Cue Architecture
ActionHandler (action_handler.py)
Owns all ActionCue processing — validation, dispatch, hooks, and result delivery.
- Hook phases:
before_dispatch,after_dispatch,wrap_dispatch - Registration layers:
cue_layer(from CueHandler),node_layer(from NodeEngine) - Result sink: injectable callable; defaults to NNG
NodeOperation.STATUSviaNodeCommunications.send_operation
See action-handler-extensibility contract for integration details.
Dedicated action-cue execution, extension hooks, and optional result sink.
ActionHandler
Owns ActionCue validation, default handlers, hooks, and result delivery.
Source code in src/cuemsengine/cues/ActionHandler.py
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bind_cue_handler(cue_handler)
Bind the singleton cue orchestrator (arm, go, armed lookups).
Source code in src/cuemsengine/cues/ActionHandler.py
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clear_action_extensions()
Remove all hooks and custom sink (for isolated tests).
Source code in src/cuemsengine/cues/ActionHandler.py
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finalize_node_layer_bindings()
Call from NodeEngine after comms are ready (extension point; default no-op).
Source code in src/cuemsengine/cues/ActionHandler.py
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register_action_hook(phase, fn, *, source='cue_layer', action_types=None)
Register a hook; last registration wins for the same (phase, source, filter).
Source code in src/cuemsengine/cues/ActionHandler.py
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set_emit_enabled(enabled)
When False, suppress outcome emission (useful in tests).
Source code in src/cuemsengine/cues/ActionHandler.py
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set_result_sink(sink)
Replace result delivery; None restores default (NNG via comms thread).
Source code in src/cuemsengine/cues/ActionHandler.py
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ActionHookContext
dataclass
Context passed to extension hooks (stable field names for integrators).
Source code in src/cuemsengine/cues/ActionHandler.py
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CueOrchestrator
Bases: Protocol
Subset of CueHandler needed by action dispatch (avoids circular import).
Source code in src/cuemsengine/cues/ActionHandler.py
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CueHandler
Singleton class responsible for handling Cue objects.
Holds a list of armed cues and manages video players. Thread-safe: internal state mutations are guarded by a Lock.
Source code in src/cuemsengine/cues/CueHandler.py
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add_armed_cue(cue)
Adds an armed cue to the list.
Source code in src/cuemsengine/cues/CueHandler.py
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arm(cue, init=False, walk=None, epoch=None, wait_report=None)
Arms a cue by appending it to the armed_cues list.
wait_report: optional dict. When this call waits for another thread's arm of the same cue, it sets wait_report["waited_s"] (total seconds waited) and wait_report["holder"] (that thread's name), so a caller can say what really happened instead of guessing from a check made before the call (869fbyjzx).
walk: set only by a background _arm_ahead walk (NodeEngine's PreArm). Its excluded types and should_continue checkpoint also govern this call's own post_go / ActionCue-target recursion, and every cue this call chain actually arms is recorded in walk.armed (869f79ecc).
One arm is in flight per cue id (_arming_registry). An init caller that finds one waits for it, up to _ARM_WAIT_TIMEOUT_S in total, and then re-evaluates: if the cue is still unarmed (the arm it waited on failed or was abandoned) it arms the cue itself instead of giving up.
PUBLISH OR ABANDON. An arm belongs to the STOP/load epoch in which it
was REQUESTED: epoch if given, else the walk's, else _disarm_epoch
as read here at entry. It is never re-read. If it has moved:
- before the cue is claimed (entry, or waking from a wait): return
False and arm nothing -- even if the cue is loaded by now, because
then the NEW epoch loaded it and a stale caller must not adopt it;
- while arm_cue() was running: the arm is ABANDONED at the publish
gate. The cue is never marked loaded and never enters the armed
list, so no GO can pick it up; what this arm built (a player the
STOP may already have killed, video layers) is released here,
while this thread still holds the cue's claim.
The gate also abandons a cue that was disabled while it was arming.
So no thread ever has to disarm a cue after the fact, which is what
used to cut a cue the next run was already playing (869f9wqpn).
Source code in src/cuemsengine/cues/CueHandler.py
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arm_epoch()
The current STOP/load epoch. Whoever requests an arm on one thread and performs it on another captures this at request time and passes it along (arm(epoch=), _ArmWalk.epoch, _arm_ahead(arm_epoch=)).
Source code in src/cuemsengine/cues/CueHandler.py
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armed_inventory()
What this node holds armed right now: published (loaded) cues by type, the video layers they hold, and how many of them a GO owns (playing) versus are only held (idle). CueLists are left out: they hold nothing. Measurement only.
