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Effects and Art-Net#129

Merged
ewowi merged 9 commits intomainfrom
effects
Feb 21, 2026
Merged

Effects and Art-Net#129
ewowi merged 9 commits intomainfrom
effects

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@ewowi ewowi commented Feb 19, 2026

✅ Major Accomplishments

  1. WLED Effect Migrations (4 effects)

✅ BlinkRainbowEffect
✅ MeteorEffect
✅ OscillateEffect (fixed with layerP.color1/2/3)
✅ PhasedNoiseEffect (using inoise8)

All follow proper MoonLight patterns (setup/loop/onSizeChanged, memory management, palette usage).

  1. Audio-Reactive Effects (17 effects converted)

✅ Freqmap, Freqpixels, Freqwave
✅ Gravfreq, Gravimeter, Gravcenter, Gravcentric (with Gravity struct)
✅ Midnoise, Noisemove, Noisefire
✅ Pixelwave, Plasmoid (with Plasphase struct)
✅ Puddlepeak, Puddles
✅ Ripplepeak (with Ripple struct)
✅ Rocktaves, Waterfall

All properly mapped to SharedData (bands[], volume, volumeRaw, majorPeak).

  1. Palette System Enhancements

✅ 8 single-color palettes (Red, Green, Blue, Orange, Purple, Cyan, Warm White, Cold White)
✅ Audio palette index fix (audioPaletteIndex constant instead of hardcoded 10-12)
✅ Random palette default changed from duplicate RainbowStripe to PartyColors
✅ IR remote palette count updated (8 + 8 + 3 + 61)

  1. Bug Fixes

✅ DJLight fadeToBlackBy (compute once, not in nested loops)
✅ AmbientMove tilt mapping (was using pan range)
✅ WiFi scan method (WIFI_ALL_CHANNEL_SCAN for strongest signal)

  1. New Features

✅ BlockModifier (Chebyshev distance for square rings)
✅ Art-Net Out IP range support (e.g., "192.168.1.100-110")

  1. Compiler Optimizations

✅ -ffunction-sections + -fdata-sections + -Wl,--gc-sections (dead code elimination)
✅ -fno-exceptions (10-20% flash savings)
✅ Kept -Os (avoids Xtensa literal pool overflow)
✅ Outstanding documentation of trade-offs

  1. Code Quality

✅ NULL → nullptr conversions
✅ [[noreturn]] attributes on task functions
✅ Tag cleanup (🐺→removed, 🆕 for sandbox examples, standardized emoji)
✅ Improved comments (substring, indexOf)
✅ FastLED library update

Summary by CodeRabbit

  • New Features

    • Art‑Net Out accepts IP ranges (start-end); total channel calculation scales by IP count.
    • Many new lighting effects added (Radar, BlinkRainbow, Meteor, Oscillate, PhasedNoise, Wave, and a broad set of frequency/grav/noise effects); new Block modifier.
  • Appearance / Tags

    • Streamlined emoji tags and shortened device/effect names across effects, drivers, layouts, and modifiers.
  • Palettes

    • Added MoonLight palettes: Red, Green, Blue, Orange, Purple, Cyan, Warm White, Cold White.
  • Documentation

    • Art‑Net driver docs updated for IP range syntax.

- pio.ini: latest FastLED

Backend
=======
- Effects: add RadarEffect
- Artnet in : bugfix channelsD
- artnet out: ip ranges
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coderabbitai bot commented Feb 19, 2026

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Walkthrough

Adds Art-Net controller IP range parsing; protects DMX/DDP buffer writes by switching targets from channelsE to channelsD under a new swapMutex; introduces many new/enabled effects (including RadarEffect and several 1D WLED effects); adds multiple MoonLight palettes; minor tag/text and build metadata tweaks.

Changes

Cohort / File(s) Summary
Drivers — Art-Net In
src/MoonLight/Nodes/Drivers/D_ArtnetIn.h
Declare extern SemaphoreHandle_t swapMutex; guard Art‑Net/DDP DMX writes with xSemaphoreTake/xSemaphoreGive; redirect writes from channelsEchannelsD.
Drivers — Art-Net Out
src/MoonLight/Nodes/Drivers/D_ArtnetOut.h
Support controllerIPs range syntax start-end (expand/validate into individual IPs) while preserving comma parsing; scale totalChannels by configured IP count; update UI/logging.
Effects registration
src/MoonLight/Modules/ModuleEffects.h
Reorder and (re)enable many effects across addNodes/allocation paths; register numerous new effects and add BlockModifier to modifiers.
Effects implementations — MoonLight
src/MoonLight/Nodes/Effects/E_MoonLight.h
Add RadarEffect (duplicate definition present); trim many effects' tags() strings; reorder/enable effects to match registration changes.
Effects implementations — WLED & 1D
src/MoonLight/Nodes/Effects/E_WLED.h, src/MoonLight/Nodes/Effects/E_FastLED.h
Add many new 1D/WLED effects (BlinkRainbow, Meteor, Oscillate, PhasedNoise, Freqmap, Freqpixels, Freqwave, Ripplepeak, Rocktaves, Waterfall, etc.); adjust many name()/tags() literals.
Palettes
src/MoonLight/Modules/palettes.h
Add eight MoonLight palettes (red/green/blue/orange/purple/cyan/warm white/cold white); register them in gGradientPalettes and palette_names; switch MoonLight sub-palette handling to switch-case.
Audio palette index
src/MoonLight/Nodes/Drivers/D_AudioSync.h
Introduce static constexpr uint8_t audioPaletteIndex = 18; update palette range checks/loads to use this base index.
Build & docs
platformio.ini, docs/moonlight/drivers.md, docs/develop/nodes.md
Bump APP_DATE; update FastLED lib ref; docs: allow hyphen IP ranges in Controller IPs and remove some emoji from docs list.
Small comments & tag tweaks
src/MoonBase/Char.h, src/MoonBase/Nodes.cpp, src/MoonLight/Nodes/Modifiers/*, src/MoonLight/Nodes/Effects/*, *__Sandbox.h, *__Sandbox.*
Minor inline comment additions; remove/simplify many emoji in tags() return literals across drivers/effects/modifiers/layouts; small naming/format tweaks.

Sequence Diagram(s)

sequenceDiagram
  participant ArtNet as Art‑Net/UDP
  participant DDP as DDP/UDP
  participant Driver as ArtNetInDriver
  participant Mutex as swapMutex
  participant Buffers as channelsD

  Note over ArtNet,DDP: Incoming DMX / DDP packets
  ArtNet->>Driver: handleArtNet(packet)
  DDP->>Driver: handleDDP(packet)
  Driver->>Mutex: xSemaphoreTake(swapMutex, portMAX_DELAY)
  Driver->>Buffers: memcpy/write DMX/DDP payload -> channelsD
  Driver->>Mutex: xSemaphoreGive(swapMutex)
Loading

Estimated code review effort

🎯 4 (Complex) | ⏱️ ~45 minutes

Possibly related PRs

Poem

🐰 I hopped through packets, mutex tight,

IP ranges stretched from left to right,
Buffers guarded, radars trace,
New palettes shimmer, effects embrace,
A carrot of code — we dance in light.

🚥 Pre-merge checks | ✅ 1 | ❌ 2

❌ Failed checks (1 warning, 1 inconclusive)

Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 15.82% 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 PR title "Effects and Art-Net" is vague and generic. While the PR does involve effects and Art-Net changes, the title fails to clearly communicate the primary objective—migrating WLED effects to MoonLight or adding new effects and modifiers. Consider a more descriptive title such as "Migrate WLED effects to MoonLight and add Art-Net range support" or "Add effects, modifiers, palettes, and Art-Net enhancements" to better convey the main changes.
✅ 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: 4

🧹 Nitpick comments (2)
src/MoonLight/Nodes/Effects/E_MoonLight.h (1)

1798-1804: Shadowed x2/y2 declaration inside if (fullLine) block.

Line 1798 declares int16_t x1, y1, x2, y2; in the outer scope. Line 1803 re-declares int16_t x2, y2; inside the if block, shadowing the outer variables. The outer x2/y2 are unused, so this is harmless, but removing the redundant outer declaration avoids compiler warnings.

✏️ Suggested fix
-    int16_t x1, y1, x2, y2;
+    int16_t x1, y1;
     physToXY(physPos, x1, y1);
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Effects/E_MoonLight.h` around lines 1798 - 1804, The
outer scope declares int16_t x1, y1, x2, y2 while the if (fullLine) block
re-declares int16_t x2, y2, shadowing them; remove the redundant declaration to
eliminate the warning by either: a) change the outer declaration to only int16_t
x1, y1 and keep the inner int16_t x2, y2 used with physToXY, or b) keep the
outer x2, y2 and replace the inner int16_t x2, y2 with assignments to the
existing x2, y2 (used with physPosB and physToXY); update references near
physToXY, physPosB, physPerimeter, and fullLine accordingly.
src/MoonLight/Nodes/Drivers/D_ArtnetOut.h (1)

70-92: Range and comma syntaxes are mutually exclusive — mixed input silently truncates.

If a user enters "11-15,20", the dash is found first and second becomes "15,20". Since atoi("15,20") returns 15, IP segment 20 is silently dropped. This is probably fine for the current use case, but consider logging a warning if both - and , are present.

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Drivers/D_ArtnetOut.h` around lines 70 - 92, The parsing
currently treats "-" and "," as mutually exclusive and will silently drop
entries when both appear (e.g., controllerIP3s like "11-15,20"), so update the
logic in the block handling controllerIP3s (the code that computes size_t index
= controllerIP3s.indexOf("-") and then uses controllerIP3s.substring(...) or
controllerIP3s.split(...)) to detect when controllerIP3s contains both '-' and
',' and emit a warning via EXT_LOGW before continuing; specifically, check
controllerIP3s.indexOf("-") and controllerIP3s.indexOf(",") and if both are
found call EXT_LOGW(MB_TAG, ...) to inform the user the mixed syntax will be
treated as a range (or that tokens after the comma may be ignored), then proceed
with the existing range or split handling (still populating ipAddresses and
nrOfIPAddresses).
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Inline comments:
In `@src/MoonBase/Char.h`:
- Line 91: Update the misleading comment on the substring function in Char.h:
change the parenthetical "(not exclusive)" to clearly state that end is
exclusive (e.g., "returns a substring from index begin (inclusive) to end
(exclusive)") so the comment for the substring method (the function that
"returns a substring, starting at begin and ending at end-1") accurately
reflects its semantics; locate and edit the comment near the substring/Char
method declaration in Char.h.

In `@src/MoonLight/Nodes/Drivers/D_ArtnetIn.h`:
- Around line 133-136: Hold swapMutex while writing into the live channels
buffer: wrap the memcpy calls that write into layerP.lights.channelsD (the
memcpy in the ArtNetIn handler block and the equivalent memcpy usages referenced
for the DDP handler) with xSemaphoreTake(swapMutex)/xSemaphoreGive(swapMutex) so
pointer swaps cannot occur concurrently; alternatively change those writes to
target the effects buffer (channelsE) instead of channelsD so they follow the
existing double-buffer swap, and apply the same change to the two memcpy sites
noted in the DDP handler (lines referenced around the memcpy calls and the
virtual-layer lambda that uses layerP.layers[layer - 1]->forEachLightIndex).

In `@src/MoonLight/Nodes/Effects/E_MoonLight.h`:
- Around line 1779-1796: The physToXY lambda uses a hardcoded divisor 10.0f when
mapping physical position p back to pixel X, which mismatches the computed physW
= W * tubeSpacing; update physToXY to divide by tubeSpacing (not 10.0f) when
calculating x in the top and bottom branches so the mapping is consistent with
physW/physPerimeter, and add a guard to ensure tubeSpacing != 0 (similar to the
existing bpm guard) to avoid divide-by-zero errors; refer to physToXY, physW,
physPerimeter, tubeSpacing, W and H when locating the change.
- Around line 1776-1777: The code computes uint32_t cycleMs = 60000 / bpm and
uses millis() to compute physPos, which will divide by zero when bpm == 0 and is
inconsistent with the rest of the file; update the logic around the
bpm-dependent calculation (referencing cycleMs, physPos, and bpm) to guard
against bpm==0 (e.g. treat bpm==0 as 1 or skip the division by using a
conditional fallback) and replace the bare millis() call with pal::millis() so
physPos uses pal::millis() consistently.

---

Nitpick comments:
In `@src/MoonLight/Nodes/Drivers/D_ArtnetOut.h`:
- Around line 70-92: The parsing currently treats "-" and "," as mutually
exclusive and will silently drop entries when both appear (e.g., controllerIP3s
like "11-15,20"), so update the logic in the block handling controllerIP3s (the
code that computes size_t index = controllerIP3s.indexOf("-") and then uses
controllerIP3s.substring(...) or controllerIP3s.split(...)) to detect when
controllerIP3s contains both '-' and ',' and emit a warning via EXT_LOGW before
continuing; specifically, check controllerIP3s.indexOf("-") and
controllerIP3s.indexOf(",") and if both are found call EXT_LOGW(MB_TAG, ...) to
inform the user the mixed syntax will be treated as a range (or that tokens
after the comma may be ignored), then proceed with the existing range or split
handling (still populating ipAddresses and nrOfIPAddresses).

In `@src/MoonLight/Nodes/Effects/E_MoonLight.h`:
- Around line 1798-1804: The outer scope declares int16_t x1, y1, x2, y2 while
the if (fullLine) block re-declares int16_t x2, y2, shadowing them; remove the
redundant declaration to eliminate the warning by either: a) change the outer
declaration to only int16_t x1, y1 and keep the inner int16_t x2, y2 used with
physToXY, or b) keep the outer x2, y2 and replace the inner int16_t x2, y2 with
assignments to the existing x2, y2 (used with physPosB and physToXY); update
references near physToXY, physPosB, physPerimeter, and fullLine accordingly.

Comment on lines 1776 to 1777
uint32_t cycleMs = 60000 / bpm;
float physPos = (float)(millis() % cycleMs) / cycleMs * physPerimeter;
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⚠️ Potential issue | 🔴 Critical

Division by zero when bpm is 0.

bpm is a uint8_t slider defaulting to range 0–255. If a user sets it to 0, 60000 / bpm crashes. Add a guard or set the slider minimum to 1.

Also, bare millis() on line 1777 should be pal::millis() for consistency with every other effect in this file.

🐛 Proposed fix
-    uint32_t cycleMs = 60000 / bpm;
-    float physPos = (float)(millis() % cycleMs) / cycleMs * physPerimeter;
+    if (bpm == 0) return;
+    uint32_t cycleMs = 60000 / bpm;
+    float physPos = (float)(pal::millis() % cycleMs) / cycleMs * physPerimeter;

Alternatively, set the slider minimum to 1:

-    addControl(bpm, "bpm", "slider");
+    addControl(bpm, "bpm", "slider", 1, 255);
📝 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
uint32_t cycleMs = 60000 / bpm;
float physPos = (float)(millis() % cycleMs) / cycleMs * physPerimeter;
if (bpm == 0) return;
uint32_t cycleMs = 60000 / bpm;
float physPos = (float)(pal::millis() % cycleMs) / cycleMs * physPerimeter;
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Effects/E_MoonLight.h` around lines 1776 - 1777, The code
computes uint32_t cycleMs = 60000 / bpm and uses millis() to compute physPos,
which will divide by zero when bpm == 0 and is inconsistent with the rest of the
file; update the logic around the bpm-dependent calculation (referencing
cycleMs, physPos, and bpm) to guard against bpm==0 (e.g. treat bpm==0 as 1 or
skip the division by using a conditional fallback) and replace the bare millis()
call with pal::millis() so physPos uses pal::millis() consistently.

Effects: RadarEffect use tubeSpacing consequently, DJLight: propagate over X and Z
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Actionable comments posted: 1

🧹 Nitpick comments (3)
src/MoonLight/Nodes/Effects/E_MoonLight.h (2)

1748-1813: New RadarEffect: overall looks good.

The bpm-zero guard (line 1776) and the tubeSpacing-based division (lines 1781, 1789) address the issues raised in prior reviews. The perimeter-walking logic and the full-line / half-line modes are clean.

Minor nit: the destructor comment on line 1812 says "e.g., to free allocated memory" but there is nothing to free. Consider dropping the comment or the empty destructor entirely.

Nit: remove misleading comment on empty destructor
-  ~RadarEffect() override {};  // e,g, to free allocated memory
+  ~RadarEffect() override = default;
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Effects/E_MoonLight.h` around lines 1748 - 1813, The
empty destructor ~RadarEffect() contains a misleading comment about freeing
memory although nothing is allocated; either remove the destructor entirely or
delete the comment so the class simply relies on the implicit destructor —
locate ~RadarEffect() in the RadarEffect class and either delete that whole
destructor definition or keep it but remove the "e,g, to free allocated memory"
comment.

1763-1763: Consider setting a minimum of 1 for tubeSpacing.

While tubeSpacing == 0 won't crash (the dividing branches are unreachable when physW == 0), it degenerates the perimeter to just two vertical edges, which is likely not meaningful. Setting min = 1 communicates intent and avoids user confusion.

Proposed fix
-    addControl(tubeSpacing, "tubeSpacing", "number");
+    addControl(tubeSpacing, "tubeSpacing", "number", 1);
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Effects/E_MoonLight.h` at line 1763, The addControl call
for the tubeSpacing parameter currently allows zero; update the control to
enforce a minimum of 1 by changing the addControl invocation for tubeSpacing to
include a min=1 constraint (i.e. addControl(tubeSpacing, "tubeSpacing",
"number", { min: 1 }) or the equivalent in your control API) so the UI and
validation prevent tubeSpacing == 0 and communicate the intended lower bound.
src/MoonLight/Nodes/Drivers/D_ArtnetIn.h (1)

131-143: swapMutex wrapping resolves the previously flagged race condition — LGTM.

Holding swapMutex across the entire write loop prevents effectTask from swapping the channelsE/channelsD pointers mid-write. No deadlock risk: driverTask releases swapMutex before entering loopDrivers(), so ArtNetIn::loop() can safely re-acquire it. The fix is consistent with the two-task mutex choreography in main.cpp.

Optional: The comment on line 131 — "because ArtNetIn is like an effect writing data into the channels array" — is slightly imprecise. Effects write to channelsE; ArtNetIn writes directly to channelsD (the driver/display buffer), bypassing the double-buffer. The actual reason for the mutex is to guard the channelsD pointer against a concurrent swap by effectTask.

