feat(deck-pose): gesture recognition and Unix socket publisher (phase 2) #907
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Phase 2 of deck-pose: the event/gesture layer and the publishing API.
Stacked on #906 — base is
deck-pose, notmain, because this builds directly on the phase-1 daemon and the events.rs seam it defined. Review/merge #906 first.Nothing is deployed and nothing is enabled. Publishing is off unless explicitly asked for.
Recognisers (
recognise.rs)jump,squat,punch,swipe,dwell, plusplayer_joined/player_left. Three properties matter more than the individual thresholds:Velocities are per-second from frame timestamps, not per-frame deltas, so no threshold silently changes meaning when the frame rate does.
Swipecarries a unit direction vector, speed, and the wrist position at recognition time — a slice game has to hit-test the path, and by the time the event arrives the hand has moved on.One deliberate deviation from the spec, flagged
Dwellcarries a position rather than theregion: u32the phase-1 sketch imagined. Regions are a game's notion of its own UI; the daemon cannot know them without being configured with each game's layout, so hit-testing belongs on the game's side of the socket. Say the word if you want the region form back and I'll add a configurable region table.Publisher (
publish.rs)Newline-delimited JSON over a Unix socket. Connect, read lines, parse each as one object — no handshake, no framing beyond the newline, so anything that can read lines can be a client.
The rule the module is built around: a slow or dead client must never slow the daemon down. The publish path does no I/O. It serialises once, fans the same
Arc<str>to each client's writer thread through a bounded queue withtry_send, and moves on. A full queue drops and counts the message; a client behind for a sustained run is disconnected rather than accumulating a backlog of stale poses it could not use anyway — the same newest-wins reasoning as the capture stage.Both requested streams are there: a continuous per-frame pose message (all 17 keypoints per player, not just wrists — a few KB at six players, and a new game then needs no daemon change to use hip position) and discrete event messages. Events are stamped with their frame's capture instant, so events and poses share one clock and can be correlated.
Publishing is opt-in. A pose stream is a camera feed by another name and should not appear on a socket because someone ran the binary.
--socket,[publish] socket, orlyte.deck-pose.socketin the NixOS module.Measured on dragon, live camera + live client
PUBfield in the readoutdwellevent fired from a hand held still:{"t":"event","seq":280,"ts_ms":8740.1,"player":1,"kind":"dwell","hand":"right","x":0.52,"y":0.79,"held_ms":715.2}Checks
nix build .#deck-posesucceedscargo fmt,nix fmtcleanUntested
socathas read it; the slice game is the real test.dwellfired correctly on real motion; jump/squat/punch/swipe have unit tests over synthetic bodies but nobody has stood in front of the camera and tried to trigger them deliberately. Expect tuning.Superseded by #915, which consolidates the whole markerless-pose-input program into a single WIP branch against
main. Every commit from this PR is preserved there — nothing was squashed, so the root-cause writeups in the commit messages are intact. Closing here; review happens on #915.Pull request closed