Source code in src/cuemsengine/cues/CueHandler.py
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cancel_parked(cue)
Cancel a cue that was dispatched but has not produced output yet.
Used when a cue is DISABLED after its chain was dispatched. Without
this the cue would still fire: the whole chain leaves at the trigger
and nothing downstream re-reads enabled. A cue that already
revealed is left alone — disabling never cuts live playback.
The cue keeps a stamp of the pass it was cancelled out of, so re-enabling it before its slot puts it back (rejoin_chain).
Source code in src/cuemsengine/cues/CueHandler.py
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cancel_pending_descendants(cue)
Cancel the cues an Auto-continue chain dispatched behind cue.
A chained cue only exists because its predecessor ran, so stopping a
cue must stop everything scheduled behind it. Under Phase 2 the whole
chain is dispatched at the trigger, so by now those cues are parked on
their own anchors and nothing else would hold them back — the
_stop_requested guard that used to sit in front of the dispatch has
moved to chain entry.
Never touches a cue that has already produced output (_revealed):
that one is on stage and stays there. The walk continues PAST it,
because the cues behind it still depend on the cue being stopped.
Non-local cues are skipped too — the node that owns them runs this same
walk on its own graph (ActionCues are local everywhere), so the union
covers the cluster.
Returns how many cues were cancelled.
Source code in src/cuemsengine/cues/CueHandler.py
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describe_arm_in_flight(cue)
Who is arming this cue right now and for how long, as text for a log line; None when no arm of it is in flight.
Source code in src/cuemsengine/cues/CueHandler.py
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disarm(cue, reason='unspecified')
Disarms a cue by removing it from the armed_cues list.
reason names why (cue_end, stop_action, disabled,
project_changed, load, ready_script, shutdown) and is
logged: a disarm, the automatic one at cue end included, must never
be silent.
Source code in src/cuemsengine/cues/CueHandler.py
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disarm_all(reason='unspecified')
Disarms all cues.
Epoch bump, snapshot and clearing the armed list are ONE lock section. Clearing the list after the loop (as this used to) wiped any cue a current-epoch arm published while the loop was killing players: loaded but not in the list, so arm() said "already armed", find_armed_cue() said no, and the cue was unplayable until a reload.
Source code in src/cuemsengine/cues/CueHandler.py
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disarm_if_unchanged(cue, gen, disarm_epoch, armed_at, reason)
Disarm a cue only if nothing took it since the caller decided to.
In one lock section: the generation, the STOP/load epoch and the arm stamp must be the caller's, the cue still loaded and no arm of it in flight; then this thread takes the cue's arm claim and unpublishes it (unloaded, out of the armed list). Its player and layers are released outside the lock while the claim is held, so no arm of the same cue can run meanwhile; the claim is released in a finally (a leaked one would make the cue unarmable until the engine restarts). Returns True if it disarmed.
Source code in src/cuemsengine/cues/CueHandler.py
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execute_action(cue, mtc, frozen_mtc_ms=None)
Execute an ActionCue against the running show (see ActionHandler).
Source code in src/cuemsengine/cues/CueHandler.py
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find_armed_cue(cue)
Finds an armed cue with the given uuid.
Source code in src/cuemsengine/cues/CueHandler.py
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get_armed_cue(cue)
Returns the armed cue with the given uuid.
Source code in src/cuemsengine/cues/CueHandler.py
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get_armed_cue_by_id(cue_id)
Returns the armed cue with the given uuid string.
Source code in src/cuemsengine/cues/CueHandler.py
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get_armed_cues()
Returns the list of armed cues.
Source code in src/cuemsengine/cues/CueHandler.py
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get_next_cue(cue)
Returns the next cue to be played.
Source code in src/cuemsengine/cues/CueHandler.py
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go(cue, mtc, frozen_mtc_ms=None, chain_epoch=None, unroll=True, stamp_skipped=None, require_stop_epoch=None, arm_epoch=None, commit_gate=None)
Starts a cue in a thread.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
cue
|
Cue
|
The cue to start |
required |
mtc
|
MtcListener
|
The MTC listener |
required |
frozen_mtc_ms
|
float
|
Optional frozen MTC timestamp for sync with chained |
None
|
chain_epoch
|
int
|
None for a FRESH chain entry (manual GO, go_from |
None
|
unroll
|
bool
|
False stops go_threaded from dispatching the rest of the |
True
|
stamp_skipped
|
list
|
cues the caller's chain walk skipped because they |
None
|
arm_epoch
|
int
|
the STOP/load epoch this dispatch belongs to (see |
None
|
arm_epoch()). None for a fresh entry
|
read here. A continuation |
required | |
commit_gate
|
Callable[[Cue, int], bool] | None
|
called inside the commit section, after every other |
None
|
Returns:
| Type | Description |
|---|---|
Thread | None
|
Thread running the cue, or None if the cue is disabled, not local |
Thread | None
|
to this node (the node owning the target will run it via its own |
Thread | None
|
GO/post_go dispatch), or the dispatch was refused as stale/after a |
Thread | None
|
STOP. |
Source code in src/cuemsengine/cues/CueHandler.py
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go_from(start_cue, mtc, seed_ms=None, arm_epoch=None, require_stop_epoch=None, commit_gate=None)
Re-enter a post_go='go' chain from start_cue (inclusive), firing THIS node's first local+enabled cue at seed_ms + Σ(chain advance of the enabled cues skipped on the way). Returns the Thread, or None if no local+enabled cue is reachable before a chain break.