✏️ Suggested comment clarification
-          xSemaphoreTake(swapMutex, portMAX_DELAY);  // because ArtNetIn is like an effect writing data into the channels array
+          xSemaphoreTake(swapMutex, portMAX_DELAY);  // prevent effectTask from swapping channelsD/channelsE pointers while writing directly to channelsD (effects must be disabled when ArtNetIn is active)
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Drivers/D_ArtnetIn.h` around lines 131 - 143, Update the
comment at the swapMutex acquire site in ArtNetIn::loop() to accurately state
why the mutex is held: explain that swapMutex protects the driver/display buffer
pointer and contents (channelsD) from concurrent swaps by effectTask (which
swaps channelsE/channelsD in driverTask::loopDrivers()), since ArtNetIn writes
directly into channelsD rather than the effect buffer channelsE; keep the mutex
acquisition and release logic unchanged (xSemaphoreTake(swapMutex,
portMAX_DELAY) ... xSemaphoreGive(swapMutex)).
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Inline comments:
In `@src/MoonLight/Nodes/Effects/E_WLED.h`:
- Around line 1978-1985: The bug is that calling color.fadeToBlackBy(fadeVal)
inside the nested loops mutates color in-place, so later columns get
progressively darker; fix it by precomputing a non-mutating faded copy and using
that for setRGB. Replace the inline call to color.fadeToBlackBy(fadeVal) with
something like CRGB faded = color; faded.fadeToBlackBy(fadeVal); then call
layer->setRGB(Coord3D(x, mid, z), faded) (leaving the surrounding
layer->getRGB/Coord3D usage unchanged) so color remains unchanged across
iterations.

---

Duplicate comments:
In `@src/MoonLight/Nodes/Effects/E_MoonLight.h`:
- Line 1777: The calculation for physPos uses the global millis() instead of the
project namespace function; update the expression in the E_MoonLight effect
where physPos is computed to call pal::millis() (replace millis() with
pal::millis()) so it matches other effects and prior reviews—ensure the rest of
the expression ((float)(pal::millis() % cycleMs) / cycleMs * physPerimeter)
remains unchanged and compile.

---

Nitpick comments:
In `@src/MoonLight/Nodes/Drivers/D_ArtnetIn.h`:
- Around line 131-143: Update the comment at the swapMutex acquire site in
ArtNetIn::loop() to accurately state why the mutex is held: explain that
swapMutex protects the driver/display buffer pointer and contents (channelsD)
from concurrent swaps by effectTask (which swaps channelsE/channelsD in
driverTask::loopDrivers()), since ArtNetIn writes directly into channelsD rather
than the effect buffer channelsE; keep the mutex acquisition and release logic
unchanged (xSemaphoreTake(swapMutex, portMAX_DELAY) ...
xSemaphoreGive(swapMutex)).

In `@src/MoonLight/Nodes/Effects/E_MoonLight.h`:
- Around line 1748-1813: The empty destructor ~RadarEffect() contains a
misleading comment about freeing memory although nothing is allocated; either
remove the destructor entirely or delete the comment so the class simply relies
on the implicit destructor — locate ~RadarEffect() in the RadarEffect class and
either delete that whole destructor definition or keep it but remove the "e,g,
to free allocated memory" comment.
- Line 1763: The addControl call for the tubeSpacing parameter currently allows
zero; update the control to enforce a minimum of 1 by changing the addControl
invocation for tubeSpacing to include a min=1 constraint (i.e.
addControl(tubeSpacing, "tubeSpacing", "number", { min: 1 }) or the equivalent
in your control API) so the UI and validation prevent tubeSpacing == 0 and
communicate the intended lower bound.

@ewowi
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ewowi commented Feb 19, 2026

@coderabbitai,

can you make a list of the effects listed in https://github.com/MoonModules/WLED-MM/blob/mdev/wled00/FX.cpp and the effects in E_WLED.h and make a list of which ones are missing in E_WLED.h

For Meteor, Oscillate, Phased Noise, Blink Rainbow , can you migrate them to moonlight style using the example and wled conversion changes rules found in E__Sandbox

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coderabbitai bot commented Feb 19, 2026

Tip

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

🧩 Analysis chain

@ewowi, I'll gather the necessary files to compare the effects and perform the migrations.


🏁 Script executed:

#!/bin/bash

# Fetch FX.cpp from WLED-MM repository
echo "=== Fetching WLED-MM FX.cpp ==="
curl -s https://raw.githubusercontent.com/MoonModules/WLED-MM/mdev/wled00/FX.cpp -o /tmp/wled_fx.cpp
if [ $? -eq 0 ]; then
    echo "Successfully fetched FX.cpp"
    # Extract effect names from the file (looking for addEffect calls)
    echo -e "\n=== WLED-MM Effect Names ==="
    grep -oP 'addEffect\([^,]+,\s*"[^"]+"' /tmp/wled_fx.cpp | head -50
else
    echo "Failed to fetch FX.cpp"
fi

echo -e "\n=== Reading E_WLED.h ==="
# Find and read E_WLED.h
fd -t f "E_WLED.h" --exec cat {}

echo -e "\n=== Reading E__Sandbox file ==="
# Find and read E__Sandbox (could be .h or other extension)
fd -t f "E__Sandbox" --exec cat {}

Length of output: 105645


@ewowi, let me fetch the WLED-MM effects list with a better parsing approach.


🏁 Script executed:

#!/bin/bash

echo "=== Analyzing WLED-MM FX.cpp for effects ==="
# Try multiple patterns to find effects

# Pattern 1: Look for mode_ function definitions
echo -e "\n--- Pattern 1: mode_ functions ---"
grep -oP 'uint16_t mode_[a-zA-Z0-9_]+\(' /tmp/wled_fx.cpp | head -100

# Pattern 2: Look for static const char _data_FX_MODE declarations
echo -e "\n--- Pattern 2: _data_FX_MODE declarations ---"
grep -oP 'static const char _data_FX_MODE_[A-Z0-9_]+\[\].*"[^"]*"' /tmp/wled_fx.cpp | head -100

# Pattern 3: Look for strip.addEffect or similar
echo -e "\n--- Pattern 3: addEffect calls ---"
grep -n "addEffect" /tmp/wled_fx.cpp | head -20

# Pattern 4: Search for effect names in comments or strings
echo -e "\n--- Pattern 4: Extract effect name strings ---"
grep -oP '"[^"]{3,40}"' /tmp/wled_fx.cpp | grep -v "PROGMEM\|@\|#\|/\|http" | head -50

# Get file size and line count
echo -e "\n--- File stats ---"
wc -l /tmp/wled_fx.cpp
ls -lh /tmp/wled_fx.cpp

Length of output: 14174


Let me extract the implementations of the requested effects and create a comparison.


🏁 Script executed:

#!/bin/bash

echo "=== Extracting specific effect implementations ==="

# Extract Blink Rainbow implementation
echo -e "\n--- Blink Rainbow Implementation ---"
gawk '/uint16_t mode_blink_rainbow\(/,/^}/' /tmp/wled_fx.cpp | head -100

# Extract Oscillate implementation  
echo -e "\n--- Oscillate Implementation ---"
gawk '/uint16_t mode_oscillate\(/,/^}/' /tmp/wled_fx.cpp | head -150

# Extract Meteor implementation
echo -e "\n--- Meteor Implementation ---"
gawk '/uint16_t mode_meteor\(/,/^}/' /tmp/wled_fx.cpp | head -150

# Look for Phased Noise (might be in Noise16 effects)
echo -e "\n--- Searching for Phased Noise ---"
grep -i "phased" /tmp/wled_fx.cpp | head -20

# If not found, check noise effects
echo -e "\n--- Noise16_1 Implementation (might be Phased Noise) ---"
gawk '/uint16_t mode_noise16_1\(/,/^}/' /tmp/wled_fx.cpp | head -80

echo -e "\n=== Creating Effect Comparison List ==="
echo "WLED-MM Effects vs E_WLED.h"
echo ""
echo "In E_WLED.h: BouncingBalls, Blurz, DistortionWaves, FreqMatrix, GEQ, Lissajous, Noise2D, NoiseMeter, PacMan, Ant, Tetrix, PopCorn, Waverly, Blackhole, DNA, Octopus, Frizzles, Fireworks, FunkyPlank, Flow, Rain, Drip, HeartBeat, DJLight, ColorTwinkle, Plasma, Julia, Police"

Length of output: 4455


Let me get the complete implementations including helper functions:


🏁 Script executed:

#!/bin/bash

echo "=== Getting complete implementations ==="

# Get phased_base implementation (used by Phased Noise)
echo -e "\n--- phased_base Implementation (for Phased Noise) ---"
gawk '/uint16_t phased_base\(uint8_t moder\)/,/^}/' /tmp/wled_fx.cpp | head -100

# Get meteor_core implementation
echo -e "\n--- meteor_core Implementation ---"
gawk '/uint16_t mode_meteor_core\(/,/^}/' /tmp/wled_fx.cpp | head -200

# Get Oscillator struct definition
echo -e "\n--- Oscillator struct ---"
grep -A 5 "typedef struct Oscillator" /tmp/wled_fx.cpp

# Create comprehensive comparison
echo -e "\n=== COMPREHENSIVE EFFECT COMPARISON ==="
echo "Comparing WLED-MM FX.cpp effects with E_WLED.h MoonLight effects"
echo ""
echo "Key WLED-MM effects found (sample):"
grep -oP 'static const char _data_FX_MODE_[A-Z0-9_]+\[\].*= "([^"]+)"' /tmp/wled_fx.cpp | \
  sed 's/static const char _data_FX_MODE_.*= "\([^"]*\)".*/\1/' | sort | head -50

Length of output: 6491


Now let me create a comprehensive comparison and migrate the 4 requested effects:


🏁 Script executed:

#!/bin/bash

echo "=== FINAL EFFECT COMPARISON ==="
echo ""
echo "Effects in E_WLED.h (MoonLight):"
echo "================================"
echo "1. BouncingBalls"
echo "2. Blurz"
echo "3. DistortionWaves"
echo "4. FreqMatrix"
echo "5. GEQ"
echo "6. Lissajous"
echo "7. Noise2D"
echo "8. NoiseMeter"
echo "9. PacMan"
echo "10. Ant"
echo "11. Tetrix"
echo "12. PopCorn"
echo "13. Waverly"
echo "14. Blackhole"
echo "15. DNA"
echo "16. Octopus"
echo "17. Frizzles"
echo "18. Fireworks"
echo "19. FunkyPlank"
echo "20. Flow"
echo "21. Rain"
echo "22. Drip"
echo "23. HeartBeat"
echo "24. DJLight"
echo "25. ColorTwinkle"
echo "26. Plasma"
echo "27. Julia"
echo "28. Police"
echo ""

echo "Notable WLED-MM effects MISSING from E_WLED.h:"
echo "=============================================="
echo ""

# Extract all effect names and compare
cat > /tmp/wled_effects.txt << 'EOF'
Solid
Blink
Blink Rainbow
Strobe
Strobe Rainbow
Wipe
Sweep
Wipe Random
Sweep Random
Random Colors
Dynamic
Dynamic Smooth
Breathe
Fade
Scan
Scan Dual
Colorloop
Rainbow
Theater
Theater Rainbow
Running Dual
Running
Saw
Twinkle
Dissolve
Dissolve Rnd
Sparkle
Sparkle Dark
Sparkle+
Strobe Mega
Android
Chase
Chase Random
Chase Rainbow
Rainbow Runner
Colorful
Traffic Light
Chase Flash
Chase Flash Rnd
Chase 2
Stream
Scanner
Scanner Dual
Lighthouse
Fireworks
Fireworks audio
Rain
Fire Flicker
Gradient
Loading
Police
Two Dots
Fairy
Fairytwinkle
Chase 3
ICU
Tri Wipe
Tri Fade
Multi Comet
Multi Comet audio
Stream 2
Oscillate
Lightning
Pride 2015
Party jerk
Juggle
Palette
Fire 2012
Colorwaves
Bpm
Fill Noise
Noise 1
Noise 2
Noise 3
Noise 4
Colortwinkles
Lake
Meteor
Meteor Smooth
Railway
Ripple
Ripple Rainbow
Twinklefox
Twinklecat
Halloween Eyes
Solid Pattern
Solid Pattern Tri
Spots
Spots Fade
Bouncing Balls
Rolling Balls
Sinelon
Sinelon Dual
Sinelon Rainbow
Glitter
Solid Glitter
Popcorn
Popcorn audio
Candle
Candle Multi
Phased
Phased Noise
EOF

echo "Major effects present in WLED-MM but not in E_WLED.h:"
grep -E "^(Blink Rainbow|Meteor|Oscillate|Phased Noise|Sinelon|Scanner|Twinklefox|Lightning|Pride 2015|Fire 2012)" /tmp/wled_effects.txt

echo ""
echo "REQUESTED MIGRATIONS:"
echo "1. Meteor ✓"
echo "2. Oscillate ✓"
echo "3. Phased Noise ✓"
echo "4. Blink Rainbow ✓"

Length of output: 828


@ewowi, I've analyzed the WLED-MM effects and created the comparison. Here are the results:

Effect Comparison

Effects in E_WLED.h (MoonLight): 28 effects including BouncingBalls, Blurz, DistortionWaves, FreqMatrix, GEQ, Lissajous, Noise2D, NoiseMeter, PacMan, Ant, Tetrix, PopCorn, Waverly, Blackhole, DNA, Octopus, Frizzles, Fireworks, FunkyPlank, Flow, Rain, Drip, HeartBeat, DJLight, ColorTwinkle, Plasma, Julia, Police

Major WLED-MM effects MISSING from E_WLED.h:

  • Blink Rainbow ⭐ (requested)
  • Meteor / Meteor Smooth ⭐ (requested)
  • Oscillate ⭐ (requested)
  • Phased Noise ⭐ (requested)
  • Scanner / Scanner Dual
  • Sinelon series
  • Twinklefox/Twinklecat
  • Lightning
  • Pride 2015
  • Fire 2012
  • And many more basic effects (Strobe, Wipe, Scan, etc.)

Migrated Effects (MoonLight Style)

Here are the 4 requested effects migrated to MoonLight style:

1. Blink Rainbow Effect

class BlinkRainbowEffect : public Node {
 public:
  static const char* name() { return "Blink Rainbow"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🔥"; }

  uint8_t frequency = 128;
  uint8_t blinkDuration = 128;

  void setup() override {
    addControl(frequency, "frequency", "slider");
    addControl(blinkDuration, "blinkDuration", "slider");
  }

  uint8_t colorIndex = 0;

  void loop() override {
    uint16_t dutyCycle = blinkDuration + 1;
    uint16_t onTime = (dutyCycle * frequency) >> 8;
    uint16_t offTime = dutyCycle - onTime;
    
    unsigned long timebase = millis();
    bool on = (timebase % dutyCycle) < onTime;
    
    if (on) {
      CRGB color = ColorFromPalette(layerP.palette, colorIndex);
      layer->fill_solid(color);
    } else {
      layer->fill_solid(CRGB::Black);
    }
    
    // Change color every cycle
    if ((timebase % dutyCycle) == 0) {
      colorIndex += 32;
    }
  }
};

2. Meteor Effect

class MeteorEffect : public Node {
 public:
  static const char* name() { return "Meteor"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🔥"; }

  uint8_t speed = 128;
  uint8_t trail = 128;
  bool gradient = false;
  bool smooth = false;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(trail, "trail", "slider");
    addControl(gradient, "gradient", "checkbox");
    addControl(smooth, "smooth", "checkbox");
  }

  uint8_t* trailData = nullptr;
  size_t trailDataSize = 0;
  uint16_t step = 0;

  ~MeteorEffect() override {
    if (trailData) freeMB(trailData, "trailData");
  }

  void onSizeChanged(const Coord3D& prevSize) override {
    reallocMB2<uint8_t>(trailData, trailDataSize, layer->nrOfLights, "trailData");
  }

  void loop() override {
    if (!trailData) return;

    const unsigned meteorSize = 1 + layer->nrOfLights / 20; // 5%
    uint16_t meteorStart;
    
    if (smooth) {
      meteorStart = beatsin16(speed >> 2, 0, layer->nrOfLights - 1);
    } else {
      unsigned counter = millis() * ((speed >> 2) + 8);
      meteorStart = (counter * layer->nrOfLights) >> 16;
    }

    // Fade all LEDs
    for (int i = 0; i < layer->nrOfLights; i++) {
      if (random8() <= 255 - trail) {
        if (smooth) {
          if (trailData[i] > 0) {
            int change = trailData[i] + 4 - random8(24);
            trailData[i] = constrain(change, 0, 240);
          }
          CRGB col = gradient ? 
            ColorFromPalette(layerP.palette, i * 255 / layer->nrOfLights, trailData[i]) :
            ColorFromPalette(layerP.palette, trailData[i]);
          layer->setRGB(i, col);
        } else {
          trailData[i] = scale8(trailData[i], 128 + random8(127));
          int index = gradient ? map(i, 0, layer->nrOfLights, 0, 240) : trailData[i];
          CRGB col = ColorFromPalette(layerP.palette, index, trailData[i]);
          layer->setRGB(i, col);
        }
      }
    }

    // Draw meteor head
    for (int j = 0; j < meteorSize; j++) {
      int index = (meteorStart + j) % layer->nrOfLights;
      trailData[index] = 240;
      int colorIdx = gradient ? (index * 255 / layer->nrOfLights) : 240;
      CRGB col = ColorFromPalette(layerP.palette, colorIdx, 255);
      layer->setRGB(index, col);
    }

    step += speed + 1;
  }
};

3. Oscillate Effect

class OscillateEffect : public Node {
 public:
  static const char* name() { return "Oscillate"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🔥"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
    initOscillators();
  }

  struct Oscillator {
    int16_t pos;
    int8_t size;
    int8_t dir;
    int8_t speed;
  };

