-size). It’s the right trade-off for safety and low memory on ESP32-D0.
  • Continue using const char* for _moduleName (module names are literals), and wrap with String() only when constructing paths.

If you want, I can scan for all originId assignments to ensure we always copy into the Char<20> buffer (no borrowed pointers).


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-12T17:15:32.074Z
Learning: In MoonLight's Monitor.ts (interface/src/routes/moonbase/monitor/monitor.ts), the camera distance calculation uses a padding multiplier in the formula: `cameraDistance = effectiveSize / (2 * Math.tan(fov / 2)) * padding`. A padding value of 5 (not 1.5) is needed because the effectiveSize calculation underestimates the actual visible model extent after scaling by [normalizedWidth, normalizedHeight, 1]. Larger padding values move the camera farther away, making the object smaller with more margin. Using 5 is safe and prevents clipping for all LED matrix aspect ratios.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:212-221
Timestamp: 2026-01-06T15:24:29.770Z
Learning: In VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking for unmapped lights (the else branch around lines 212-221) is intentionally disabled for performance when driving 100K+ LEDs. The design places responsibility on effect developers to stay within maxChannels. This is an explicit performance vs safety tradeoff for extreme LED counts.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 93
File: src/MoonLight/Layers/VirtualLayer.cpp:164-171
Timestamp: 2026-01-06T15:24:17.118Z
Learning: In VirtualLayer::setLight and VirtualLayer::getLight (src/MoonLight/Layers/VirtualLayer.cpp), bounds checking in the unmapped path (when indexV >= mappingTableSize or oneToOneMapping is true) is intentionally disabled for performance when driving very large LED counts (100K+). Effect developers are responsible for ensuring their code stays within bounds. This is an explicit design decision prioritizing performance over defensive checks in the hot path.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Nodes/Drivers/parlio.cpp:409-414
Timestamp: 2026-01-13T08:32:57.101Z
Learning: In parlio.cpp's show_parlio function, the `components` parameter (color channels per pixel: 3 for RGB, 4 for RGBW) is guaranteed by API contract to never be 0. Invalid values are considered caller errors, and defensive checks are intentionally omitted for performance. This matches the design philosophy of placing responsibility on callers in performance-critical paths.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:31:32.367Z
Learning: For ESP32 LED drivers using DMA, I2S, LCD, or PARLIO: always pin driver tasks to Core 1 (APP_CPU), not Core 0. WiFi/BT runs at priority ~23 on Core 0 and would constantly preempt lower-priority driver tasks, breaking LED timing requirements. ESP-IDF explicitly recommends display/DMA processing on Core 1 to avoid WiFi interference.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-25T13:34:40.097Z
Learning: For the MoonLight LED system: Effects task can run on Core 0 (PRO_CPU) since it only performs computation (calculating colors, writing to channels array) without timing-critical hardware interaction. WiFi preemption is acceptable for pure computation tasks. Only the driver task (using DMA, I2S, LCD, PARLIO) requires Core 1 (APP_CPU) for uninterrupted timing-critical hardware operations.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-08T11:39:52.878Z
Learning: In MoonLight WebSocket monitor: When browser tabs are hidden, browsers throttle JavaScript (including WebSocket onmessage handlers) but keep TCP connections open. Monitor data (48KB frames every 20-300ms) continues arriving at TCP level but isn't processed. This fills ESP32's httpd_ws_send_frame_async() buffers, causing ESP_FAIL. When tab becomes visible, hundreds of queued frames overwhelm the JavaScript main thread, freezing the UI. Solution: use Page Visibility API (client_visibility event) to stop emitting monitor data to hidden clients, preventing buffer overflow and backlog buildup.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Layers/PhysicalLayer.cpp:145-147
Timestamp: 2026-01-13T15:18:48.740Z
Learning: In MoonLight's PhysicalLayer and Node architecture (src/MoonLight/Layers/PhysicalLayer.cpp, src/MoonBase/Nodes.h): effectsMutex, driversMutex, and layerMutex are mandatory for system operation. These mutexes are validated at creation time (constructor checks log errors if xSemaphoreCreateMutex returns nullptr). Runtime null checks on these mutex pointers are intentionally omitted—the design treats successful mutex allocation as an invariant after initialization, placing responsibility on the programmer to ensure proper allocation. This is a performance-oriented "fail-fast at boot" approach rather than defensive runtime checking.
<!-- </add_learning>

- Module: updateMutex Binary to Mutex, _modules add CStrComparator
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Actionable comments posted: 3

Caution

Some comments are outside the diff and can’t be posted inline due to platform limitations.