Mirrors NodeEngine.go_script's cross-node walk, but for an IN-CHAIN re-entry — specifically an ActionCue 'play' that restarts a sequence (e.g. a circular project's loop-back). Plain go() bails on a non-local target (returns None), which drops every cue local to a DIFFERENT node than the play target: a loop-back 'play' aimed at node01's cue would never re-fire the controller's own cues. Walking here makes each engine re-enter its own local segment, exactly as it does on a GO.
arm_epoch / require_stop_epoch / commit_gate are passed to go() when set: a cross-node follow dispatches on another thread than the one that received it, and a STOP or a cancel in between must win.
Source code in src/cuemsengine/cues/CueHandler.py
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go_threaded(cue, mtc, frozen_mtc_ms=None, go_gen=0, chain_epoch=0, unroll=True, arm_epoch=None)
Runs a cue based on its properties.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
cue
|
Cue
|
The cue to run |
required |
mtc
|
MtcListener
|
The MTC listener (for live MTC) |
required |
frozen_mtc_ms
|
float
|
Optional frozen MTC timestamp in milliseconds. |
None
|
go_gen
|
int
|
Generation counter captured at go() time. If the cue's generation has changed by the time the loop ends, another go/stop cycle occurred and this thread must not touch the cue. |
0
|
chain_epoch
|
int
|
the pass this cue belongs to, carried unchanged into the continuation dispatch so the whole chain shares it. |
0
|
unroll
|
bool
|
False suppresses the continuation dispatch (enable-rejoin of a chain that is already unrolled). |
True
|
arm_epoch
|
int
|
the STOP/load epoch of the go() that dispatched this cue; every arm this thread makes (its own cue, the go_at_end lookahead) and the continuation it dispatches belong to it, so none of them survives a STOP. |
None
|
Source code in src/cuemsengine/cues/CueHandler.py
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log_armed_inventory(where)
One INFO line with armed_inventory(). Never raises: it is called at the end of a GO and of a PreArm thread, which must not fail on a log line.
Source code in src/cuemsengine/cues/CueHandler.py
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register_action_hook(phase, fn, *, action_types=None)
Register a cue-layer extension hook; forwards to ACTION_HANDLER.
Source code in src/cuemsengine/cues/CueHandler.py
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rejoin_chain(cue, mtc)
Put a cue enabled mid-pass back into its running chain.
The chain walk stamped this cue with the pass that would have dispatched it while it was disabled. If that pass is still alive and the cue's slot has not gone by, dispatch it at its original anchor so it plays exactly when it was always going to.
Dispatched with unroll=False: the rest of the chain is already running, and re-dispatching it would churn cues that are on stage.
Returns True if the cue was put back.
Source code in src/cuemsengine/cues/CueHandler.py
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remove_armed_cue(cue)
Removes an armed cue from the list.
Source code in src/cuemsengine/cues/CueHandler.py
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route_audio_message(path_parts, value)
Route audio OSCQuery message to the appropriate handler.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
path_parts
|
list[str]
|
Path parts after 'audio' (e.g., ['mixer', '0', |
required |
value
|
The OSC value to set |
required |
Source code in src/cuemsengine/cues/CueHandler.py
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route_dmx_message(path_parts, value)
Route DMX OSCQuery message to the DMX player.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
path_parts
|
list[str]
|
Path parts after 'dmx' (e.g., ['mixer', '0', 'channel', |
required |
value
|
The OSC value to set |
required |
Source code in src/cuemsengine/cues/CueHandler.py
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set_nng_comms(hub_address, node_id)
Set the communications infrastructure
Source code in src/cuemsengine/cues/CueHandler.py
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stamp_pass(skipped, arrival_ms)
Mint a chain epoch and stamp skipped with it, dispatching nothing.