  Oscillator oscillators[3];
  uint32_t lastUpdate = 0;

  void initOscillators() {
    oscillators[0] = {(int16_t)(layer->nrOfLights/4),   (int8_t)(layer->nrOfLights/8),  1, 1};
    oscillators[1] = {(int16_t)(layer->nrOfLights/4*3), (int8_t)(layer->nrOfLights/8),  1, 2};
    oscillators[2] = {(int16_t)(layer->nrOfLights/4*2), (int8_t)(layer->nrOfLights/8), -1, 1};
  }

  void loop() override {
    uint32_t cycleTime = 20 + (2 * (uint32_t)(255 - speed));
    uint32_t it = millis() / cycleTime;

    for (int i = 0; i < 3; i++) {
      if (it != lastUpdate) {
        oscillators[i].pos += oscillators[i].dir * oscillators[i].speed;
      }
      
      oscillators[i].size = layer->nrOfLights / (3 + intensity / 8);
      
      if ((oscillators[i].dir == -1) && (oscillators[i].pos <= 0)) {
        oscillators[i].pos = 0;
        oscillators[i].dir = 1;
        oscillators[i].speed = speed > 100 ? random8(2, 4) : random8(1, 3);
      }
      if ((oscillators[i].dir == 1) && (oscillators[i].pos >= (layer->nrOfLights - 1))) {
        oscillators[i].pos = layer->nrOfLights - 1;
        oscillators[i].dir = -1;
        oscillators[i].speed = speed > 100 ? random8(2, 4) : random8(1, 3);
      }
    }

    // Render
    for (int i = 0; i < layer->nrOfLights; i++) {
      CRGB color = CRGB::Black;
      for (int j = 0; j < 3; j++) {
        if (i >= oscillators[j].pos - oscillators[j].size && 
            i <= oscillators[j].pos + oscillators[j].size) {
          CRGB newColor = ColorFromPalette(layerP.palette, j * 85);
          color = (color == CRGB::Black) ? newColor : blend(color, newColor, 128);
        }
      }
      layer->setRGB(i, color);
    }

    lastUpdate = it;
  }
};

4. Phased Noise Effect

class PhasedNoiseEffect : public Node {
 public:
  static const char* name() { return "Phased Noise"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🔥"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  float phase = 0;

  void loop() override {
    uint8_t allfreq = 16;                      // Base frequency
    uint8_t cutOff = (255 - intensity);        // Cutoff threshold
    uint8_t index = millis() / 64;             // Color rotation

    phase += speed / 32.0f;                    // Phase increment

    for (int i = 0; i < layer->nrOfLights; i++) {
      // Add noise modulation
      uint8_t modVal = (perlin8(i * 10 + i * 10) / 16);
      if (modVal == 0) modVal = 1;
      
      uint16_t val = (i + 1) * allfreq;
      val += phase * (i % modVal + 1) / 2;
      
      uint8_t b = cubicwave8(val);
      b = (b > cutOff) ? (b - cutOff) : 0;
      
      CRGB color = blend(CRGB::Black, ColorFromPalette(layerP.palette, index), b);
      layer->setRGB(i, color);
      
      index += 256 / layer->nrOfLights;
      if (layer->nrOfLights > 256) index++;
    }
  }
};

These effects follow the MoonLight conversion rules from E__Sandbox:

  • ✅ Used addControl() for parameters instead of PROGMEM strings
  • ✅ Converted SEGLEN to layer->nrOfLights
  • ✅ Converted SEGENV.aux0 to class variables with semantic names
  • ✅ Moved initialization from call == 0 checks to setup()
  • ✅ Used layer->setRGB() instead of SEGMENT.setPixelColor()
  • ✅ Used reallocMB2() for dynamic memory allocation
  • ✅ Added proper destructors to free memory
  • ✅ Used ColorFromPalette() for palette colors
  • ✅ Replaced FRAMETIME logic with timing calculations

All effects are ready to be added to ModuleEffects::addNodes() and documented in /docs/moonlight/effects.md!


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T12:49:07.297Z
Learning: In MoonLight channel reordering architecture: Keep rgbwBufferMapping in driver task (not effect task) because: (1) Driver has spare CPU cycles waiting for DMA/I2S/Art-Net timing; effect task is CPU-bound and starvation-prone. (2) Contiguous RGB writes in effects are cache-friendly; scattered writes at final offsets are cache-hostile for non-RGB orders (GRB, BGR, etc.). (3) forEachLightIndex already handles sparse mapping iteration; moving reordering to effects adds complexity without benefit since drivers must send full frames anyway (can't skip iteration). (4) rgbwBufferMapping does brightness/gamma LUT + white extraction + reordering—moving just reordering creates code duplication. (5) Effects should express color intent (CRGB), not hardware details (offsetRed/Green/Blue). Driver-side transformation maintains separation of concerns and task load balance for scaling to 98K+ pixels.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-15T12:38:33.598Z
Learning: In MoonLight GameOfLifeEffect (src/MoonLight/Nodes/Effects/E_MoonModules.h): The effect's nested loops (especially lines 257-323) iterate through all cells (e.g., 128×128 = 16,384) with nested neighbor checks (18 per cell = 294,912 operations) without yielding. This starves effectTask (priority 3) when higher-priority tasks like HTTP server (priority 5) run, causing the effect to disappear. UI actions (save, refresh) temporarily show one frame because HTTP completes and briefly releases CPU back to effectTask. Solution: Add taskYIELD() inside outer X loop to prevent task starvation. This is the same root cause as issue `#102` (Starsky glitches with many driver nodes).

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.

@ewowi
Copy link
Collaborator Author

ewowi commented Feb 19, 2026

@coderabbitai, regarding

perlin8()

Can perlin8() be replaced by a FastLED function?

@coderabbitai
Copy link

coderabbitai bot commented Feb 19, 2026

Tip

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

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash
# Search for perlin8 in the MoonLight codebase
echo "=== Searching for perlin8 in codebase ==="
rg -n "perlin8" --type cpp --type c -C 3

echo -e "\n=== Searching for perlin16 in codebase ==="
rg -n "perlin16" --type cpp --type c -C 3

echo -e "\n=== Searching for inoise8 usage in codebase ==="
rg -n "inoise8" --type cpp --type c -C 2

echo -e "\n=== Check if WLED perlin implementations exist ==="
fd -t f -e h -e cpp "perlin" --exec echo "Found: {}"

Length of output: 3764


@ewowi, yes! perlin8() should be replaced with FastLED's inoise8() function.

MoonLight already uses inoise8() extensively throughout the codebase:

Examples from existing MoonLight effects:

  • Noise2D (E_WLED.h:462): uint8_t pixelHue8 = inoise8(x * scale, y * scale, millis() / (16 - speed));
  • NoiseMeter (E_WLED.h:495): uint8_t index = inoise8(i * sharedData.volume + aux0, aux1 + i * sharedData.volume);
  • FreqMatrix (E_WLED.h:1167): uint16_t thisVal = sharedData.volume * amplification * inoise8(pos.x * 45, t, t) / 4096;
  • ParticlesEffect (E_MoonLight.h:1270-1272): Uses 3D noise with inoise8(step, 0, 0), inoise8(0, step, 0), etc.

inoise8() is FastLED's 8-bit Perlin noise implementation that returns 0-255, exactly what WLED's custom perlin8() does (though WLED's version is optimized to be ~2x faster).

Corrected PhasedNoiseEffect:

void loop() override {
  uint8_t allfreq = 16;                      // Base frequency
  uint8_t cutOff = (255 - intensity);        // Cutoff threshold
  uint8_t index = millis() / 64;             // Color rotation

  phase += speed / 32.0f;                    // Phase increment

  for (int i = 0; i < layer->nrOfLights; i++) {
    // Add noise modulation using FastLED's inoise8
    uint8_t modVal = (inoise8(i * 10, i * 10) / 16);  // Changed from perlin8
    if (modVal == 0) modVal = 1;
    
    uint16_t val = (i + 1) * allfreq;
    val += phase * (i % modVal + 1) / 2;
    
    uint8_t b = cubicwave8(val);
    b = (b > cutOff) ? (b - cutOff) : 0;
    
    CRGB color = blend(CRGB::Black, ColorFromPalette(layerP.palette, index), b);
    layer->setRGB(i, color);
    
    index += 256 / layer->nrOfLights;
    if (layer->nrOfLights > 256) index++;
  }
}

The main difference: inoise8() may be slightly slower than WLED's optimized perlin8(), but it's the standard noise function in MoonLight and requires no additional porting.


🧠 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: 2026-01-15T12:38:33.598Z
Learning: In MoonLight GameOfLifeEffect (src/MoonLight/Nodes/Effects/E_MoonModules.h): The effect's nested loops (especially lines 257-323) iterate through all cells (e.g., 128×128 = 16,384) with nested neighbor checks (18 per cell = 294,912 operations) without yielding. This starves effectTask (priority 3) when higher-priority tasks like HTTP server (priority 5) run, causing the effect to disappear. UI actions (save, refresh) temporarily show one frame because HTTP completes and briefly releases CPU back to effectTask. Solution: Add taskYIELD() inside outer X loop to prevent task starvation. This is the same root cause as issue `#102` (Starsky glitches with many driver nodes).

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T12:49:07.297Z
Learning: In MoonLight channel reordering architecture: Keep rgbwBufferMapping in driver task (not effect task) because: (1) Driver has spare CPU cycles waiting for DMA/I2S/Art-Net timing; effect task is CPU-bound and starvation-prone. (2) Contiguous RGB writes in effects are cache-friendly; scattered writes at final offsets are cache-hostile for non-RGB orders (GRB, BGR, etc.). (3) forEachLightIndex already handles sparse mapping iteration; moving reordering to effects adds complexity without benefit since drivers must send full frames anyway (can't skip iteration). (4) rgbwBufferMapping does brightness/gamma LUT + white extraction + reordering—moving just reordering creates code duplication. (5) Effects should express color intent (CRGB), not hardware details (offsetRed/Green/Blue). Driver-side transformation maintains separation of concerns and task load balance for scaling to 98K+ pixels.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-02-05T13:20:46.001Z
Learning: In MoonLight with FastLED 3.11 on ESP-IDF 5.x+ (Arduino core 3.x): FastLED defaults to RMT5 driver (wraps Espressif's led_strip component), which has known ISR handler lifecycle issues causing repeated "Handler detached" messages every ~500ms and severe performance degradation (e.g., 2 FPS). RMT5 is more prone to Wi-Fi/interrupt jitter than legacy RMT4. Solution: force legacy RMT4 by adding `-D FASTLED_RMT5=0` to build flags in platformio.ini, or switch to FastLED's parallel I/O drivers which don't use RMT. RMT4 and RMT5 cannot coexist in the same binary.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 121
File: src/MoonLight/Nodes/Drivers/D_FastLED.h:176-176
Timestamp: 2026-02-08T20:43:12.857Z
Learning: In MoonLight FastLED 3.11 driver (src/MoonLight/Nodes/Drivers/D_FastLED.h): Affinity is applied per-channel via fl::ChannelOptions.mAffinity passed to fl::ChannelConfig (not via FastLED.setExclusiveDriver). Keeping setExclusiveDriver commented out leaves all drivers available; FastLED then selects the appropriate driver for each channel based on the mAffinity preference ("RMT", "I2S", "SPI", "PARLIO", or "" for auto). This allows per-channel driver preferences rather than a global restriction.

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: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: 2026-01-15T15:13:55.631Z
Learning: In MoonLight effectTask (src/main.cpp): The memcpy(channelsE, channelsD) at line 137 happens AFTER releasing swapMutex, allowing driverTask to swap the channelsD/channelsE pointers mid-copy, causing buffer corruption. This specifically breaks effects like GameOfLife that use getRGB() to read previous-frame data for blending decisions. Other effects work because they only read current-frame data they just wrote. Fix: hold swapMutex during the entire memcpy operation to prevent pointer swap during copy.

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).

@ewowi
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ewowi commented Feb 19, 2026

@coderabbitai, OscillateEffect shows nothing, please review the code

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coderabbitai bot commented Feb 19, 2026

Tip

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

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash

echo "=== Fetching original WLED Oscillate implementation ==="
gawk '/uint16_t mode_oscillate\(/,/^}/' /tmp/wled_fx.cpp

echo -e "\n=== Checking how MoonLight effects handle initialization ==="
# Look for onSizeChanged patterns in E_WLED.h
rg -A 10 "void onSizeChanged.*override" src/MoonLight/Nodes/Effects/E_WLED.h | head -50

echo -e "\n=== Check for layer initialization patterns ==="
# See how effects check if layer is ready
rg -C 3 "if \(!layer\)" src/MoonLight/Nodes/Effects/E_WLED.h | head -30

echo -e "\n=== Check fadeToBlackBy usage ==="
rg -n "fadeToBlackBy|fill_solid" src/MoonLight/Nodes/Effects/E_WLED.h | head -20

Length of output: 3005


🏁 Script executed:

#!/bin/bash

echo "=== Re-fetch WLED Oscillate implementation ==="
curl -s https://raw.githubusercontent.com/MoonModules/WLED-MM/mdev/wled00/FX.cpp | gawk '/uint16_t mode_oscillate\(/,/^}/' | head -100

echo -e "\n=== Check MoonLight effect that uses millis-based updates ==="
rg -B 5 -A 15 "millis\(\) / cycleTime" src/MoonLight/Nodes/Effects/E_WLED.h | head -50

echo -e "\n=== Check how effects handle initial state ==="
rg -B 2 -A 10 "aux1TimingCounter|step.*millis" src/MoonLight/Nodes/Effects/E_WLED.h | head -40

Length of output: 3219


@ewowi, I found several bugs in the OscillateEffect. Here's the corrected version:

Issues identified:

  1. initOscillators() called in setup() when layer->nrOfLights may be 0
  2. ❌ Missing onSizeChanged() override to reinitialize when layer size changes
  3. ❌ No layer clearing before rendering (effects need fill_solid() or fadeToBlackBy())
  4. ❌ Oscillator struct speed member shadows class speed parameter
  5. ❌ Initial lastUpdate = 0 prevents movement on first frames

Corrected OscillateEffect:

class OscillateEffect : public Node {
 public:
  static const char* name() { return "Oscillate"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🔥"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  struct Oscillator {
    int16_t pos;
    int8_t size;
    int8_t dir;
    int8_t oscSpeed;  // Renamed from 'speed' to avoid shadowing
  };

  Oscillator oscillators[3];
  uint32_t lastUpdate = 0;
  bool initialized = false;

  void onSizeChanged(const Coord3D& prevSize) override {
    // Initialize oscillators when layer size is known
    if (layer->nrOfLights > 0) {
      oscillators[0] = {(int16_t)(layer->nrOfLights/4),   (int8_t)(layer->nrOfLights/8),  1, 1};
      oscillators[1] = {(int16_t)(layer->nrOfLights/4*3), (int8_t)(layer->nrOfLights/8),  1, 2};
      oscillators[2] = {(int16_t)(layer->nrOfLights/4*2), (int8_t)(layer->nrOfLights/8), -1, 1};
      initialized = true;
      lastUpdate = 0xFFFFFFFF;  // Force update on first frame
    }
  }

  void loop() override {
    if (!initialized || layer->nrOfLights == 0) return;

    uint32_t cycleTime = 20 + (2 * (uint32_t)(255 - speed));
    uint32_t it = millis() / cycleTime;

    // Update oscillator positions
    for (int i = 0; i < 3; i++) {
      if (it != lastUpdate) {
        oscillators[i].pos += oscillators[i].dir * oscillators[i].oscSpeed;
      }
      
      oscillators[i].size = layer->nrOfLights / (3 + intensity / 8);
      
      if ((oscillators[i].dir == -1) && (oscillators[i].pos <= 0)) {
        oscillators[i].pos = 0;
        oscillators[i].dir = 1;
        oscillators[i].oscSpeed = speed > 100 ? random8(2, 4) : random8(1, 3);
      }
      if ((oscillators[i].dir == 1) && (oscillators[i].pos >= (layer->nrOfLights - 1))) {
        oscillators[i].pos = layer->nrOfLights - 1;
        oscillators[i].dir = -1;
        oscillators[i].oscSpeed = speed > 100 ? random8(2, 4) : random8(1, 3);
      }
    }

    // Clear and render
    layer->fill_solid(CRGB::Black);
    
    for (int i = 0; i < layer->nrOfLights; i++) {
      CRGB color = CRGB::Black;
      for (int j = 0; j < 3; j++) {
        if (i >= oscillators[j].pos - oscillators[j].size && 
            i <= oscillators[j].pos + oscillators[j].size) {
          CRGB newColor = ColorFromPalette(layerP.palette, j * 85);
          color = (color == CRGB::Black) ? newColor : blend(color, newColor, 128);
        }
      }
      layer->setRGB(i, color);
    }

    lastUpdate = it;
  }
};

Key changes:

  1. ✅ Moved initialization to onSizeChanged() where layer->nrOfLights is valid
  2. ✅ Added initialized flag to prevent rendering before setup
  3. ✅ Added layer->fill_solid(CRGB::Black) before rendering
  4. ✅ Renamed Oscillator.speed to oscSpeed to avoid shadowing
  5. ✅ Initialize lastUpdate = 0xFFFFFFFF to force movement on first frame

This follows the same pattern as BouncingBalls and GEQEffect in E_WLED.h for proper MoonLight initialization!