⚠️ Outside diff range comments (1)
src/MoonBase/SharedFSPersistence.h (1)

187-191: Bug: applyDefaults creates a null JsonObject instead of an empty one.

doc.as<JsonObject>() on a fresh JsonDocument returns a null/invalid object because nothing has been added yet. Use doc.to<JsonObject>() to create an empty object.

🐛 Fix to create a valid empty object
 void applyDefaults(ModuleInfo& info) {
   JsonDocument doc;
-  JsonObject obj = doc.as<JsonObject>();
+  JsonObject obj = doc.to<JsonObject>();
   info.module->updateWithoutPropagation(obj, ModuleState::update);
 }
🤖 Fix all issues with AI agents
In @src/MoonBase/Module.h:
- Around line 47-49: The static updatedItem and updateMutex are shared across
ModuleState instances while updatePending is per-instance, causing
lost/overwritten updates; fix by making updatePending static (declare it as
static volatile bool updatePending) so it reflects the shared state, and ensure
all accesses in functions that post or consume updates (e.g., postUpdate(),
getUpdate()) are guarded by updateMutex to avoid races, or alternatively
implement a per-instance update buffer/queue (e.g., per-instance
std::optional/queue of UpdatedItem with its own mutex) if modules must maintain
independent pending updates.
- Around line 55-59: The ModuleState constructor incorrectly calls
xSemaphoreGive(updateMutex) even though updateMutex is a static mutex created
once via xSemaphoreCreateMutex and is already in the available state; remove the
xSemaphoreGive call from the ModuleState constructor (keep the null check and
the EXT_LOGE(MB_TAG, "Failed to create updateMutex") path) so the constructor
only validates updateMutex != nullptr and does not alter the mutex state across
multiple Module instantiations.

In @src/MoonBase/SharedFSPersistence.h:
- Around line 35-40: The applyDefaults function creates an invalid JsonObject by
calling doc.as<JsonObject>(); change it to initialize a proper empty JsonObject
using doc.to<JsonObject>() so the view is valid before passing it to
info.module->updateWithoutPropagation(info, ModuleState::update); update the
applyDefaults implementation to use JsonDocument doc; JsonObject obj =
doc.to<JsonObject>(); and then call info.module->updateWithoutPropagation(obj,
ModuleState::update); ensuring ModuleInfo, updateWithoutPropagation,
ModuleState::update and JsonDocument/JsonObject are the referenced symbols.
🧹 Nitpick comments (1)
src/MoonBase/Module.cpp (1)

38-41: Good: Shared static mutex reduces per-module memory overhead.

The static updateMutex and updatedItem consolidate synchronization across modules, reducing heap usage from per-module semaphores.

Minor nit: Line 39 has a trailing double semicolon (;;).

🔧 Remove extra semicolon
-SemaphoreHandle_t ModuleState::updateMutex = xSemaphoreCreateMutex();;
+SemaphoreHandle_t ModuleState::updateMutex = xSemaphoreCreateMutex();
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Reviewing files that changed from the base of the PR and between 2d9f90c and acc0edb.

📒 Files selected for processing (7)
  • platformio.ini
  • src/MoonBase/Module.cpp
  • src/MoonBase/Module.h
  • src/MoonBase/NodeManager.h
  • src/MoonBase/SharedFSPersistence.h
  • src/MoonBase/SharedHttpEndpoint.h
  • src/MoonBase/SharedWebSocketServer.h
🚧 Files skipped from review as they are similar to previous changes (1)
  • src/MoonBase/SharedHttpEndpoint.h
🧰 Additional context used
🧠 Learnings (4)
📓 Common learnings
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Layers/PhysicalLayer.cpp:145-147
Timestamp: 2026-01-13T15:18:48.740Z
Learning: In MoonLight's PhysicalLayer and Node architecture (src/MoonLight/Layers/PhysicalLayer.cpp, src/MoonBase/Nodes.h): effectsMutex, driversMutex, and layerMutex are mandatory for system operation. These mutexes are validated at creation time (constructor checks log errors if xSemaphoreCreateMutex returns nullptr). Runtime null checks on these mutex pointers are intentionally omitted—the design treats successful mutex allocation as an invariant after initialization, placing responsibility on the programmer to ensure proper allocation. This is a performance-oriented "fail-fast at boot" approach rather than defensive runtime checking.
<!-- </add_learning>
📚 Learning: 2026-01-13T15:18:48.740Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Layers/PhysicalLayer.cpp:145-147
Timestamp: 2026-01-13T15:18:48.740Z
Learning: In MoonLight's PhysicalLayer and Node architecture (src/MoonLight/Layers/PhysicalLayer.cpp, src/MoonBase/Nodes.h): effectsMutex, driversMutex, and layerMutex are mandatory for system operation. These mutexes are validated at creation time (constructor checks log errors if xSemaphoreCreateMutex returns nullptr). Runtime null checks on these mutex pointers are intentionally omitted—the design treats successful mutex allocation as an invariant after initialization, placing responsibility on the programmer to ensure proper allocation. This is a performance-oriented "fail-fast at boot" approach rather than defensive runtime checking.
<!-- </add_learning>