For the case where a chain walk finds NO local+enabled cue on this node (every local cue in the chain is currently disabled): go() is never called, so nothing would mint an epoch, and enabling one of those cues later could not rejoin the pass. Returns the epoch.
Source code in src/cuemsengine/cues/CueHandler.py
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stop_all_cues()
Signal all armed cues to stop their playback loops.
Also bumps each cue's generation counter so that any still-running go_threaded threads will see a mismatch and skip post-loop cleanup (disarm), which would otherwise undo the re-arm that follows.
Source code in src/cuemsengine/cues/CueHandler.py
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stop_dispatched_follow(cue, gen, disarm_epoch, armed_at, may_cut, grace_s, started_before=None)
Stop a cue a cross-node follow dispatched, after the owner cancelled that follow (869fc8ytz). Returns (outcome, age):
- "owned": a newer GO or a STOP has the cue (generation or epoch moved); nothing is touched;
- "stopped": it had not started, or started less than
grace_sago andmay_cut(the source was stopped or started again); - "left": it started too long ago, or the cancel came from an error -- a cue on stage is never cut for an internal reason.
age is seconds since the cue produced output, None if it had not.
started_before is when the cue went on stage in a pass that was
still playing when the follow dispatched it again (recorded by the
follow's commit gate): its output counts as started.
The decision and the stop flags are one lock section; the disarm is
guarded again (disarm_if_unchanged).
Source code in src/cuemsengine/cues/CueHandler.py
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wait_for_cue(thread)
Waits for a cue to finish.
Source code in src/cuemsengine/cues/CueHandler.py
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arm_cue(cue)
Type-specific logic when arming a cue
Source code in src/cuemsengine/cues/arm_cue.py
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arm_dmxCue(cue)
Arm a DMX cue by extracting DMX scene data.
The DMX scene data is already loaded in the cue object from the script XML. We extract the universe and channel data from cue.DmxScene and store it in a format suitable for sending as OSC bundles to the local DMX player.
Note: cue._local should be set by check_mappings() based on the output_name. For DMX cues, the output_name format is "{node_uuid}" (just the node UUID). A DMX cue can have multiple outputs (one per target node). check_mappings() should iterate through all outputs and set _local=True if ANY output_name matches the current node UUID. Other outputs are ignored. This function is only called for local cues (checked in CueHandler.arm()).
Source code in src/cuemsengine/cues/arm_cue.py
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loop_actionCue(cue, mtc)
Loop an ActionCue
Source code in src/cuemsengine/cues/loop_cue.py
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loop_audioCue(cue, mtc, on_last_loop=None)
Handle the audio media playback loop.
This method manages the playback loop for audio media, including handling looping behavior and OSC communication for timing control.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
ossia
|
The OSC communication interface. |
required | |
mtc
|
MtcListener
|
The MIDI Time Code interface. |
required |
on_last_loop
|
called once, at the start of the last of several loops, when the cue's final end is known (cross-node Auto follow, 869fc8ytz). Never for a single or an endless loop. |
None
|
Source code in src/cuemsengine/cues/loop_cue.py
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loop_cue(cue, mtc)
Loop a cue based on its type
Source code in src/cuemsengine/cues/loop_cue.py
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loop_cueList(cue, mtc)
Loop a CueList
Source code in src/cuemsengine/cues/loop_cue.py
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loop_dmxCue(cue, mtc)
Handle the DMX cue duration wait.
DMX scenes are fire-and-forget (sent once in run_dmxCue), so we only wait for the cue duration to elapse to maintain proper script timing. The cue._local guard is maintained for potential future looping implementation.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
cue
|
DmxCue
|
The DmxCue |
required |
mtc
|
MtcListener
|
The MIDI Time Code interface |
required |
Source code in src/cuemsengine/cues/loop_cue.py
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loop_fadeCue(cue, mtc)
Hold a FadeCue in the cue runner for its full duration.
The actual fade is driven by gradient-motiond over OSC; this loop simply blocks until the FadeCue's _end_mtc is reached so general cue lifecycle (auto-disarm of the FadeCue itself in go_threaded's end-of-cue path) only fires after the fade has elapsed. _start_mtc / _end_mtc are set by ActionHandler._handle_fade_action at dispatch time.
Every node walks the chain and runs this loop, but only the node where the action target is local actually dispatches the fade and stamps _end_mtc — on the others the handler bails early and _end_mtc still holds Cue.init's zero CTimecode (or a stale value from a previous GO). Those nodes MUST hold for the same duration anyway: their instant remove_cue would reach the controller first and grey out the cue in the UI (status 1 → 100) while the fade is still running on the owner node. Fall back to now + duration so every node's illumination window matches the fade.