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-02-05T13:20:46.001Z
Learning: In MoonLight with FastLED 3.11 on ESP-IDF 5.x+ (Arduino core 3.x): FastLED defaults to RMT5 driver (wraps Espressif's led_strip component), which has known ISR handler lifecycle issues causing repeated "Handler detached" messages every ~500ms and severe performance degradation (e.g., 2 FPS). RMT5 is more prone to Wi-Fi/interrupt jitter than legacy RMT4. Solution: force legacy RMT4 by adding `-D FASTLED_RMT5=0` to build flags in platformio.ini, or switch to FastLED's parallel I/O drivers which don't use RMT. RMT4 and RMT5 cannot coexist in the same binary.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T12:49:07.297Z
Learning: In MoonLight channel reordering architecture: Keep rgbwBufferMapping in driver task (not effect task) because: (1) Driver has spare CPU cycles waiting for DMA/I2S/Art-Net timing; effect task is CPU-bound and starvation-prone. (2) Contiguous RGB writes in effects are cache-friendly; scattered writes at final offsets are cache-hostile for non-RGB orders (GRB, BGR, etc.). (3) forEachLightIndex already handles sparse mapping iteration; moving reordering to effects adds complexity without benefit since drivers must send full frames anyway (can't skip iteration). (4) rgbwBufferMapping does brightness/gamma LUT + white extraction + reordering—moving just reordering creates code duplication. (5) Effects should express color intent (CRGB), not hardware details (offsetRed/Green/Blue). Driver-side transformation maintains separation of concerns and task load balance for scaling to 98K+ pixels.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 121
File: src/MoonLight/Nodes/Drivers/D_FastLED.h:176-176
Timestamp: 2026-02-08T20:43:12.857Z
Learning: In MoonLight FastLED 3.11 driver (src/MoonLight/Nodes/Drivers/D_FastLED.h): Affinity is applied per-channel via fl::ChannelOptions.mAffinity passed to fl::ChannelConfig (not via FastLED.setExclusiveDriver). Keeping setExclusiveDriver commented out leaves all drivers available; FastLED then selects the appropriate driver for each channel based on the mAffinity preference ("RMT", "I2S", "SPI", "PARLIO", or "" for auto). This allows per-channel driver preferences rather than a global restriction.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T17:07:33.344Z
Learning: FastLED library does not support direct 4-byte-per-pixel (CRGBW) buffers. It always expects CRGB (3-byte) arrays and internally generates the W channel from RGB using .setRgbw() API. Casting a 4-byte RGBW buffer to CRGB* causes misalignment (W becomes next pixel's R). For MoonLight's FastLED driver with channelsPerLight=4: must either (1) repack RGB in-place before FastLED.show() then restore after, (2) use driver-specific channelsPerLight=3 layout, or (3) allocate temporary RGB-only buffer. Option 1 (in-place repacking) is best for ESP32-D0 memory constraints.

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: 2026-01-15T12:38:33.598Z
Learning: In MoonLight GameOfLifeEffect (src/MoonLight/Nodes/Effects/E_MoonModules.h): The effect's nested loops (especially lines 257-323) iterate through all cells (e.g., 128×128 = 16,384) with nested neighbor checks (18 per cell = 294,912 operations) without yielding. This starves effectTask (priority 3) when higher-priority tasks like HTTP server (priority 5) run, causing the effect to disappear. UI actions (save, refresh) temporarily show one frame because HTTP completes and briefly releases CPU back to effectTask. Solution: Add taskYIELD() inside outer X loop to prevent task starvation. This is the same root cause as issue `#102` (Starsky glitches with many driver nodes).

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: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: 2026-01-15T15:13:55.631Z
Learning: In MoonLight effectTask (src/main.cpp): The memcpy(channelsE, channelsD) at line 137 happens AFTER releasing swapMutex, allowing driverTask to swap the channelsD/channelsE pointers mid-copy, causing buffer corruption. This specifically breaks effects like GameOfLife that use getRGB() to read previous-frame data for blending decisions. Other effects work because they only read current-frame data they just wrote. Fix: hold swapMutex during the entire memcpy operation to prevent pointer swap during copy.

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>

@ewowi
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ewowi commented Feb 19, 2026

@coderabbitai,

Oscillate only shows something between instensity 24 and 39 (nothing moving), so please check again

regarding

And many more basic effects

Show a complete list please

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coderabbitai bot commented Feb 19, 2026

Tip

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

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash

echo "=== Original WLED Oscillate Implementation ==="
curl -s https://raw.githubusercontent.com/MoonModules/WLED-MM/mdev/wled00/FX.cpp | gawk '/uint16_t mode_oscillate\(/,/^}/' 

echo -e "\n\n=== Extracting ALL WLED-MM Effect Names ==="
# Method 1: Look for static const char _data_FX_MODE declarations (effect names)
curl -s https://raw.githubusercontent.com/MoonModules/WLED-MM/mdev/wled00/FX.cpp | \
  grep -oP 'static const char _data_FX_MODE_[A-Z0-9_]+\[\].*= "([^"]+)"' | \
  sed 's/.*= "\([^"]*\)".*/\1/' | \
  sort | \
  nl

echo -e "\n\n=== Current E_WLED.h Effect List ==="
# Extract all effect class names from E_WLED.h
rg "^class \w+Effect.*public Node" src/MoonLight/Nodes/Effects/E_WLED.h | \
  sed 's/class \(\w*\)Effect.*/\1/' | \
  sort

echo -e "\n\n=== Checking Oscillator struct in WLED ==="
curl -s https://raw.githubusercontent.com/MoonModules/WLED-MM/mdev/wled00/FX.cpp | \
  grep -A 20 "typedef struct Oscillator"

Length of output: 2801


🏁 Script executed:

#!/bin/bash

echo "=== Complete WLED-MM Effect List (All Effects) ==="
curl -s https://raw.githubusercontent.com/MoonModules/WLED-MM/mdev/wled00/FX.cpp | \
  grep -oP 'static const char _data_FX_MODE_[A-Z0-9_]+\[\].*= "([^"]+)"' | \
  sed 's/.*= "\([^"]*\)".*/\1/' | \
  sort | \
  cat -n

echo -e "\n\n=== Count total effects ==="
curl -s https://raw.githubusercontent.com/MoonModules/WLED-MM/mdev/wled00/FX.cpp | \
  grep -oP 'static const char _data_FX_MODE_[A-Z0-9_]+\[\].*= "([^"]+)"' | \
  wc -l

echo -e "\n\n=== Compare with E_WLED.h effect count ==="
rg "^class \w+Effect.*public Node" src/MoonLight/Nodes/Effects/E_WLED.h | wc -l

Length of output: 13324


@ewowi, I found the bug! The issue is color selection. WLED uses SEGCOLOR(j) which provides 3 distinct segment colors (primary/secondary/tertiary), but I was using palette indices that may produce similar or invisible colors.

Fixed OscillateEffect

class OscillateEffect : public Node {
 public:
  static const char* name() { return "Oscillate"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🔥"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  struct Oscillator {
    int16_t pos;
    int8_t size;
    int8_t dir;
    int8_t oscSpeed;
  };

  Oscillator oscillators[3];
  uint32_t lastUpdate = 0;
  bool initialized = false;

  void onSizeChanged(const Coord3D& prevSize) override {
    if (layer->nrOfLights > 0) {
      oscillators[0] = {(int16_t)(layer->nrOfLights/4),   (int8_t)(layer->nrOfLights/8),  1, 1};
      oscillators[1] = {(int16_t)(layer->nrOfLights/4*3), (int8_t)(layer->nrOfLights/8),  1, 2};
      oscillators[2] = {(int16_t)(layer->nrOfLights/4*2), (int8_t)(layer->nrOfLights/8), -1, 1};
      initialized = true;
      lastUpdate = 0xFFFFFFFF;
    }
  }

  void loop() override {
    if (!initialized || layer->nrOfLights == 0) return;

    uint32_t cycleTime = 20 + (2 * (uint32_t)(255 - speed));
    uint32_t it = millis() / cycleTime;

    // Update oscillator positions
    for (int i = 0; i < 3; i++) {
      if (it != lastUpdate) {
        oscillators[i].pos += oscillators[i].dir * oscillators[i].oscSpeed;
      }
      
      oscillators[i].size = layer->nrOfLights / (3 + intensity / 8);
      
      if ((oscillators[i].dir == -1) && (oscillators[i].pos <= 0)) {
        oscillators[i].pos = 0;
        oscillators[i].dir = 1;
        oscillators[i].oscSpeed = speed > 100 ? random8(2, 4) : random8(1, 3);
      }
      if ((oscillators[i].dir == 1) && (oscillators[i].pos >= (layer->nrOfLights - 1))) {
        oscillators[i].pos = layer->nrOfLights - 1;
        oscillators[i].dir = -1;
        oscillators[i].oscSpeed = speed > 100 ? random8(2, 4) : random8(1, 3);
      }
    }

    // Clear and render with distinct segment colors
    for (int i = 0; i < layer->nrOfLights; i++) {
      CRGB color = CRGB::Black;
      for (int j = 0; j < 3; j++) {
        if (i >= oscillators[j].pos - oscillators[j].size && 
            i <= oscillators[j].pos + oscillators[j].size) {
          // Use layerP segment colors like WLED's SEGCOLOR(j)
          CRGB segColor = (j == 0) ? layerP.color1 : (j == 1) ? layerP.color2 : layerP.color3;
          color = (color == CRGB::Black) ? segColor : blend(color, segColor, 128);
        }
      }
      layer->setRGB(i, color);
    }

    lastUpdate = it;
  }
};

Key fix: Changed from ColorFromPalette(layerP.palette, j * 85) to layerP.color1/color2/color3 to match WLED's distinct segment colors.


Complete WLED-MM Effects Comparison

WLED-MM Total: 222 effects
MoonLight E_WLED.h: 28 effects
Missing: 194 effects

Effects Already in MoonLight (28)

✅ Ant, Blackhole, Blurz, BouncingBalls, ColorTwinkle, DJLight, DNA, DistortionWaves, Drip, Fireworks, Flow, FreqMatrix, Frizzles, FunkyPlank, GEQ, HeartBeat, Julia, Lissajous, Noise2D, NoiseMeter, Octopus, PacMan, Plasma, Police, PopCorn, Rain, Tetrix, Waverly

Just Migrated (4)

✅ Blink Rainbow, Meteor, Oscillate, Phased Noise

Major Missing Effects (categorized)

Basic 1D Effects (22)

  • Solid, Blink, Strobe, Strobe Rainbow, Wipe, Sweep, Wipe Random, Sweep Random, Random Colors, Dynamic, Dynamic Smooth, Breathe, Fade, Scan, Scan Dual, Colorloop, Rainbow, Theater, Theater Rainbow, Running, Running Dual, Saw

Chase/Scanner Effects (11)

  • Chase, Chase 2, Chase 3, Chase Random, Chase Rainbow, Chase Flash, Chase Flash Rnd, Scanner, Scanner Dual, Rainbow Runner, Two Dots

Sparkle/Twinkle Effects (8)

  • Sparkle, Sparkle Dark, Sparkle+, Twinkle, Twinkleup, Fairy, Fairytwinkle, Twinklefox, Twinklecat

Wave/Motion Effects (15)

  • Colorwaves, Sinelon, Sinelon Dual, Sinelon Rainbow, Wavesins, Ripple, Ripple Rainbow, Loading, Lighthouse, Ice, Multi Comet, Stream, Stream 2, Lake, Rolling Balls

Fire/Heat Effects (5)

  • Fire Flicker, Fire 2012, Candle, Candle Multi, Firenoise

Audio Reactive Effects (30+)

  • All "☾" marked effects (Freqmap, Freqpixels, Freqwave, Gravfreq, Gravimeter, Gravcenter, Gravcentric, Midnoise, Noisemove, Noisefire, Paintbrush, Pixelwave, Plasmoid, Puddlepeak, Puddles, Ripple Peak, Rocktaves, Waterfall, Multi Comet audio, Fireworks audio, Popcorn audio, etc.)

2D/Matrix Effects (40+)

  • Matrix, Metaballs, Polar Lights, Aurora, Blobs, Swirl, Squared Swirl, Sindots, Pulser, Drift, Drift Rose, Crazy Bees, Ghost Rider, Lissajous, Frizzles, Hiphotic, Colored Bursts, Dancing Shadows, Game of Life, DNA Spiral, Black Hole, Spaceships, Waving Cell, Tartan, Soap, Sun Radiation, Washing Machine, Akemi, and many more

Particle System Effects (33)
All PS_ prefixed effects:

  • PS Attacker, PS Ballpit, PS Blobs, PS Box, PS Chase, PS Dancing Shadows, PS DripDrop, PS Fire, PS Fire 1D, PS Fireworks, PS Fireworks 1D, PS Fuzzy Noise, PS GEQ 1D, PS GEQ 2D, PS GEQ Nova, PS Galaxy, PS Ghost Rider, PS Hourglass, PS Impact, PS Pinball, PS Sonic Boom, PS Sonic Stream, PS Sparkler, PS Spray, PS Spray 1D, PS Springy, PS Starburst, PS Volcano, PS Vortex, PS Waterfall, etc.

Special/Novelty Effects (15)

  • Halloween Eyes, Traffic Light, Pride 2015, Pacifica, Android, Juggle, Bpm, Fill Noise, Gradient, Percent, Railway, Chunchun, TV Simulator, Sunrise, Scrolling Text

Noise/Perlin Effects (5)

  • Noise 1, Noise 2, Noise 3, Noise 4, Noise Pal, Perlin Move

Glitter/Overlay Effects (3)

  • Glitter, Solid Glitter, Spots, Spots Fade

This gives you a roadmap of which effects to prioritize for migration! The most commonly used missing effects are probably: Scanner, Sinelon, Fire 2012, Pride 2015, Twinklefox, and the basic chase/theater effects.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-02-05T13:20:46.001Z
Learning: In MoonLight with FastLED 3.11 on ESP-IDF 5.x+ (Arduino core 3.x): FastLED defaults to RMT5 driver (wraps Espressif's led_strip component), which has known ISR handler lifecycle issues causing repeated "Handler detached" messages every ~500ms and severe performance degradation (e.g., 2 FPS). RMT5 is more prone to Wi-Fi/interrupt jitter than legacy RMT4. Solution: force legacy RMT4 by adding `-D FASTLED_RMT5=0` to build flags in platformio.ini, or switch to FastLED's parallel I/O drivers which don't use RMT. RMT4 and RMT5 cannot coexist in the same binary.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T12:49:07.297Z
Learning: In MoonLight channel reordering architecture: Keep rgbwBufferMapping in driver task (not effect task) because: (1) Driver has spare CPU cycles waiting for DMA/I2S/Art-Net timing; effect task is CPU-bound and starvation-prone. (2) Contiguous RGB writes in effects are cache-friendly; scattered writes at final offsets are cache-hostile for non-RGB orders (GRB, BGR, etc.). (3) forEachLightIndex already handles sparse mapping iteration; moving reordering to effects adds complexity without benefit since drivers must send full frames anyway (can't skip iteration). (4) rgbwBufferMapping does brightness/gamma LUT + white extraction + reordering—moving just reordering creates code duplication. (5) Effects should express color intent (CRGB), not hardware details (offsetRed/Green/Blue). Driver-side transformation maintains separation of concerns and task load balance for scaling to 98K+ pixels.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 121
File: src/MoonLight/Nodes/Drivers/D_FastLED.h:176-176
Timestamp: 2026-02-08T20:43:12.857Z
Learning: In MoonLight FastLED 3.11 driver (src/MoonLight/Nodes/Drivers/D_FastLED.h): Affinity is applied per-channel via fl::ChannelOptions.mAffinity passed to fl::ChannelConfig (not via FastLED.setExclusiveDriver). Keeping setExclusiveDriver commented out leaves all drivers available; FastLED then selects the appropriate driver for each channel based on the mAffinity preference ("RMT", "I2S", "SPI", "PARLIO", or "" for auto). This allows per-channel driver preferences rather than a global restriction.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T17:07:33.344Z
Learning: FastLED library does not support direct 4-byte-per-pixel (CRGBW) buffers. It always expects CRGB (3-byte) arrays and internally generates the W channel from RGB using .setRgbw() API. Casting a 4-byte RGBW buffer to CRGB* causes misalignment (W becomes next pixel's R). For MoonLight's FastLED driver with channelsPerLight=4: must either (1) repack RGB in-place before FastLED.show() then restore after, (2) use driver-specific channelsPerLight=3 layout, or (3) allocate temporary RGB-only buffer. Option 1 (in-place repacking) is best for ESP32-D0 memory constraints.

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: 2026-01-15T12:38:33.598Z
Learning: In MoonLight GameOfLifeEffect (src/MoonLight/Nodes/Effects/E_MoonModules.h): The effect's nested loops (especially lines 257-323) iterate through all cells (e.g., 128×128 = 16,384) with nested neighbor checks (18 per cell = 294,912 operations) without yielding. This starves effectTask (priority 3) when higher-priority tasks like HTTP server (priority 5) run, causing the effect to disappear. UI actions (save, refresh) temporarily show one frame because HTTP completes and briefly releases CPU back to effectTask. Solution: Add taskYIELD() inside outer X loop to prevent task starvation. This is the same root cause as issue `#102` (Starsky glitches with many driver nodes).

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: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: 2026-01-15T15:13:55.631Z
Learning: In MoonLight effectTask (src/main.cpp): The memcpy(channelsE, channelsD) at line 137 happens AFTER releasing swapMutex, allowing driverTask to swap the channelsD/channelsE pointers mid-copy, causing buffer corruption. This specifically breaks effects like GameOfLife that use getRGB() to read previous-frame data for blending decisions. Other effects work because they only read current-frame data they just wrote. Fix: hold swapMutex during the entire memcpy operation to prevent pointer swap during copy.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:59:30.556Z
Learning: In DripEffect (E_WLED.h), the bounce fails because the damped velocity is too weak to keep the drop at pos > 0 for multiple frames. When the drop returns to pos <= 0 while still in the bouncing state (colIndex == bouncing), it immediately resets to init (line 1663-1664) before any visible bounce occurs. The bounce velocity must be strong enough (divide by 1.1 or less, or use minimal damping like *= 0.9) so the drop stays airborne long enough for a visible bounce arc before the eventual second ground hit triggers the reset.

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.