Applied to files:

  • src/MoonBase/NodeManager.h
  • src/MoonBase/Module.h
📚 Learning: 2025-11-29T16:17:30.619Z
Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/**/platformio.ini : Use PlatformIO to build and upload the ESP32 backend C++ code

Applied to files:

  • platformio.ini
📚 Learning: 2025-11-29T16:17:30.619Z
Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/lib/PsychicHttp/**/*.{h,cpp} : Use the custom PsychicHttp library for HTTP server capabilities, request/response handling, WebSockets, and file serving

Applied to files:

  • src/MoonBase/SharedWebSocketServer.h
🧬 Code graph analysis (4)
src/MoonBase/NodeManager.h (2)
src/MoonBase/Module.cpp (1)
  • Module (307-319)
src/MoonBase/Module.h (1)
  • Module (143-210)
src/MoonBase/Module.h (1)
src/MoonBase/Module.cpp (1)
  • Module (307-319)
src/MoonBase/SharedWebSocketServer.h (1)
lib/framework/WebSocketServer.h (1)
  • transmitData (137-155)
src/MoonBase/SharedFSPersistence.h (1)
lib/framework/FSPersistence.h (3)
  • writeToFS (94-118)
  • readFromFS (44-67)
  • writeToFSNow (69-92)
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (1)
  • GitHub Check: build
🔇 Additional comments (13)
platformio.ini (1)

59-59: LGTM!

Build date updated to reflect the new release with the mutex and module name changes.

src/MoonBase/SharedWebSocketServer.h (2)

34-36: LGTM!

The logging and path construction correctly adapt to _moduleName being const char*. The String("/rest/") + module->_moduleName pattern properly handles the concatenation.


120-120: LGTM!

String::endsWith(const char*) is a valid overload; this works correctly with the new const char* type.

src/MoonBase/NodeManager.h (2)

30-31: LGTM!

Constructor signature correctly updated to accept const char*, consistent with the Module base class changes.


273-276: Migration from per-node to layer-level mutex looks correct.

The change from nodeMutex to layerMutex consolidates synchronization at the layer level as intended by this PR. The dereference *nodeClass->layerMutex is correct since layerMutex is a const SemaphoreHandle_t*.

Based on learnings, these mutex pointers are validated at creation time and runtime null checks are intentionally omitted (fail-fast at boot approach). Ensure that updateControl and onUpdate do not perform blocking operations (I/O, delays, driver calls) while holding this mutex.

src/MoonBase/Module.cpp (2)

307-313: LGTM!

Good defensive handling:

  • Null/empty check with fallback to "unnamed" prevents crashes from invalid module names
  • Path construction correctly uses String("/.config/") + moduleName + ".json" for proper concatenation
  • Logging correctly passes const char* to %s format specifier

333-333: LGTM!

Server route path construction correctly updated to use String("/rest/") + _moduleName + "Def".

src/MoonBase/SharedFSPersistence.h (3)

46-60: LGTM: Module registration logic.

The registration correctly:

  • Constructs the file path
  • Sets up delayed write tracking
  • Registers an update handler
  • Reads initial state from filesystem

The lambda captures module by value (pointer copy), which is appropriate.


67-80: LGTM!

Enable/disable update handler methods correctly updated for const char* parameter type.


106-139: LGTM: Delayed write implementation.

The delayed write logic correctly:

  • Enqueues a write function when delayedWriting is enabled
  • Prevents duplicate entries with hasDelayedWrite flag
  • Handles both write ('W') and cancel cases
  • Restores state from FS on cancel and notifies UI
src/MoonBase/Module.h (3)

111-123: Mutex handling in postUpdate is correct.