Source code in src/cuemsengine/cues/loop_cue.py
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loop_videoCue(cue, mtc, on_last_loop=None)
Handle the video media playback loop.
Manages looping behavior for all layers in cue._layer_ids, updating offset via the single VideoClient in cue._osc. on_last_loop: as for loop_audioCue.
Source code in src/cuemsengine/cues/loop_cue.py
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blank_cue(cue, mtc)
Hide a cue's output at its body end, WITHOUT disarming it.
Used by the pause/go_at_end postwait tail: loop_videoCue leaves /loop 1 on, so an undisarmed video keeps visibly wrap-looping after the body ends — blank_cue hides it while the cue stays in _armed_cues (STOP-reachable through the whole tail; disarming here instead would make the tail unreachable by stop_all_cues → ghost fire after STOP). Default no-op: audio is already silent (loop_audioCue sends /mtcfollow 0 at loop end), DMX scenes have ended, actions/CueLists have nothing to hide.
Source code in src/cuemsengine/cues/run_cue.py
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reveal_cue(cue, mtc, frozen_mtc_ms=None)
Reveal a held cue at its start_mtc. Default no-op (DmxCue self-schedules).
Source code in src/cuemsengine/cues/run_cue.py
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reveal_cueList(cue, mtc, frozen_mtc_ms=None)
Reveal a CueList target by revealing its first enabled child.
Mirrors run_cueList: run_cue set the child up HELD, so reveal must recurse to the same child — otherwise a CueList used as a post_go='go'/'go_at_end' target would leave its child's video invisible / audio silent forever (no error).
run_cueList (earlier in go_threaded) is the arm point, so by reveal the child is normally loaded. If it isn't (run_cueList's re-arm failed — already logged loudly there), we log + SKIP rather than re-arm: a reveal-time arm without run_cue's setup would leave _start_mtc at its default and make reveal_audioCue send a wrong /offset then enable /mtcfollow — actively wrong playback, worse than a clean skip.
Source code in src/cuemsengine/cues/run_cue.py
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run_actionCue(cue, mtc, frozen_mtc_ms=None)
Run an ActionCue by delegating to ActionHandler.execute_action.
Forwards frozen_mtc_ms so a chained 'play' action triggered inside a post_go='go' chain preserves the chain's MTC snapshot — without it, ActionCue-mediated chains capture live MTC inside CueHandler.go and drift relative to the chain's other cues.
Source code in src/cuemsengine/cues/run_cue.py
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run_audioCue(cue, mtc, frozen_mtc_ms=None)
Run an AudioCue
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
cue
|
AudioCue
|
The audio cue to run |
required |
mtc
|
The MTC listener (for framerate info) |
required | |
frozen_mtc_ms
|
float
|
Optional frozen MTC timestamp for perfect sync with |
None
|
Source code in src/cuemsengine/cues/run_cue.py
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run_cue(cue, mtc, frozen_mtc_ms=None)
Run a cue based on its type.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
cue
|
Cue
|
The cue to run |
required |
mtc
|
MtcListener
|
The MTC listener (for framerate info) |
required |
frozen_mtc_ms
|
float
|
Optional frozen MTC timestamp in milliseconds. When provided (e.g., for chained cues with post_go='go'), this timestamp is used instead of reading live MTC. This ensures perfect sync between audio and video cues. |
None
|
Source code in src/cuemsengine/cues/run_cue.py
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run_cueList(cue, mtc, frozen_mtc_ms=None)
Run a CueList by dispatching its first enabled child.
Children bypass CueHandler.go(), so replicate go()'s re-arm safety net here (_ensure_child_loaded) — otherwise an un-armed child fires with only a misleading log and no recovery.
Source code in src/cuemsengine/cues/run_cue.py
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run_dmxCue(cue, mtc, frozen_mtc_ms=None)
Run a DmxCue
Sends DMX scene bundle directly to the local DMX player. Synchronized with MTC. The scene contains frame data, timing, and fade info. DMX cues have no media duration - duration is inferred from fade times. Only fadein_time is used for now. fade_out defaults to 0
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
cue
|
DmxCue
|
The DMX cue to run |
required |
mtc
|
The MTC listener (for framerate info) |
required | |
frozen_mtc_ms
|
float
|
Optional frozen MTC timestamp for perfect sync with |
None
|
Source code in src/cuemsengine/cues/run_cue.py
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run_videoCue(cue, mtc, frozen_mtc_ms=None)
Run a VideoCue.
Sends offset/visible/mtcfollow to all layers in cue._layer_ids via the single VideoClient in cue._osc.
Source code in src/cuemsengine/cues/run_cue.py
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