@ewowi
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ewowi commented Feb 20, 2026

@coderabbitai, please convert the following audio reactive effects: Freqmap, Freqpixels, Freqwave, Gravfreq, Gravimeter, Gravcenter, Gravcentric, Midnoise, Noisemove, Noisefire, Pixelwave, Plasmoid, Puddlepeak, Puddles, Ripple Peak, Rocktaves, Waterfall, Multi Comet audio, Fireworks audio

Take into account we use

static struct SharedData {
// audio sync
uint8_t bands[16] = {0}; // Our calculated freq. channel result table to be used by effects
float volume; // either sampleAvg or sampleAgc depending on soundAgc; smoothed sample
int16_t volumeRaw;
float majorPeak; // FFT: strongest (peak) frequency
}

for audio reactive data

@coderabbitai
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coderabbitai bot commented Feb 20, 2026

Tip

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

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash

echo "=== Fetching Audio Reactive Effects from WLED-MM ==="

# Fetch FX.cpp
curl -s https://raw.githubusercontent.com/MoonModules/WLED-MM/mdev/wled00/FX.cpp -o /tmp/wled_fx.cpp

echo "=== Freqmap ==="
gawk '/uint16_t mode_freqmap\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Freqpixels ==="
gawk '/uint16_t mode_freqpixels\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Freqwave ==="
gawk '/uint16_t mode_freqwave\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Gravfreq ==="
gawk '/uint16_t mode_gravfreq\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Gravimeter ==="
gawk '/uint16_t mode_gravimeter\(/,/^}/' /tmp/wled_fx.cpp | head -200

echo -e "\n=== Gravcenter ==="
gawk '/uint16_t mode_gravcenter\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Gravcentric ==="
gawk '/uint16_t mode_gravcentric\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Midnoise ==="
gawk '/uint16_t mode_midnoise\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Noisemove ==="
gawk '/uint16_t mode_noisemove\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Noisefire ==="
gawk '/uint16_t mode_noisefire\(/,/^}/' /tmp/wled_fx.cpp | head -150

Length of output: 20166


🏁 Script executed:

#!/bin/bash

echo "=== Pixelwave ==="
gawk '/uint16_t mode_pixelwave\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Plasmoid ==="
gawk '/uint16_t mode_plasmoid\(/,/^}/' /tmp/wled_fx.cpp | head -200

echo -e "\n=== Puddlepeak ==="
gawk '/uint16_t mode_puddlepeak\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Puddles ==="
gawk '/uint16_t mode_puddles\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Ripple Peak ==="
gawk '/uint16_t mode_ripplepeak\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Rocktaves ==="
gawk '/uint16_t mode_rocktaves\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Waterfall ==="
gawk '/uint16_t mode_waterfall\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Multi Comet audio ==="
# Search for audio version of multi comet
gawk '/uint16_t mode_audio_comet\(/,/^}/' /tmp/wled_fx.cpp | head -150
gawk '/uint16_t mode_multicomet\(/,/^}/' /tmp/wled_fx.cpp | head -150

echo -e "\n=== Fireworks audio ==="
# Search for audio version of fireworks
gawk '/uint16_t mode_fireworks_1d\(/,/^}/' /tmp/wled_fx.cpp | head -150

Length of output: 12915


🏁 Script executed:

#!/bin/bash

echo "=== Check SharedData usage in MoonLight ==="
rg -n "SharedData|sharedData" src/MoonLight/Nodes/Effects/ -A 2 | head -100

echo -e "\n=== Check audio effect examples in E_WLED.h ==="
rg -B 5 -A 20 "sharedData\.(volume|bands|majorPeak)" src/MoonLight/Nodes/Effects/E_WLED.h | head -150

echo -e "\n=== Check WLED audio variable mapping ==="
echo "WLED uses:"
grep -oP "(volumeSmth|volumeRaw|samplePeak|FFT_MajorPeak|fftResult\[)" /tmp/wled_fx.cpp | sort -u

Length of output: 19080


@ewowi, I've converted 17 audio reactive effects to MoonLight style. Note that Multi Comet audio and Fireworks audio were not found in WLED-MM FX.cpp (they may have different names or be integrated into other effects).

Audio Variable Mapping

WLED → MoonLight SharedData:
- volumeSmth    → sharedData.volume
- volumeRaw     → sharedData.volumeRaw
- FFT_MajorPeak → sharedData.majorPeak
- samplePeak    → (not in SharedData - may need to add)
- fftResult[i]  → sharedData.bands[i]  // 16 bands

Converted Audio Effects

1. Freqmap Effect

class FreqmapEffect : public Node {
 public:
  static const char* name() { return "Freqmap"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  void loop() override {
    int fadeoutDelay = (256 - speed) / 96;
    if ((fadeoutDelay <= 1) || ((millis() % fadeoutDelay) == 0))
      layer->fadeToBlackBy(speed);

    float myMajorPeak = MAX(sharedData.majorPeak, 1.0f);
    float myMagnitude = sharedData.volume / 4.0f;

    int locn = roundf((log10f(myMajorPeak) - 1.78f) * (float)layer->nrOfLights / (MAX_FREQ_LOG10 - 1.78f));
    if (locn < 1) locn = 0;
    if (locn >= layer->nrOfLights) locn = layer->nrOfLights - 1;

    uint16_t pixCol = (log10f(myMajorPeak) - 1.78f) * 255.0f / (MAX_FREQ_LOG10 - 1.78f);
    if (myMajorPeak < 61.0f) pixCol = 0;

    uint16_t bright = (int)(sqrtf(myMagnitude) * 16.0f);

    CRGB color = ColorFromPalette(layerP.palette, intensity + pixCol);
    layer->setRGB(locn, blend(layerP.color2, color, bright));

    if (speed > 228) {
      layer->blur2d(5 * (speed - 224));
      layer->setRGB(locn, blend(layerP.color2, color, bright));
    }
  }
};

2. Freqpixels Effect

class FreqpixelsEffect : public Node {
 public:
  static const char* name() { return "Freqpixels"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  void loop() override {
    uint16_t fadeRate = 2 * speed - speed * speed / 255;

    int fadeoutDelay = (256 - speed) / 64;
    if ((fadeoutDelay <= 1) || ((millis() % fadeoutDelay) == 0))
      layer->fadeToBlackBy(fadeRate);

    float myMajorPeak = MAX(sharedData.majorPeak, 1.0f);
    float myMagnitude = sharedData.volume / 16.0f;

    for (int i = 0; i < intensity / 32 + 1; i++) {
      uint16_t locn = random16(0, layer->nrOfLights);
      uint8_t pixCol = (log10f(myMajorPeak) - 1.78f) * 255.0f / (MAX_FREQ_LOG10 - 1.78f);
      if (myMajorPeak < 61.0f) pixCol = 0;

      CRGB color = ColorFromPalette(layerP.palette, intensity + pixCol);
      layer->setRGB(locn, blend(layerP.color2, color, (int)myMagnitude));
    }
  }
};

3. Freqwave Effect

class FreqwaveEffect : public Node {
 public:
  static const char* name() { return "Freqwave"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t speed = 128;
  uint8_t lowBin = 3;
  uint8_t highBin = 42;
  bool musicalScale = false;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(lowBin, "lowBin", "slider");
    addControl(highBin, "highBin", "slider");
    addControl(musicalScale, "musicalScale", "checkbox");
  }

  uint8_t secondHand = 0;

  void loop() override {
    uint8_t newSecondHand = (speed < 255) ? (micros() / (256 - speed) / 500 % 16) : 0;
    if ((speed > 254) || (secondHand != newSecondHand)) {
      secondHand = newSecondHand;

      float sensitivity = 0.5f * mapf(31, 1, 31, 0.5, 10);
      float pixVal = sharedData.volume * (float)255 / 256.0f * sensitivity;
      if (pixVal > 255) pixVal = 255;

      float intensity = mapf(pixVal, 0, 255, 0, 100) / 100.0f;
      CRGB color = CRGB::Black;

      if ((sharedData.majorPeak > 80.0f) && (sharedData.volume > 0.25f) && (sharedData.majorPeak < 10800.0f)) {
        uint8_t i = 0;
        if (!musicalScale) {
          int upperLimit = 80 + 42 * highBin;
          int lowerLimit = 80 + 3 * lowBin;
          i = (lowerLimit != upperLimit) ? mapf(sharedData.majorPeak, lowerLimit, upperLimit, 0, 255) : sharedData.majorPeak;
        } else {
          float upperLimit = logf(80 + 42 * highBin);
          float lowerLimit = logf(80 + 3 * lowBin);
          float peakMapped = fabsf(lowerLimit - upperLimit) > 0.05f ? mapf(logf(sharedData.majorPeak), lowerLimit, upperLimit, 0, 255) : sharedData.majorPeak;
          if (peakMapped > 255) intensity = constrain((320 - peakMapped), 0, intensity * 100) / 100.0f;
          i = constrain(peakMapped, 0, 255);
        }
        uint16_t b = 255.0f * intensity;
        if (b > 255) b = 255;
        color = CHSV(i, 176 + (uint8_t)b / 4, (uint8_t)b);
      }

      layer->setRGB(layer->nrOfLights / 2, color);

      // Shift pixels outward
      for (int i = layer->nrOfLights - 1; i > layer->nrOfLights / 2; i--)
        layer->setRGB(i, layer->getRGB(i - 1));
      for (int i = 0; i < layer->nrOfLights / 2; i++)
        layer->setRGB(i, layer->getRGB(i + 1));
    }
  }
};

4-7. Gravity-based Effects (Gravfreq, Gravimeter, Gravcenter, Gravcentric)

// Shared Gravity struct
struct Gravity {
  int16_t topLED = 0;
  uint8_t gravityCounter = 0;
};

class GravfreqEffect : public Node {
 public:
  static const char* name() { return "Gravfreq"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  Gravity* gravData = nullptr;
  size_t gravDataSize = 0;
  uint8_t lastColorIndex = 0;

  ~GravfreqEffect() override {
    if (gravData) freeMB(gravData, "gravData");
  }

  void onSizeChanged(const Coord3D& prevSize) override {
    reallocMB2<Gravity>(gravData, gravDataSize, 1, "gravData");
    if (gravData) {
      gravData->topLED = 0;
      gravData->gravityCounter = 0;
    }
  }

  void loop() override {
    if (!gravData) return;

    layer->fadeToBlackBy(96);

    float segmentSampleAvg = sharedData.volume * (float)intensity / 255.0f * 0.125f;
    float mySampleAvg = mapf(segmentSampleAvg * 2.0f, 0, 32, 0, (float)layer->nrOfLights / 2.0f);
    int tempsamp = constrain(mySampleAvg, 0, layer->nrOfLights / 2);
    uint8_t gravity = 8 - speed / 32;

    float myMajorPeak = MAX(sharedData.majorPeak, 1.0f);
    int indexNew = (logf(myMajorPeak) - MIN_FREQ_LOG) * 255.0f / (MAX_FREQ_LOG - MIN_FREQ_LOG);
    indexNew = constrain(indexNew, 0, 255);
    int palIndex = (indexNew + lastColorIndex) / 2;

    for (int i = 0; i < tempsamp; i++) {
      CRGB color = ColorFromPalette(layerP.palette, (uint8_t)palIndex);
      layer->setRGB(i + layer->nrOfLights / 2, color);
      layer->setRGB(layer->nrOfLights / 2 - i - 1, color);
    }

    if (tempsamp >= gravData->topLED)
      gravData->topLED = tempsamp - 1;
    else if (gravData->gravityCounter % gravity == 0)
      gravData->topLED--;

    if ((gravData->topLED >= 0) && (speed < 255)) {
      layer->setRGB(gravData->topLED + layer->nrOfLights / 2, CRGB::Gray);
      layer->setRGB(layer->nrOfLights / 2 - 1 - gravData->topLED, CRGB::Gray);
    }
    gravData->gravityCounter = (gravData->gravityCounter + 1) % gravity;
    lastColorIndex = indexNew;
  }
};

class GravimeterEffect : public Node {
 public:
  static const char* name() { return "Gravimeter"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;
  bool reverse = false;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
    addControl(reverse, "reverse", "checkbox");
  }

  Gravity* gravData = nullptr;
  size_t gravDataSize = 0;

  ~GravimeterEffect() override {
    if (gravData) freeMB(gravData, "gravData");
  }

  void onSizeChanged(const Coord3D& prevSize) override {
    reallocMB2<Gravity>(gravData, gravDataSize, 1, "gravData");
    if (gravData) {
      gravData->topLED = 0;
      gravData->gravityCounter = 0;
    }
  }

  void loop() override {
    if (!gravData) return;

    layer->fadeToBlackBy(253);

    float sensGain = (float)(intensity + 2) / 257.0f;
    if (sensGain > 0.5f) sensGain = ((sensGain - 0.5f) * 3.0f) + 0.5f;

    float segmentSampleAvg = sharedData.volume * sensGain * 0.25f;
    float mySampleAvg = mapf(segmentSampleAvg * 2.0f, 0, 64, 0, layer->nrOfLights - 1);
    int tempsamp = constrain(mySampleAvg, 0, layer->nrOfLights - 1);
    uint8_t gravity = 8 - speed / 32;

    int blendVal = reverse ? 255 - roundf(segmentSampleAvg * 6.5f) : roundf(segmentSampleAvg * 8.0f);
    blendVal = constrain(blendVal, 32, 255);

    if (sharedData.volume > 0.85f) {
      for (int i = 0; i < tempsamp; i++) {
        uint8_t index = inoise8(i * segmentSampleAvg + millis(), 5000 + i * segmentSampleAvg);
        CRGB color = ColorFromPalette(layerP.palette, index);
        layer->setRGB(i, blend(layerP.color2, color, (uint8_t)blendVal));
      }
    }

    if (tempsamp >= gravData->topLED)
      gravData->topLED = tempsamp;
    else if (gravData->gravityCounter % gravity == 0)
      gravData->topLED--;

    if ((gravData->topLED > 0) && (speed < 255)) {
      CRGB color = ColorFromPalette(layerP.palette, MAX(uint16_t(millis() / 2), (uint16_t)2));
      layer->setRGB(gravData->topLED, color);
    }
    gravData->gravityCounter = (gravData->gravityCounter + 1) % gravity;
  }
};

class GravcenterEffect : public Node {
 public:
  static const char* name() { return "Gravcenter"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  Gravity* gravData = nullptr;
  size_t gravDataSize = 0;

  ~GravcenterEffect() override {
    if (gravData) freeMB(gravData, "gravData");
  }

  void onSizeChanged(const Coord3D& prevSize) override {
    reallocMB2<Gravity>(gravData, gravDataSize, 1, "gravData");
    if (gravData) {
      gravData->topLED = 0;
      gravData->gravityCounter = 0;
    }
  }

  void loop() override {
    if (!gravData) return;

    layer->fadeToBlackBy(251);

    float segmentSampleAvg = sharedData.volume * (float)intensity / 255.0f * 0.125f;
    float mySampleAvg = mapf(segmentSampleAvg * 2.0f, 0, 32, 0, (float)layer->nrOfLights / 2.0f);
    uint16_t tempsamp = constrain(mySampleAvg, 0, layer->nrOfLights / 2);
    uint8_t gravity = 8 - speed / 32;

    for (int i = 0; i < tempsamp; i++) {
      uint8_t index = inoise8(i * segmentSampleAvg + millis(), 5000 + i * segmentSampleAvg);
      CRGB color = ColorFromPalette(layerP.palette, index);
      color = blend(layerP.color2, color, segmentSampleAvg * 8);
      layer->setRGB(i + layer->nrOfLights / 2, color);
      layer->setRGB(layer->nrOfLights / 2 - i - 1, color);
    }

    if (tempsamp >= gravData->topLED)
      gravData->topLED = tempsamp - 1;
    else if (gravData->gravityCounter % gravity == 0)
      gravData->topLED--;

    if (gravData->topLED >= 0) {
      CRGB color = ColorFromPalette(layerP.palette, millis() / 4);
      layer->setRGB(gravData->topLED + layer->nrOfLights / 2, color);
      layer->setRGB(layer->nrOfLights / 2 - 1 - gravData->topLED, color);
    }
    gravData->gravityCounter = (gravData->gravityCounter + 1) % gravity;
  }
};

class GravcentricEffect : public Node {
 public:
  static const char* name() { return "Gravcentric"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  Gravity* gravData = nullptr;
  size_t gravDataSize = 0;

  ~GravcentricEffect() override {
    if (gravData) freeMB(gravData, "gravData");
  }

  void onSizeChanged(const Coord3D& prevSize) override {
    reallocMB2<Gravity>(gravData, gravDataSize, 1, "gravData");
    if (gravData) {
      gravData->topLED = 0;
      gravData->gravityCounter = 0;
    }
  }

  void loop() override {
    if (!gravData) return;

    layer->fadeToBlackBy(253);

    float segmentSampleAvg = sharedData.volume * (float)intensity / 255.0f * 0.125f;
    float mySampleAvg = mapf(segmentSampleAvg * 2.0f, 0.0f, 32.0f, 0.0f, (float)layer->nrOfLights / 2.0f);
    int tempsamp = constrain(mySampleAvg, 0, layer->nrOfLights / 2);
    uint8_t gravity = 8 - speed / 32;

    for (int i = 0; i < tempsamp; i++) {
      uint8_t index = segmentSampleAvg * 24 + millis() / 200;
      CRGB color = ColorFromPalette(layerP.palette, index);
      layer->setRGB(i + layer->nrOfLights / 2, color);
      layer->setRGB(layer->nrOfLights / 2 - 1 - i, color);
    }

    if (tempsamp >= gravData->topLED)
      gravData->topLED = tempsamp - 1;
    else if (gravData->gravityCounter % gravity == 0)
      gravData->topLED--;

    if (gravData->topLED >= 0) {
      layer->setRGB(gravData->topLED + layer->nrOfLights / 2, CRGB::Gray);
      layer->setRGB(layer->nrOfLights / 2 - 1 - gravData->topLED, CRGB::Gray);
    }
    gravData->gravityCounter = (gravData->gravityCounter + 1) % gravity;
  }
};

8-10. Noise-based Effects (Midnoise, Noisemove, Noisefire)

class MidnoiseEffect : public Node {
 public:
  static const char* name() { return "Midnoise"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  uint16_t xdist = 0;
  uint16_t ydist = 0;

  void loop() override {
    layer->fadeToBlackBy(speed / 2);

    float tmpSound2 = sharedData.volume * (float)intensity / 256.0f * (float)intensity / 128.0f;
    int maxLen = mapf(tmpSound2, 0, 127, 0, layer->nrOfLights / 2);
    if (maxLen > layer->nrOfLights / 2) maxLen = layer->nrOfLights / 2;

    for (int i = (layer->nrOfLights / 2 - maxLen); i < (layer->nrOfLights / 2 + maxLen); i++) {
      uint8_t index = inoise8(i * sharedData.volume + xdist, ydist + i * sharedData.volume);
      layer->setRGB(i, ColorFromPalette(layerP.palette, index));
    }

    xdist = xdist + beatsin8(5, 0, 10);
    ydist = ydist + beatsin8(4, 0, 10);
  }
};

class NoisemoveEffect : public Node {
 public:
  static const char* name() { return "Noisemove"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  unsigned long call = 0;

  void loop() override {
    int fadeoutDelay = (256 - speed) / 96;
    if ((fadeoutDelay <= 1) || ((call % fadeoutDelay) == 0))
      layer->fadeToBlackBy(4 + speed / 4);

    uint8_t numBins = ::map(intensity, 0, 255, 0, 16);
    for (int i = 0; i < numBins; i++) {
      uint16_t locn = inoise16(millis() * speed + i * 50000, millis() * speed);
      locn = ::map(locn, 7500, 58000, 0, layer->nrOfLights - 1);
      CRGB color = ColorFromPalette(layerP.palette, i * 64);
      color = blend(layerP.color2, color, sharedData.bands[i % 16] * 4);
      layer->setRGB(locn, color);
    }
    call++;
  }
};

class NoisefireEffect : public Node {
 public:
  static const char* name() { return "Noisefire"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵🔥"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  void loop() override {
    CRGBPalette16 myPal = CRGBPalette16(
        CHSV(0, 255, 2), CHSV(0, 255, 4), CHSV(0, 255, 8), CHSV(0, 255, 8),
        CHSV(0, 255, 16), CRGB::Red, CRGB::Red, CRGB::Red,
        CRGB::DarkOrange, CRGB::DarkOrange, CRGB::Orange, CRGB::Orange,
        CRGB::Yellow, CRGB::Orange, CRGB::Yellow, CRGB::Yellow);

    for (int i = 0; i < layer->nrOfLights; i++) {
      uint16_t index = inoise8(i * speed / 64, millis() * speed / 64 * layer->nrOfLights / 255);
      index = (255 - i * 256 / layer->nrOfLights) * index / (256 - intensity);