The acquire/release pattern is properly balanced. The earlier flagged issue about static updatedItem vs per-instance updatePending applies here but the synchronization mechanics themselves are sound.


125-140: Non-blocking getUpdate with callback processing outside the mutex is well-designed.

The pattern of copying data under the lock, releasing, then processing is the correct approach to minimize mutex hold time. Both code paths correctly release the mutex.


145-148: Switching _moduleName to const char* is memory-efficient and safely implemented.

The change from String to const char* reduces heap allocations. The constructor properly guards against null/empty values (Module.cpp line 311), and all callers throughout the codebase pass string literals ("lightscontrol", "channels", "effects", "drivers", etc.) which have static lifetime. No temporary pointers or dangling references exist. The implementation is sound.

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Actionable comments posted: 1

Caution

Some comments are outside the diff and can’t be posted inline due to platform limitations.

⚠️ Outside diff range comments (1)
src/MoonBase/Module.h (1)

110-122: Single pending update may cause lost updates.

The static updatedItem can only hold one pending update at a time. If multiple updates arrive from non-SvelteKit/loopTask contexts before getUpdate() is called, earlier updates are silently overwritten.

This may be acceptable if:

  1. Updates from external tasks are rare
  2. Only the latest state matters (eventual consistency)

However, if updates carry semantic meaning that must not be lost (e.g., swap operations), consider using a queue instead of a single item, or document this as an intentional design choice.

🤖 Fix all issues with AI agents
In @src/MoonBase/SharedFSPersistence.h:
- Around line 35-40: The map _modules uses const char* keys with CStrComparator
and relies on all Module instances supplying string-literal names; update the
code comments near CStrComparator and the declaration of _modules to clearly
state the invariant that keys must point to static-storage string literals (and
that Module's constructor assigns _moduleName by pointer without copying), warn
that passing dynamic strings will produce dangling keys, and add a brief note
advising future contributors to either pass string literals or change the map to
use std::string keys (or copy the name in Module) if dynamic names are needed.
📜 Review details

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between acc0edb and 75f6ea3.

📒 Files selected for processing (4)
  • interface/src/routes/moonbase/filemanager/FileManager.svelte
  • src/MoonBase/Module.cpp
  • src/MoonBase/Module.h
  • src/MoonBase/SharedFSPersistence.h
🧰 Additional context used
🧠 Learnings (5)
📓 Common learnings
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 84
File: src/MoonLight/Modules/ModuleLightsControl.h:367-379
Timestamp: 2025-12-28T10:28:24.157Z
Learning: In MoonLight PR #84: wrapping effectTask's layerP.loop() with monitorMutex while reading channelsE for monitor emission is thread-safe and prevents partial frames, but introduces serialization between effects rendering and monitor emission. Reading from channelsD (driver/front buffer) instead—with monitorMutex held only during the brief pointer swap—is superior because it maintains full parallelism (effects ║ monitor ║ driver), shows actual LED output, and minimizes mutex hold time.
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-06T13:45:03.067Z
Learning: For MoonLight on ESP32 at extreme loads (e.g., 49K channels @ 100 fps): Task watchdog can fire when AppDrivers/AppEffects process many nodes without yielding. Even with vTaskDelay(1) at loop end, the node iteration for-loops (PhysicalLayer::loopDrivers line 108-111, PhysicalLayer::loop line 73-75) can take >5 seconds without yielding, starving IDLE task (priority 0). Solution: add taskYIELD() or vTaskDelay(1) inside the node/layer iteration loops to give IDLE task chances to run and reset watchdog. Lowering task priority won't help since IDLE is already at 0 (lowest).
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Layers/PhysicalLayer.cpp:145-147
Timestamp: 2026-01-13T15:18:48.740Z
Learning: In MoonLight's PhysicalLayer and Node architecture (src/MoonLight/Layers/PhysicalLayer.cpp, src/MoonBase/Nodes.h): effectsMutex, driversMutex, and layerMutex are mandatory for system operation. These mutexes are validated at creation time (constructor checks log errors if xSemaphoreCreateMutex returns nullptr). Runtime null checks on these mutex pointers are intentionally omitted—the design treats successful mutex allocation as an invariant after initialization, placing responsibility on the programmer to ensure proper allocation. This is a performance-oriented "fail-fast at boot" approach rather than defensive runtime checking.
<!-- </add_learning>
📚 Learning: 2025-11-29T16:17:30.619Z
Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/interface/src/lib/stores/**/*.{ts,tsx} : Store global application state using Svelte stores in `interface/src/lib/stores/`