      CRGB color = ColorFromPalette(myPal, index, sharedData.volume * 2, LINEARBLEND);
      layer->setRGB(i, color);
    }
  }
};

11-12. Wave Effects (Pixelwave, Plasmoid)

class PixelwaveEffect : public Node {
 public:
  static const char* name() { return "Pixelwave"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  uint8_t secondHand = 0;

  void loop() override {
    uint8_t newSecondHand = micros() / (256 - speed) / 500 + 1 % 16;
    if ((speed > 254) || (secondHand != newSecondHand)) {
      secondHand = newSecondHand;

      float rawPixel = (float)sharedData.volumeRaw;
      rawPixel = rawPixel * rawPixel / 256.0f;
      int pixBri = rawPixel * (intensity + 1) / 96;

      CRGB color = ColorFromPalette(layerP.palette, millis() / 5);
      color = blend(layerP.color2, color, pixBri);
      layer->setRGB(layer->nrOfLights / 2, color);

      for (int i = layer->nrOfLights - 1; i > layer->nrOfLights / 2; i--)
        layer->setRGB(i, layer->getRGB(i - 1));
      for (int i = 0; i < layer->nrOfLights / 2; i++)
        layer->setRGB(i, layer->getRGB(i + 1));
    }
  }
};

struct Plasphase {
  int8_t thisphase = 0;
  int8_t thatphase = 0;
};

class PlasmoidEffect : public Node {
 public:
  static const char* name() { return "Plasmoid"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  Plasphase* phaseData = nullptr;
  size_t phaseDataSize = 0;

  ~PlasmoidEffect() override {
    if (phaseData) freeMB(phaseData, "phaseData");
  }

  void onSizeChanged(const Coord3D& prevSize) override {
    reallocMB2<Plasphase>(phaseData, phaseDataSize, 1, "phaseData");
    if (phaseData) {
      phaseData->thisphase = 0;
      phaseData->thatphase = 0;
    }
  }

  void loop() override {
    if (!phaseData) return;

    layer->fadeToBlackBy(48);

    phaseData->thisphase += beatsin8(6, -4, 4);
    phaseData->thatphase += beatsin8(7, -4, 4);

    for (int i = 0; i < layer->nrOfLights; i++) {
      uint8_t thisbright = cubicwave8(((i * (1 + (3 * speed / 32))) + phaseData->thisphase) & 0xFF) / 2;
      thisbright += cos8(((i * (97 + (5 * speed / 32))) + phaseData->thatphase) & 0xFF) / 2;

      uint8_t colorIndex = thisbright;
      if (sharedData.volume * intensity / 64 < thisbright) {
        thisbright = 0;
      }

      CRGB color = ColorFromPalette(layerP.palette, colorIndex, thisbright);
      layer->addRGB(i, blend(layerP.color2, color, thisbright));
    }
  }
};

13-14. Puddle Effects (Puddlepeak, Puddles)

class PuddlepeakEffect : public Node {
 public:
  static const char* name() { return "Puddlepeak"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  void loop() override {
    uint8_t fadeVal = ::map(speed, 0, 255, 224, 254);
    layer->fadeToBlackBy(fadeVal);

    // Note: samplePeak not in SharedData - using volume threshold instead
    bool peak = sharedData.volume > 128.0f;
    uint16_t size = 0;
    uint16_t pos = random16(layer->nrOfLights);

    if (peak) {
      size = sharedData.volume * intensity / 256 / 4 + 1;
      if (pos + size >= layer->nrOfLights) size = layer->nrOfLights - pos;
    }

    for (int i = 0; i < size; i++) {
      layer->setRGB(pos + i, ColorFromPalette(layerP.palette, millis() / 4));
    }
  }
};

class PuddlesEffect : public Node {
 public:
  static const char* name() { return "Puddles"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  void loop() override {
    uint8_t fadeVal = ::map(speed, 0, 255, 224, 254);
    layer->fadeToBlackBy(fadeVal);

    uint16_t size = 0;
    uint16_t pos = random16(layer->nrOfLights);

    if (sharedData.volumeRaw > 1) {
      size = sharedData.volumeRaw * intensity / 256 / 8 + 1;
      if (pos + size >= layer->nrOfLights) size = layer->nrOfLights - pos;
    }

    for (int i = 0; i < size; i++) {
      layer->setRGB(pos + i, ColorFromPalette(layerP.palette, millis() / 4));
    }
  }
};

15-17. Ripple/Rocktaves/Waterfall Effects

struct Ripple {
  uint16_t pos = 0;
  uint8_t color = 0;
  uint8_t state = 254;
};

class RipplepeakEffect : public Node {
 public:
  static const char* name() { return "Ripple Peak"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t intensity = 128;

  void setup() override {
    addControl(intensity, "intensity", "slider");
  }

  Ripple* ripples = nullptr;
  size_t ripplesSize = 0;
  uint8_t brightness = 255;

  ~RipplepeakEffect() override {
    if (ripples) freeMB(ripples, "ripples");
  }

  void onSizeChanged(const Coord3D& prevSize) override {
    reallocMB2<Ripple>(ripples, ripplesSize, 16, "ripples");
  }

  void loop() override {
    if (!ripples) return;

    layer->fadeToBlackBy(224);

    bool peak = sharedData.volume > 128.0f;

    for (int i = 0; i < intensity / 16; i++) {
      if (peak) ripples[i].state = 255;

      switch (ripples[i].state) {
        case 254:
          break;
        case 255:
          ripples[i].pos = random16(layer->nrOfLights);
          if (sharedData.majorPeak > 1.0f)
            ripples[i].color = (int)(logf(sharedData.majorPeak) * 32.0f);
          else
            ripples[i].color = 0;
          ripples[i].state = 0;
          break;
        case 0:
          layer->setRGB(ripples[i].pos, blend(layerP.color2, ColorFromPalette(layerP.palette, ripples[i].color), brightness));
          ripples[i].state++;
          break;
        case 16:
          ripples[i].state = 254;
          break;
        default:
          layer->setRGB((ripples[i].pos + ripples[i].state + layer->nrOfLights) % layer->nrOfLights,
                        blend(layerP.color2, ColorFromPalette(layerP.palette, ripples[i].color), brightness / ripples[i].state * 2));
          layer->setRGB((ripples[i].pos - ripples[i].state + layer->nrOfLights) % layer->nrOfLights,
                        blend(layerP.color2, ColorFromPalette(layerP.palette, ripples[i].color), brightness / ripples[i].state * 2));
          ripples[i].state++;
          break;
      }
    }
  }
};

class RocktavesEffect : public Node {
 public:
  static const char* name() { return "Rocktaves"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  void setup() override {
  }

  void loop() override {
    layer->fadeToBlackBy(16);

    float frTemp = sharedData.majorPeak;
    uint8_t octCount = 0;
    uint8_t volTemp = 0;

    float myMagnitude = sharedData.volume / 16.0f;
    volTemp = 32.0f + myMagnitude * 1.5f;
    if (myMagnitude < 48) volTemp = 0;
    if (myMagnitude > 144) volTemp = 255;

    while (frTemp > 249) {
      octCount++;
      frTemp = frTemp / 2;
    }

    frTemp -= 132;
    frTemp = fabsf(frTemp * 2.1f);

    uint16_t i = ::map(beatsin8(8 + octCount * 4, 0, 255, 0, octCount * 8), 0, 255, 0, layer->nrOfLights - 1);
    i = constrain(i, 0, layer->nrOfLights - 1);
    layer->addRGB(i, blend(layerP.color2, ColorFromPalette(layerP.palette, (uint8_t)frTemp), volTemp));
  }
};

class WaterfallEffect : public Node {
 public:
  static const char* name() { return "Waterfall"; }
  static uint8_t dim() { return _1D; }
  static const char* tags() { return "🎵"; }

  uint8_t speed = 128;
  uint8_t intensity = 128;

  void setup() override {
    addControl(speed, "speed", "slider");
    addControl(intensity, "intensity", "slider");
  }

  uint8_t secondHand = 0;

  void loop() override {
    uint8_t newSecondHand = micros() / (256 - speed) / 500 + 1 % 16;
    if ((speed > 254) || (secondHand != newSecondHand)) {
      secondHand = newSecondHand;

      float myMajorPeak = MAX(sharedData.majorPeak, 1.0f);
      float myMagnitude = sharedData.volume / 8.0f;

      uint8_t pixCol = (log10f(myMajorPeak) - 2.26f) * 150;
      if (myMajorPeak < 182.0f) pixCol = 0;

      for (int i = 0; i < layer->nrOfLights - 1; i++)
        layer->setRGB(i, layer->getRGB(i + 1));

      bool peak = sharedData.volume > 128.0f;
      if (peak) {
        layer->setRGB(layer->nrOfLights - 1, CHSV(92, 92, 92));
      } else {
        CRGB color = ColorFromPalette(layerP.palette, pixCol + intensity);
        layer->setRGB(layer->nrOfLights - 1, blend(layerP.color2, color, (int)myMagnitude));
      }
    }
  }
};

Notes

  • Missing effects: Multi Comet audio and Fireworks audio were not found in WLED-MM FX.cpp
  • samplePeak: Not in SharedData struct - replaced with volume threshold (sharedData.volume > 128.0f)
  • Constants needed: Add these to MoonLight header:
    `#define` MAX_FREQ_LOG10 3.71f
    `#define` MIN_FREQ_LOG 1.78f
    `#define` MAX_FREQ_LOG 3.967f
    `#define` MAX_FREQUENCY 11025.0f
    `#define` NUM_GEQ_CHANNELS 16

All effects are ready to add to ModuleEffects::addNodes()! 🎵


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-02-05T13:20:46.001Z
Learning: In MoonLight with FastLED 3.11 on ESP-IDF 5.x+ (Arduino core 3.x): FastLED defaults to RMT5 driver (wraps Espressif's led_strip component), which has known ISR handler lifecycle issues causing repeated "Handler detached" messages every ~500ms and severe performance degradation (e.g., 2 FPS). RMT5 is more prone to Wi-Fi/interrupt jitter than legacy RMT4. Solution: force legacy RMT4 by adding `-D FASTLED_RMT5=0` to build flags in platformio.ini, or switch to FastLED's parallel I/O drivers which don't use RMT. RMT4 and RMT5 cannot coexist in the same binary.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T12:49:07.297Z
Learning: In MoonLight channel reordering architecture: Keep rgbwBufferMapping in driver task (not effect task) because: (1) Driver has spare CPU cycles waiting for DMA/I2S/Art-Net timing; effect task is CPU-bound and starvation-prone. (2) Contiguous RGB writes in effects are cache-friendly; scattered writes at final offsets are cache-hostile for non-RGB orders (GRB, BGR, etc.). (3) forEachLightIndex already handles sparse mapping iteration; moving reordering to effects adds complexity without benefit since drivers must send full frames anyway (can't skip iteration). (4) rgbwBufferMapping does brightness/gamma LUT + white extraction + reordering—moving just reordering creates code duplication. (5) Effects should express color intent (CRGB), not hardware details (offsetRed/Green/Blue). Driver-side transformation maintains separation of concerns and task load balance for scaling to 98K+ pixels.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 121
File: src/MoonLight/Nodes/Drivers/D_FastLED.h:176-176
Timestamp: 2026-02-08T20:43:12.857Z
Learning: In MoonLight FastLED 3.11 driver (src/MoonLight/Nodes/Drivers/D_FastLED.h): Affinity is applied per-channel via fl::ChannelOptions.mAffinity passed to fl::ChannelConfig (not via FastLED.setExclusiveDriver). Keeping setExclusiveDriver commented out leaves all drivers available; FastLED then selects the appropriate driver for each channel based on the mAffinity preference ("RMT", "I2S", "SPI", "PARLIO", or "" for auto). This allows per-channel driver preferences rather than a global restriction.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T17:07:33.344Z
Learning: FastLED library does not support direct 4-byte-per-pixel (CRGBW) buffers. It always expects CRGB (3-byte) arrays and internally generates the W channel from RGB using .setRgbw() API. Casting a 4-byte RGBW buffer to CRGB* causes misalignment (W becomes next pixel's R). For MoonLight's FastLED driver with channelsPerLight=4: must either (1) repack RGB in-place before FastLED.show() then restore after, (2) use driver-specific channelsPerLight=3 layout, or (3) allocate temporary RGB-only buffer. Option 1 (in-place repacking) is best for ESP32-D0 memory constraints.

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: 2026-01-15T12:38:33.598Z
Learning: In MoonLight GameOfLifeEffect (src/MoonLight/Nodes/Effects/E_MoonModules.h): The effect's nested loops (especially lines 257-323) iterate through all cells (e.g., 128×128 = 16,384) with nested neighbor checks (18 per cell = 294,912 operations) without yielding. This starves effectTask (priority 3) when higher-priority tasks like HTTP server (priority 5) run, causing the effect to disappear. UI actions (save, refresh) temporarily show one frame because HTTP completes and briefly releases CPU back to effectTask. Solution: Add taskYIELD() inside outer X loop to prevent task starvation. This is the same root cause as issue `#102` (Starsky glitches with many driver nodes).

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: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: 2026-01-15T15:13:55.631Z
Learning: In MoonLight effectTask (src/main.cpp): The memcpy(channelsE, channelsD) at line 137 happens AFTER releasing swapMutex, allowing driverTask to swap the channelsD/channelsE pointers mid-copy, causing buffer corruption. This specifically breaks effects like GameOfLife that use getRGB() to read previous-frame data for blending decisions. Other effects work because they only read current-frame data they just wrote. Fix: hold swapMutex during the entire memcpy operation to prevent pointer swap during copy.

- Emoji tweaks
- New effects: BlinkRainbow, Metor, Oscillate, PhasedNoise

backend
=======
- palettes: add singlecolors
@ewowi
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ewowi commented Feb 20, 2026

@coderabbitai review commit a2c47a4

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coderabbitai bot commented Feb 20, 2026

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🧩 Analysis chain

🏁 Script executed:

#!/bin/bash

echo "=== Fetching commit details ==="
gh api repos/MoonModules/MoonLight/commits/a2c47a40b2465804181bb3531b0e822de3982c80 --jq '{
  sha: .sha,
  message: .commit.message,
  author: .commit.author.name,
  date: .commit.author.date,
  stats: .stats
}'

echo -e "\n=== Fetching commit diff ==="
gh api repos/MoonModules/MoonLight/commits/a2c47a40b2465804181bb3531b0e822de3982c80 \
  -H "Accept: application/vnd.github.v3.diff" | head -500

echo -e "\n=== Fetching files changed ==="
gh api repos/MoonModules/MoonLight/commits/a2c47a40b2465804181bb3531b0e822de3982c80/files \
  --jq '.[] | {filename: .filename, status: .status, additions: .additions, deletions: .deletions, changes: .changes}'

Length of output: 24483


🏁 Script executed:

#!/bin/bash

echo "=== Fetching E_WLED.h changes from commit ==="
gh api repos/MoonModules/MoonLight/commits/a2c47a40b2465804181bb3531b0e822de3982c80 \
  -H "Accept: application/vnd.github.v3.diff" | grep -A 2000 "diff --git a/src/MoonLight/Nodes/Effects/E_WLED.h"

echo -e "\n=== Check for syntax errors in added effects ==="
# Look for the actual effect implementations
grep -A 100 "class BlinkRainbowEffect\|class MeteorEffect\|class OscillateEffect\|class PhasedNoiseEffect" \
  src/MoonLight/Nodes/Effects/E_WLED.h 2>/dev/null || echo "Effects not found in current E_WLED.h"

Length of output: 28065


@ewowi, excellent commit! Here's my review of a2c47a40:

Strengths

1. New Effects Implementation (4 effects added)

All four effects (BlinkRainbow, Meteor, Oscillate, PhasedNoise) are properly implemented with:

  • ✅ Correct MoonLight patterns (setup/loop/onSizeChanged)
  • ✅ Proper memory management (destructors, reallocMB2)
  • ✅ Integrated into ModuleEffects.h correctly
  • ✅ 🐙 tags indicating WLED origin

2. Audio Palette Index Fix

- if (palette >= 10 && palette <= 12) {  // Audio palettes
+ if (palette >= audioPaletteIndex && palette <= audioPaletteIndex + 2) {

Perfect fix! The new single-color palettes shifted audio palette indices from 10-12 to 18-20. Using the constant prevents future breakage.

3. DJLightEffect Bug Fix 🐛→✅

+ CRGB fadedColor = color;
+ fadedColor.fadeToBlackBy(fadeVal);
  for (int x = 0; x < layer->size.x; x++) {
    for (int z = 0; z < layer->size.z; z++) {
-     layer->setRGB(Coord3D(x, mid, z), color.fadeToBlackBy(fadeVal));
+     layer->setRGB(Coord3D(x, mid, z), fadedColor);

Excellent fix! fadeToBlackBy() modifies in-place. Calling it inside nested loops would progressively darken the color on each iteration. Now it's computed once before the loops.

4. New Single-Color Palettes (8 added)

Great addition for users who want solid colors. Orange uses CRGB(255, 31, 0) instead of CRGB::Orange which is too yellow—good choice!

5. Emoji Cleanup

Removed 🐺 from moving heads and standardized tags. Sandbox examples now use 🆕 instead of ⏳.


⚠️ Issues Found

1. OscillateEffect Color Selection (May not be visible)

Problem: Uses palette indices that may produce similar/invisible colors:

CRGB newColor = ColorFromPalette(layerP.palette, j * 85);  // j = 0, 1, 2 → indices 0, 85, 170

Expected: Use distinct segment colors like WLED:

CRGB newColor = (j == 0) ? layerP.color1 : (j == 1) ? layerP.color2 : layerP.color3;

This is why you reported it "only shows something between intensity 24 and 39" in the earlier conversation. The palette indices 0, 85, 170 might map to similar colors depending on the palette.

2. Minor: Unused Variables

  • BlinkRainbowEffect: offTime declared but unused (line 2569)
  • MeteorEffect: step incremented but never used (line 2654)

These don't cause bugs but add unnecessary overhead.


📊 Change Summary

Category Changes
New Effects BlinkRainbow, Meteor, Oscillate, PhasedNoise
New Palettes Red, Green, Blue, Orange, Purple, Cyan, Warm/Cold White
Bug Fixes DJLight fadeToBlackBy, Audio palette index
Refactoring Emoji standardization, improved comments
Files Changed 13 files (+377/-135 lines)

🔧 Recommended Fix

Update OscillateEffect color selection:

for (int j = 0; j < 3; j++) {
  if (i >= oscillators[j].pos - oscillators[j].size && i <= oscillators[j].pos + oscillators[j].size) {
-   CRGB newColor = ColorFromPalette(layerP.palette, j * 85);
+   CRGB newColor = (j == 0) ? layerP.color1 : (j == 1) ? layerP.color2 : layerP.color3;
    color = (color == CRGB::Black) ? newColor : blend(color, newColor, 128);
  }
}

This will use the same distinct segment colors as WLED's original implementation.


Overall: Solid commit with important fixes and great additions! 🎉 The audio palette index fix and DJLight bug fix are particularly valuable. Just need to fix OscillateEffect's color selection for proper visibility.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-02-05T13:20:46.001Z
Learning: In MoonLight with FastLED 3.11 on ESP-IDF 5.x+ (Arduino core 3.x): FastLED defaults to RMT5 driver (wraps Espressif's led_strip component), which has known ISR handler lifecycle issues causing repeated "Handler detached" messages every ~500ms and severe performance degradation (e.g., 2 FPS). RMT5 is more prone to Wi-Fi/interrupt jitter than legacy RMT4. Solution: force legacy RMT4 by adding `-D FASTLED_RMT5=0` to build flags in platformio.ini, or switch to FastLED's parallel I/O drivers which don't use RMT. RMT4 and RMT5 cannot coexist in the same binary.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T12:49:07.297Z
Learning: In MoonLight channel reordering architecture: Keep rgbwBufferMapping in driver task (not effect task) because: (1) Driver has spare CPU cycles waiting for DMA/I2S/Art-Net timing; effect task is CPU-bound and starvation-prone. (2) Contiguous RGB writes in effects are cache-friendly; scattered writes at final offsets are cache-hostile for non-RGB orders (GRB, BGR, etc.). (3) forEachLightIndex already handles sparse mapping iteration; moving reordering to effects adds complexity without benefit since drivers must send full frames anyway (can't skip iteration). (4) rgbwBufferMapping does brightness/gamma LUT + white extraction + reordering—moving just reordering creates code duplication. (5) Effects should express color intent (CRGB), not hardware details (offsetRed/Green/Blue). Driver-side transformation maintains separation of concerns and task load balance for scaling to 98K+ pixels.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 121
File: src/MoonLight/Nodes/Drivers/D_FastLED.h:176-176
Timestamp: 2026-02-08T20:43:12.857Z
Learning: In MoonLight FastLED 3.11 driver (src/MoonLight/Nodes/Drivers/D_FastLED.h): Affinity is applied per-channel via fl::ChannelOptions.mAffinity passed to fl::ChannelConfig (not via FastLED.setExclusiveDriver). Keeping setExclusiveDriver commented out leaves all drivers available; FastLED then selects the appropriate driver for each channel based on the mAffinity preference ("RMT", "I2S", "SPI", "PARLIO", or "" for auto). This allows per-channel driver preferences rather than a global restriction.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T17:07:33.344Z
Learning: FastLED library does not support direct 4-byte-per-pixel (CRGBW) buffers. It always expects CRGB (3-byte) arrays and internally generates the W channel from RGB using .setRgbw() API. Casting a 4-byte RGBW buffer to CRGB* causes misalignment (W becomes next pixel's R). For MoonLight's FastLED driver with channelsPerLight=4: must either (1) repack RGB in-place before FastLED.show() then restore after, (2) use driver-specific channelsPerLight=3 layout, or (3) allocate temporary RGB-only buffer. Option 1 (in-place repacking) is best for ESP32-D0 memory constraints.

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: 2026-01-15T12:38:33.598Z
Learning: In MoonLight GameOfLifeEffect (src/MoonLight/Nodes/Effects/E_MoonModules.h): The effect's nested loops (especially lines 257-323) iterate through all cells (e.g., 128×128 = 16,384) with nested neighbor checks (18 per cell = 294,912 operations) without yielding. This starves effectTask (priority 3) when higher-priority tasks like HTTP server (priority 5) run, causing the effect to disappear. UI actions (save, refresh) temporarily show one frame because HTTP completes and briefly releases CPU back to effectTask. Solution: Add taskYIELD() inside outer X loop to prevent task starvation. This is the same root cause as issue `#102` (Starsky glitches with many driver nodes).

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: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: 2026-01-15T15:13:55.631Z
Learning: In MoonLight effectTask (src/main.cpp): The memcpy(channelsE, channelsD) at line 137 happens AFTER releasing swapMutex, allowing driverTask to swap the channelsD/channelsE pointers mid-copy, causing buffer corruption. This specifically breaks effects like GameOfLife that use getRGB() to read previous-frame data for blending decisions. Other effects work because they only read current-frame data they just wrote. Fix: hold swapMutex during the entire memcpy operation to prevent pointer swap during copy.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-26T14:59:22.091Z
Learning: In MoonModules/MoonLight PR `#114`: ModuleDevices deadlock caused by: (1) StatefulService.h line 204-205 bug - after 500ms mutex timeout, continues WITHOUT acquiring mutex, causing race conditions and JSON corruption. (2) receiveUDP() while-loop processes own UDP broadcasts via loopback, creating circular call chain: sendUDP→broadcast→receiveUDP→updateDevices→update→handlers→sendUDP. (3) updateDevices() holds _accessMutex during expensive sort/JSON operations with 15 devices, can exceed 500ms with nested calls. Solution: Fix StatefulService to wait forever or reboot on timeout; skip own broadcasts by checking message.name == ownHostname; optimize updateDevices to sort outside mutex.

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>

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Actionable comments posted: 6

Caution

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

⚠️ Outside diff range comments (2)
src/MoonLight/Nodes/Effects/E_MovingHeads.h (1)

77-77: ⚠️ Potential issue | 🟡 Minor

addControl(range, "slider", "slider") — wrong control name argument.

Both Troy1MoveEffect::setup() (Line 77) and Troy2MoveEffect::setup() (Line 194) pass "slider" as the control's name, which should be "range". This means the persisted config key will be "slider" rather than "range", colliding with the type string and making the range control effectively unrestorable from saved state.

🐛 Proposed fix (applies to both lines 77 and 194)
-    addControl(range, "slider", "slider");
+    addControl(range, "range", "slider");

Also applies to: 194-194

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Effects/E_MovingHeads.h` at line 77, In both
Troy1MoveEffect::setup() and Troy2MoveEffect::setup() the addControl call uses
the wrong control name ("slider"); change the second argument from "slider" to
"range" so the call becomes addControl(range, "range", "slider") (preserving the
control type "slider") — this ensures the persisted config key matches the
control variable name `range` and avoids collisions with the type string.
src/MoonLight/Nodes/Drivers/D_ArtnetIn.h (1)

33-33: ⚠️ Potential issue | 🟡 Minor

Port upper bound should be 65535, not 65538.

UDP port numbers are 16-bit (0–65535). The current max of 65538 allows invalid port values; port is uint16_t so values above 65535 would silently wrap.

Proposed fix
-    addControl(port, "port", "number", 0, 65538);
+    addControl(port, "port", "number", 0, 65535);
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Drivers/D_ArtnetIn.h` at line 33, The port control's
upper bound is incorrect (65538) which permits invalid UDP port values; update
the call to addControl for the "port" control in D_ArtnetIn (the line with
addControl(port, "port", "number", 0, 65538)) to use 65535 as the max and ensure
any related validation treats the value as uint16_t so values >65535 are
rejected or clamped.
🧹 Nitpick comments (6)
src/MoonLight/Nodes/Effects/E_MovingHeads.h (1)

56-56: Dead code: closestColorIndex, colorwheelpalette, and findClosestColorWheelIndex/colorDistance are never called.

  • Troy1MoveEffect: closestColorIndex (Line 56), colorwheelpalette (Lines 58–67), and findClosestColorWheelIndex / colorDistance (Lines 83–99) are declared/defined but never invoked in loop().
  • Troy2MoveEffect: colorDistance and findClosestColorWheelIndex (Lines 200–214) duplicate the same unused logic.

Consider removing these if the feature is not planned, or adding a // TODO comment if the palette-snapping feature is intended for a future control.

Also applies to: 86-99, 200-214

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Effects/E_MovingHeads.h` at line 56, Remove or annotate
the unused palette-snapping code: either delete the unused variables
closestColorIndex and colorwheelpalette and the helper functions
findClosestColorWheelIndex and colorDistance in the Troy1MoveEffect and
Troy2MoveEffect implementations (they appear in the E_MovingHeads.h diff around
the Troy1MoveEffect and Troy2MoveEffect blocks) or, if you intend to implement
palette snapping later, add a clear TODO comment above each unused declaration
(closestColorIndex, colorwheelpalette, findClosestColorWheelIndex,
colorDistance) explaining the planned use; ensure no other code references these
symbols before removal.
src/MoonLight/Nodes/Drivers/D_ArtnetIn.h (1)

38-44: Loop variable layer shadows the member field layer.

The range-for variable VirtualLayer* layer on line 39 shadows the member uint8_t layer declared on line 26. The loop variable is effectively unused (only i is referenced). Rename it to avoid confusion.

Proposed fix
      uint8_t i = 1;  // start with one
-     for (VirtualLayer* layer : layerP.layers) {
+     for (VirtualLayer* vLayer : layerP.layers) {
        Char<32> layerName;
        layerName.format("Layer %d", i);
        addControlValue(layerName.c_str());
        i++;
      }
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Drivers/D_ArtnetIn.h` around lines 38 - 44, The loop
variable VirtualLayer* layer in the range-for over layerP.layers shadows the
member named layer; rename the loop variable (e.g., to VirtualLayer* vl or
VirtualLayer* iterLayer) and update uses (layerName.format, addControlValue,
i++) to use the new name so there is no shadowing and intent is clear; keep the
rest of the loop logic (uint8_t i = 1, layerName, addControlValue) unchanged.
src/MoonLight/Nodes/Drivers/D_AudioSync.h (1)

17-17: #define leaks into every translation unit — prefer a constexpr

#define audioPaletteIndex 18 is global to the preprocessor and can clash with any identically named symbol in included code. A typed constexpr constant scoped to the class or an anonymous namespace is safer and participates in type checking.

♻️ Proposed change
-  `#define` audioPaletteIndex 18  // see palettes.h
+  static constexpr uint8_t audioPaletteIndex = 18;  // see palettes.h

Place it inside the AudioSyncDriver class body, or in an anonymous namespace if it needs to remain file-scoped.

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Drivers/D_AudioSync.h` at line 17, Replace the global
preprocessor macro audioPaletteIndex with a typed constexpr to avoid leaking
into other translation units: remove the `#define` and add a scoped constant
(e.g., inside the AudioSyncDriver class as static constexpr int
audioPaletteIndex = 18; or in an anonymous namespace as constexpr int
audioPaletteIndex = 18;) and update any references to use that symbol; ensure
the declaration's type matches usage and delete the original macro.
src/MoonLight/Modules/palettes.h (1)

538-560: Consider a static_assert to keep palette_names and gGradientPalettes in sync

The two arrays are currently both 79 entries (correct), but there is no compile-time guard. A future addition to one without the other would produce wrong UI names or an out-of-bounds index silently.

♻️ Proposed addition (after both arrays are closed)
+static_assert(sizeof(gGradientPalettes) / sizeof(gGradientPalettes[0]) ==
+              sizeof(palette_names)      / sizeof(palette_names[0]),
+              "gGradientPalettes and palette_names must have the same number of entries");
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Modules/palettes.h` around lines 538 - 560, The arrays
palette_names and gGradientPalettes can drift out of sync; add a compile-time
guard by inserting a static_assert after both arrays are defined that compares
their element counts (e.g.
static_assert((sizeof(palette_names)/sizeof(palette_names[0])) ==
(sizeof(gGradientPalettes)/sizeof(gGradientPalettes[0])), "palette_names and
gGradientPalettes must have the same number of entries"); this ensures any
future change to one without the other fails to compile and points to
palette_names and gGradientPalettes as the mismatch.
src/MoonLight/Nodes/Effects/E_MoonLight.h (1)

1812-1812: Empty destructor is unnecessary.

~RadarEffect() has no allocated resources to free. The comment says "e.g. to free allocated memory" but there's nothing to free. Consider removing it to reduce noise — the compiler-generated destructor suffices.

Proposed fix
-  ~RadarEffect() override {};  // e,g, to free allocated memory
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Effects/E_MoonLight.h` at line 1812, The explicit empty
destructor ~RadarEffect() in class RadarEffect is unnecessary since there are no
resources to free; remove the destructor declaration (~RadarEffect() override
{}; ) so the compiler-generated destructor is used instead, and update any
related comments (remove the "e.g. to free allocated memory" note) to avoid
misleading callers and reduce noise.
src/MoonLight/Modules/ModuleEffects.h (1)

148-151: New WLED effects break the stated alphabetical ordering.

The comment on line 120 says "WLED effects, alphabetically", but BlinkRainbowEffect, MeteorEffect, OscillateEffect, and PhasedNoiseEffect are appended after WaverlyEffect instead of being inserted in their correct alphabetical positions. The same applies to lines 250–253 in addNode. For consistency with the existing convention:

  • BlinkRainbowEffect → after BlackholeEffect
  • MeteorEffect → after LissajousEffect
  • OscillateEffect → after Noise2DEffect
  • PhasedNoiseEffect → after PacManEffect
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Modules/ModuleEffects.h` around lines 148 - 151, The WLED
effects were appended out of alphabetical order; reorder the addControlValue
calls so BlinkRainbowEffect, MeteorEffect, OscillateEffect, and
PhasedNoiseEffect are inserted at their correct alphabetical positions: move
getNameAndTags<BlinkRainbowEffect>() to immediately after the addControlValue
for BlackholeEffect, move getNameAndTags<MeteorEffect>() to immediately after
LissajousEffect, move getNameAndTags<OscillateEffect>() to immediately after
Noise2DEffect, and move getNameAndTags<PhasedNoiseEffect>() to immediately after
PacManEffect; make the same corresponding reordering for the addNode block (the
calls around lines ~250–253) so both addControlValue and addNode lists remain
alphabetically ordered.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Inline comments:
In `@src/MoonLight/Modules/palettes.h`:
- Around line 609-610: The green palette uses CRGB::Green which is CRGB(0,128,0)
and renders half brightness; update the case 3 branch that assigns palette[i]
(the loop in the switch/case for case 3) to use a full-intensity green
(CRGB(0,255,0)) instead of CRGB::Green so the Green palette matches the
brightness of the other palettes.
- Around line 595-632: The switch over gpArray[2] that fills the palette[16]
entries (in the MoonLight sub-palette) lacks a default:, so out-of-range values
leave palette uninitialized; add a default: branch at the end of that switch
which fills palette[i] for i=0..15 with a safe fallback color (e.g., CRGB::White
or a neutral CRGB(0,0,0)) or re-use an existing case (such as MoonLight case 0)
to ensure palette is always fully initialized; update the switch containing
cases 0–9 to include this default branch so callers reading palette cannot
receive indeterminate data.

In `@src/MoonLight/Nodes/Drivers/D_ArtnetIn.h`:
- Around line 135-141: Add a runtime bounds check before indexing layerP.layers:
ensure layer > 0 and (size_t)(layer - 1) < layerP.layerCount (or layers.size())
and that layerP.layers[layer - 1] is non-null before calling forEachLightIndex
or any dereference. Apply the same guard in both handleArtNet (where the shown
memcpy/forEachLightIndex occurs) and handleDDP (lines referenced in the review)
to skip virtual-layer handling when the layer value is invalid to prevent
out‑of‑bounds access.

In `@src/MoonLight/Nodes/Effects/E_WLED.h`:
- Line 2765: The modVal calculation in PhasedNoiseEffect uses inoise8(i * 10 + i
* 10) which collapses to inoise8(i * 20) (1D noise); change this to the 2D call
used in WLED by passing two coordinates (e.g., inoise8(i * 10, i * 10)) so
modVal uses 2D Perlin noise for richer spatial variation; update the expression
where modVal is assigned (search for "modVal" and the call inoise8(i * 10 + i *
10) in PhasedNoiseEffect) to use the comma-separated args.
- Around line 2674-2679: The Oscillator.size field is too small (int8_t) and
overflows for large fixtures; update the Oscillator struct to use int16_t for
size (leave pos, dir, oscSpeed unchanged), update any assignments in loop()
(e.g., oscillators[i].size = layer->nrOfLights / (3 + intensity / 8)) and
onSizeChanged to cast/assign to int16_t instead of int8_t so large
layer->nrOfLights values do not wrap and the render range check in loop() works
correctly.
- Around line 2580-2583: BlinkRainbowEffect's color advance uses a millisecond
point-equality check (if ((timebase % dutyCycle) == 0)) which misses most cycle
boundaries because the loop runs every 25–40ms; change to detect cycle rollover
by adding a class member (e.g., int lastCycle initialized to -1 in the
BlinkRainbowEffect constructor) and in loop() compute currentCycle = timebase /
dutyCycle (integer division) and if (currentCycle != lastCycle) then increment
colorIndex by 32 and set lastCycle = currentCycle so the color advances exactly
once per dutyCycle rollover.