Applied to files:

  • interface/src/routes/moonbase/filemanager/FileManager.svelte
📚 Learning: 2025-11-29T16:17:30.619Z
Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/interface/**/*.{svelte,ts,tsx,js,json} : Modify frontend code in the `interface/` directory using SvelteKit

Applied to files:

  • interface/src/routes/moonbase/filemanager/FileManager.svelte
📚 Learning: 2025-11-29T16:17:30.619Z
Learnt from: CR
Repo: MoonModules/MoonLight PR: 0
File: misc/parking/GEMINI.md:0-0
Timestamp: 2025-11-29T16:17:30.619Z
Learning: Applies to misc/parking/interface/src/routes/**/*.svelte : Create Svelte routes in `interface/src/routes/` for different pages of the web application

Applied to files:

  • interface/src/routes/moonbase/filemanager/FileManager.svelte
📚 Learning: 2026-01-13T15:18:48.740Z
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 104
File: src/MoonLight/Layers/PhysicalLayer.cpp:145-147
Timestamp: 2026-01-13T15:18:48.740Z
Learning: In MoonLight's PhysicalLayer and Node architecture (src/MoonLight/Layers/PhysicalLayer.cpp, src/MoonBase/Nodes.h): effectsMutex, driversMutex, and layerMutex are mandatory for system operation. These mutexes are validated at creation time (constructor checks log errors if xSemaphoreCreateMutex returns nullptr). Runtime null checks on these mutex pointers are intentionally omitted—the design treats successful mutex allocation as an invariant after initialization, placing responsibility on the programmer to ensure proper allocation. This is a performance-oriented "fail-fast at boot" approach rather than defensive runtime checking.
<!-- </add_learning>

Applied to files:

  • src/MoonBase/Module.h
🧬 Code graph analysis (2)
src/MoonBase/Module.cpp (2)
src/MoonBase/Module.h (1)
  • Module (142-209)
lib/framework/StatefulService.h (4)
  • read (165-170)
  • read (172-177)
  • update (123-134)
  • update (144-155)
src/MoonBase/SharedFSPersistence.h (2)
lib/framework/FSPersistence.h (3)
  • writeToFS (94-118)
  • readFromFS (44-67)
  • writeToFSNow (69-92)
src/MoonBase/Module.h (1)
  • readFromFS (202-204)
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (1)
  • GitHub Check: build
🔇 Additional comments (13)
interface/src/routes/moonbase/filemanager/FileManager.svelte (1)

37-37: LGTM!

Correct fix removing the extraneous semicolon from the $state({}) initialization.

src/MoonBase/SharedFSPersistence.h (5)

46-60: LGTM!

The registerModule implementation correctly builds the file path using String concatenation, captures the module pointer appropriately in the lambda, and stores the module info. The update handler registration follows the expected pattern.


67-80: LGTM!

The enable/disable handler methods correctly use const char* parameters and properly look up modules in the map. The lambda capture in enableUpdateHandler correctly captures the module pointer.


106-139: LGTM!

The writeToFS implementation correctly handles delayed writes, matching the pattern from FSPersistence.h. The lambda defensively re-looks up the module in case it was unregistered between scheduling and execution.


141-162: LGTM!

The writeToFSNow method correctly creates directories, serializes module state to JSON, and writes to the filesystem. The use of doc.to<JsonObject>() is correct for ArduinoJson 7.x.


186-191: LGTM!

Using doc.to<JsonObject>() is correct here since the document is newly created and empty. This properly initializes the JsonObject before passing to updateWithoutPropagation.

src/MoonBase/Module.cpp (4)

38-42: LGTM on static synchronization primitives.

The static mutex and shared state variables are correctly initialized. The mutex is created once at program startup via static initialization, which aligns with the project's "fail-fast at boot" philosophy mentioned in the learnings. The updatePending flag and shared updatedItem enable the consolidated update signaling pattern.


312-314: Good defensive guard for null/empty module name.

The null and empty string check on line 312 is a good defensive measure that prevents issues with invalid module names. The fallback to "unnamed" ensures the module always has a valid identifier.


334-345: LGTM!

The REST endpoint registration uses the same string construction pattern. The PsychicHttpServer::on() method typically copies the path internally, making this safe.


308-320: This concern is not valid — FSPersistence safely copies the file path.

The _filePath member is declared as String (line 153), not const char*. The constructor initializes it with _filePath(filePath) (line 37), which invokes the String constructor. The Arduino String class's constructor accepts const char* and copies the string data into its own managed buffer. Although the temporary String from line 310 of Module.cpp is destroyed after the expression, FSPersistence already owns a deep copy via its String member. No dangling pointer exists.

Likely an incorrect or invalid review comment.

src/MoonBase/Module.h (3)

47-58: LGTM on static synchronization members.

The static members are properly declared here and defined in Module.cpp. The constructor's null check on updateMutex follows the project's "fail-fast at boot" pattern from the learnings—logging an error if creation failed but not blocking runtime checks. This is intentional per the project's design philosophy.


124-139: LGTM on getUpdate implementation.

The non-blocking mutex acquisition (timeout 0) prevents the loop task from blocking. The pattern of copying the update data before releasing the mutex, then processing outside the critical section, is correct and avoids holding the lock during potentially slow callbacks. This enables proper producer-consumer decoupling.


142-169: LGTM on Module class API changes.

Changing _moduleName to const char* reduces heap overhead compared to String, which aligns with the PR's memory optimization goals for no-PSRAM devices. The explicit String(_moduleName) conversion on line 167 correctly handles the concatenation for the update origin ID.

Comment on lines +35 to +40
struct CStrComparator {
bool operator()(const char* a, const char* b) const {
return strcmp(a, b) < 0;
}
};
std::map<const char *, ModuleInfo, CStrComparator> _modules; // moduleName -> info
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⚠️ Potential issue | 🟡 Minor

🧩 Analysis chain

🏁 Script executed:

# First, let's examine the SharedFSPersistence.h file to understand the module management
rg -n "registerModule|unregisterModule|_modules" src/MoonBase/SharedFSPersistence.h -A 5

Repository: MoonModules/MoonLight

Length of output: 2456


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# Check the module structure and _moduleName definition
rg -n "struct.*Module|class.*Module|_moduleName" src/MoonBase/SharedFSPersistence.h -B 2 -A 3

Repository: MoonModules/MoonLight

Length of output: 1794


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# Look for module lifecycle - are modules ever removed?
rg -n "\.erase\(|\.clear\(\)|_modules\[" src/MoonBase/SharedFSPersistence.h -B 2 -A 2

Repository: MoonModules/MoonLight

Length of output: 400


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# Search across the codebase for ModuleInfo and module management patterns
fd . src/MoonBase -type f \( -name "*.h" -o -name "*.cpp" \) | head -20

Repository: MoonModules/MoonLight

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rg -n "unregisterModule|erase.*_modules|_modules.*erase" --type-list | head -5

Repository: MoonModules/MoonLight

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Repository: MoonModules/MoonLight

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Repository: MoonModules/MoonLight

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Repository: MoonModules/MoonLight

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Repository: MoonModules/MoonLight

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The const char* map keys are safe due to current usage patterns, but the design is fragile.

The _modules map stores const char* pointers to module->_moduleName as keys. While this works correctly in practice, the design relies on a critical invariant: all modules must use string literal names. The Module constructor (Module.cpp:312) assigns _moduleName directly from the parameter without copying—_moduleName = (moduleName && moduleName[0] != '\0') ? moduleName : "unnamed". If a dynamic string is passed, the map key becomes a dangling pointer.

Current safety is guaranteed because all Module subclass instantiations use string literals (Module("tasks", ...), Module("channels", ...), etc.), which have static storage duration. Additionally, modules are never removed from the _modules map during runtime.

Document this string-literal invariant to prevent future regressions.

🤖 Prompt for AI Agents
In @src/MoonBase/SharedFSPersistence.h around lines 35 - 40, The map _modules
uses const char* keys with CStrComparator and relies on all Module instances
supplying string-literal names; update the code comments near CStrComparator and
the declaration of _modules to clearly state the invariant that keys must point
to static-storage string literals (and that Module's constructor assigns
_moduleName by pointer without copying), warn that passing dynamic strings will
produce dangling keys, and add a brief note advising future contributors to
either pass string literals or change the map to use std::string keys (or copy
the name in Module) if dynamic names are needed.

@ewowi ewowi merged commit 43f10cd into main Jan 13, 2026
2 checks passed
@ewowi ewowi deleted the more-preps branch January 13, 2026 20:46
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2 participants