---

Outside diff comments:
In `@src/MoonLight/Nodes/Drivers/D_ArtnetIn.h`:
- Line 33: The port control's upper bound is incorrect (65538) which permits
invalid UDP port values; update the call to addControl for the "port" control in
D_ArtnetIn (the line with addControl(port, "port", "number", 0, 65538)) to use
65535 as the max and ensure any related validation treats the value as uint16_t
so values >65535 are rejected or clamped.

In `@src/MoonLight/Nodes/Effects/E_MovingHeads.h`:
- Line 77: In both Troy1MoveEffect::setup() and Troy2MoveEffect::setup() the
addControl call uses the wrong control name ("slider"); change the second
argument from "slider" to "range" so the call becomes addControl(range, "range",
"slider") (preserving the control type "slider") — this ensures the persisted
config key matches the control variable name `range` and avoids collisions with
the type string.

---

Duplicate comments:
In `@src/MoonLight/Nodes/Effects/E_MoonLight.h`:
- Around line 1748-1813: The RadarEffect::loop() uses millis() for timing which
is inconsistent with the rest of this file's platform abstraction; change the
timing call in RadarEffect::loop() to use pal::millis() (i.e., replace millis()
with pal::millis() where cycleMs and physPos are computed) so the effect uses
the same PAL timing API as other effects.

In `@src/MoonLight/Nodes/Effects/E_WLED.h`:
- Around line 1978-1987: The color.fadeToBlackBy(...) call was mutating `color`
each iteration; compute the faded color once and reuse it: create `CRGB
fadedColor = color;` then call `fadedColor.fadeToBlackBy(fadeVal);` before the
outer x/z loops and use `fadedColor` in the inner body (where
`layer->setRGB(Coord3D(x, mid, z), fadedColor)` is called) while leaving the
rest of the column-shift logic (`for` loops using `layer->getRGB` and
`layer->setRGB`) unchanged so every column gets the same faded value instead of
progressively darker values.

---

Nitpick comments:
In `@src/MoonLight/Modules/ModuleEffects.h`:
- Around line 148-151: The WLED effects were appended out of alphabetical order;
reorder the addControlValue calls so BlinkRainbowEffect, MeteorEffect,
OscillateEffect, and PhasedNoiseEffect are inserted at their correct
alphabetical positions: move getNameAndTags<BlinkRainbowEffect>() to immediately
after the addControlValue for BlackholeEffect, move
getNameAndTags<MeteorEffect>() to immediately after LissajousEffect, move
getNameAndTags<OscillateEffect>() to immediately after Noise2DEffect, and move
getNameAndTags<PhasedNoiseEffect>() to immediately after PacManEffect; make the
same corresponding reordering for the addNode block (the calls around lines
~250–253) so both addControlValue and addNode lists remain alphabetically
ordered.

In `@src/MoonLight/Modules/palettes.h`:
- Around line 538-560: The arrays palette_names and gGradientPalettes can drift
out of sync; add a compile-time guard by inserting a static_assert after both
arrays are defined that compares their element counts (e.g.
static_assert((sizeof(palette_names)/sizeof(palette_names[0])) ==
(sizeof(gGradientPalettes)/sizeof(gGradientPalettes[0])), "palette_names and
gGradientPalettes must have the same number of entries"); this ensures any
future change to one without the other fails to compile and points to
palette_names and gGradientPalettes as the mismatch.

In `@src/MoonLight/Nodes/Drivers/D_ArtnetIn.h`:
- Around line 38-44: The loop variable VirtualLayer* layer in the range-for over
layerP.layers shadows the member named layer; rename the loop variable (e.g., to
VirtualLayer* vl or VirtualLayer* iterLayer) and update uses (layerName.format,
addControlValue, i++) to use the new name so there is no shadowing and intent is
clear; keep the rest of the loop logic (uint8_t i = 1, layerName,
addControlValue) unchanged.

In `@src/MoonLight/Nodes/Drivers/D_AudioSync.h`:
- Line 17: Replace the global preprocessor macro audioPaletteIndex with a typed
constexpr to avoid leaking into other translation units: remove the `#define` and
add a scoped constant (e.g., inside the AudioSyncDriver class as static
constexpr int audioPaletteIndex = 18; or in an anonymous namespace as constexpr
int audioPaletteIndex = 18;) and update any references to use that symbol;
ensure the declaration's type matches usage and delete the original macro.

In `@src/MoonLight/Nodes/Effects/E_MoonLight.h`:
- Line 1812: The explicit empty destructor ~RadarEffect() in class RadarEffect
is unnecessary since there are no resources to free; remove the destructor
declaration (~RadarEffect() override {}; ) so the compiler-generated destructor
is used instead, and update any related comments (remove the "e.g. to free
allocated memory" note) to avoid misleading callers and reduce noise.

In `@src/MoonLight/Nodes/Effects/E_MovingHeads.h`:
- Line 56: Remove or annotate the unused palette-snapping code: either delete
the unused variables closestColorIndex and colorwheelpalette and the helper
functions findClosestColorWheelIndex and colorDistance in the Troy1MoveEffect
and Troy2MoveEffect implementations (they appear in the E_MovingHeads.h diff
around the Troy1MoveEffect and Troy2MoveEffect blocks) or, if you intend to
implement palette snapping later, add a clear TODO comment above each unused
declaration (closestColorIndex, colorwheelpalette, findClosestColorWheelIndex,
colorDistance) explaining the planned use; ensure no other code references these
symbols before removal.

@ewowi
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ewowi commented Feb 20, 2026

@coderabbitai, regarding

All effects are ready to add to ModuleEffects::addNodes()! 🎵

Please make a list of the new effects using
if (!node) node = checkAndAlloc(name);

And another list using
addControlValue(control, getNameAndTags());

I add and order alphabetically myself

@coderabbitai
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coderabbitai bot commented Feb 20, 2026

Tip

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

@ewowi, here are the two lists for the 17 audio reactive effects:

List 1: For addNode() method (checkAndAlloc pattern)

if (!node) node = checkAndAlloc<FreqmapEffect>(name);
if (!node) node = checkAndAlloc<FreqpixelsEffect>(name);
if (!node) node = checkAndAlloc<FreqwaveEffect>(name);
if (!node) node = checkAndAlloc<GravfreqEffect>(name);
if (!node) node = checkAndAlloc<GravimeterEffect>(name);
if (!node) node = checkAndAlloc<GravcenterEffect>(name);
if (!node) node = checkAndAlloc<GravcentricEffect>(name);
if (!node) node = checkAndAlloc<MidnoiseEffect>(name);
if (!node) node = checkAndAlloc<NoisemoveEffect>(name);
if (!node) node = checkAndAlloc<NoisefireEffect>(name);
if (!node) node = checkAndAlloc<PixelwaveEffect>(name);
if (!node) node = checkAndAlloc<PlasmoidEffect>(name);
if (!node) node = checkAndAlloc<PuddlepeakEffect>(name);
if (!node) node = checkAndAlloc<PuddlesEffect>(name);
if (!node) node = checkAndAlloc<RipplepeakEffect>(name);
if (!node) node = checkAndAlloc<RocktavesEffect>(name);
if (!node) node = checkAndAlloc<WaterfallEffect>(name);

List 2: For addNodes() method (addControlValue pattern)

addControlValue(control, getNameAndTags<FreqmapEffect>());
addControlValue(control, getNameAndTags<FreqpixelsEffect>());
addControlValue(control, getNameAndTags<FreqwaveEffect>());
addControlValue(control, getNameAndTags<GravfreqEffect>());
addControlValue(control, getNameAndTags<GravimeterEffect>());
addControlValue(control, getNameAndTags<GravcenterEffect>());
addControlValue(control, getNameAndTags<GravcentricEffect>());
addControlValue(control, getNameAndTags<MidnoiseEffect>());
addControlValue(control, getNameAndTags<NoisemoveEffect>());
addControlValue(control, getNameAndTags<NoisefireEffect>());
addControlValue(control, getNameAndTags<PixelwaveEffect>());
addControlValue(control, getNameAndTags<PlasmoidEffect>());
addControlValue(control, getNameAndTags<PuddlepeakEffect>());
addControlValue(control, getNameAndTags<PuddlesEffect>());
addControlValue(control, getNameAndTags<RipplepeakEffect>());
addControlValue(control, getNameAndTags<RocktavesEffect>());
addControlValue(control, getNameAndTags<WaterfallEffect>());

Ready for you to add and order alphabetically! 🎵


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-02-05T13:20:46.001Z
Learning: In MoonLight with FastLED 3.11 on ESP-IDF 5.x+ (Arduino core 3.x): FastLED defaults to RMT5 driver (wraps Espressif's led_strip component), which has known ISR handler lifecycle issues causing repeated "Handler detached" messages every ~500ms and severe performance degradation (e.g., 2 FPS). RMT5 is more prone to Wi-Fi/interrupt jitter than legacy RMT4. Solution: force legacy RMT4 by adding `-D FASTLED_RMT5=0` to build flags in platformio.ini, or switch to FastLED's parallel I/O drivers which don't use RMT. RMT4 and RMT5 cannot coexist in the same binary.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T12:49:07.297Z
Learning: In MoonLight channel reordering architecture: Keep rgbwBufferMapping in driver task (not effect task) because: (1) Driver has spare CPU cycles waiting for DMA/I2S/Art-Net timing; effect task is CPU-bound and starvation-prone. (2) Contiguous RGB writes in effects are cache-friendly; scattered writes at final offsets are cache-hostile for non-RGB orders (GRB, BGR, etc.). (3) forEachLightIndex already handles sparse mapping iteration; moving reordering to effects adds complexity without benefit since drivers must send full frames anyway (can't skip iteration). (4) rgbwBufferMapping does brightness/gamma LUT + white extraction + reordering—moving just reordering creates code duplication. (5) Effects should express color intent (CRGB), not hardware details (offsetRed/Green/Blue). Driver-side transformation maintains separation of concerns and task load balance for scaling to 98K+ pixels.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 121
File: src/MoonLight/Nodes/Drivers/D_FastLED.h:176-176
Timestamp: 2026-02-08T20:43:12.857Z
Learning: In MoonLight FastLED 3.11 driver (src/MoonLight/Nodes/Drivers/D_FastLED.h): Affinity is applied per-channel via fl::ChannelOptions.mAffinity passed to fl::ChannelConfig (not via FastLED.setExclusiveDriver). Keeping setExclusiveDriver commented out leaves all drivers available; FastLED then selects the appropriate driver for each channel based on the mAffinity preference ("RMT", "I2S", "SPI", "PARLIO", or "" for auto). This allows per-channel driver preferences rather than a global restriction.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T17:07:33.344Z
Learning: FastLED library does not support direct 4-byte-per-pixel (CRGBW) buffers. It always expects CRGB (3-byte) arrays and internally generates the W channel from RGB using .setRgbw() API. Casting a 4-byte RGBW buffer to CRGB* causes misalignment (W becomes next pixel's R). For MoonLight's FastLED driver with channelsPerLight=4: must either (1) repack RGB in-place before FastLED.show() then restore after, (2) use driver-specific channelsPerLight=3 layout, or (3) allocate temporary RGB-only buffer. Option 1 (in-place repacking) is best for ESP32-D0 memory constraints.

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: 2026-01-15T12:38:33.598Z
Learning: In MoonLight GameOfLifeEffect (src/MoonLight/Nodes/Effects/E_MoonModules.h): The effect's nested loops (especially lines 257-323) iterate through all cells (e.g., 128×128 = 16,384) with nested neighbor checks (18 per cell = 294,912 operations) without yielding. This starves effectTask (priority 3) when higher-priority tasks like HTTP server (priority 5) run, causing the effect to disappear. UI actions (save, refresh) temporarily show one frame because HTTP completes and briefly releases CPU back to effectTask. Solution: Add taskYIELD() inside outer X loop to prevent task starvation. This is the same root cause as issue `#102` (Starsky glitches with many driver nodes).

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: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: 2026-01-15T15:13:55.631Z
Learning: In MoonLight effectTask (src/main.cpp): The memcpy(channelsE, channelsD) at line 137 happens AFTER releasing swapMutex, allowing driverTask to swap the channelsD/channelsE pointers mid-copy, causing buffer corruption. This specifically breaks effects like GameOfLife that use getRGB() to read previous-frame data for blending decisions. Other effects work because they only read current-frame data they just wrote. Fix: hold swapMutex during the entire memcpy operation to prevent pointer swap during copy.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:59:30.556Z
Learning: In DripEffect (E_WLED.h), the bounce fails because the damped velocity is too weak to keep the drop at pos > 0 for multiple frames. When the drop returns to pos <= 0 while still in the bouncing state (colIndex == bouncing), it immediately resets to init (line 1663-1664) before any visible bounce occurs. The bounce velocity must be strong enough (divide by 1.1 or less, or use minimal damping like *= 0.9) so the drop stays airborne long enough for a visible bounce arc before the eventual second ground hit triggers the reset.

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Actionable comments posted: 4

🧹 Nitpick comments (1)
src/MoonLight/Nodes/Effects/E_MovingHeads.h (1)

56-99: Remove dead commented-out code; rely on version control for history.

~44 lines of commented-out code here (closestColorIndex, colorwheelpalette, colorDistance, findClosestColorWheelIndex) and a similar ~16-line block in Troy2MoveEffect (lines 200–215). If this functionality is being retired, delete it outright—git preserves history. If re-enablement is planned, a brief // TODO: explaining the intent would be more informative than dormant code.

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Effects/E_MovingHeads.h` around lines 56 - 99, The file
contains large blocks of dead commented-out code (closestColorIndex,
colorwheelpalette, colorDistance, findClosestColorWheelIndex and the similar
block in Troy2MoveEffect) that should be removed to keep the source clean;
either delete those commented sections outright (relying on git for history) or
replace each block with a single concise TODO comment referencing the feature
(e.g., "TODO: restore color wheel matching if reintroduced") and remove all
commented lines for the functions/variables named above to avoid clutter.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Inline comments:
In `@src/MoonLight/Modules/palettes.h`:
- Around line 624-626: The Purple palette entry (case 6) uses CRGB::Purple which
is half-brightness (128,0,128) and thus reads dim compared to full-intensity
colors; update the assignment in the case 6 block that sets palette[i] to use a
full-intensity purple/magenta value instead (e.g., CRGB(128,0,255) for a
perceptual violet or CRGB(255,0,255) for magenta) for all 16 entries so Purple
matches the brightness of Red/Blue/Cyan—mirror the same approach you applied
earlier when replacing CRGB::Green with CRGB(0,255,0).

In `@src/MoonLight/Nodes/Effects/E_MovingHeads.h`:
- Line 77: The range slider (added via addControl(range, "range", "slider")) can
be 0–255 which causes uint8_t wraparound when used as pan - range / pan + range
in beatsin8 calls; fix by preventing unsigned under/overflow before calling
beatsin8: in MovingHeadsEffect (where pan and range are used around lines
111–123), Troy2MoveEffect and WowiMoveEffect, compute safe int32_t low =
(int)pan - (int)range; if (low < 0) low = 0; int32_t high = (int)pan +
(int)range; if (high > 255) high = 255; then pass (uint8_t)low and (uint8_t)high
to beatsin8 (ensuring lowest <= highest), or alternatively constrain the control
itself by setting addControl(range, "range", "slider") to a smaller max; apply
the same clamping logic to the beatsin8 call sites in Troy2MoveEffect and
WowiMoveEffect.

In `@src/MoonLight/Nodes/Effects/E_WLED.h`:
- Around line 3552-3571: The expression computing newSecondHand in loop() has
wrong operator precedence so % 16 applies only to 1; change the calculation of
newSecondHand (in E_WLED::loop(), variable newSecondHand) to apply the modulo to
the whole time-based value — i.e. parenthesize the time/division and +1 before
%16 so the result wraps 0–15 (use the form: ((micros() / (256 - speed) / 500) +
1) % 16).
- Around line 3297-3312: The computation for newSecondHand in loop() has
incorrect operator precedence so % 16 applies only to the literal 1; fix it by
parenthesizing the full time expression before applying % 16 (i.e. compute
(micros() / (256 - speed) / 500 + 1) % 16) so newSecondHand wraps 0–15 as
intended, leaving types (uint8_t newSecondHand, secondHand, speed) unchanged.

---

Duplicate comments:
In `@src/MoonLight/Nodes/Drivers/D_ArtnetIn.h`:
- Line 138: Both handleArtNet and handleDDP currently dereference
layerP.layers[layer - 1] without bounds checks; add a guard that validates layer
is >= 1 and (size_t)(layer - 1) < layerP.layers.size() before using
layerP.layers[layer - 1], and early-return or continue when the check fails.
Update the code around the lambda calls (the memcpy loop invoking
forEachLightIndex on layerP.layers[layer - 1]) to only run after this
validation; ensure you use size_t casting to avoid signed/unsigned comparison
issues and keep behavior consistent in both handleArtNet and handleDDP.

---

Nitpick comments:
In `@src/MoonLight/Nodes/Effects/E_MovingHeads.h`:
- Around line 56-99: The file contains large blocks of dead commented-out code
(closestColorIndex, colorwheelpalette, colorDistance, findClosestColorWheelIndex
and the similar block in Troy2MoveEffect) that should be removed to keep the
source clean; either delete those commented sections outright (relying on git
for history) or replace each block with a single concise TODO comment
referencing the feature (e.g., "TODO: restore color wheel matching if
reintroduced") and remove all commented lines for the functions/variables named
above to avoid clutter.

addControl(colorwheelbrightness, "colorwheelbrightness", "slider"); // 0-7 for 8 colors in the colorwheel
addControl(autoMove, "autoMove", "checkbox");
addControl(range, "slider", "slider");
addControl(range, "range", "slider");
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⚠️ Potential issue | 🟡 Minor

range slider allows values that cause uint8_t overflow in beatsin8 calls.

addControl(range, "range", "slider") defaults to 0–255. The range value is used unsafely in expressions like pan - range and pan + range (lines 111–112, 122–123) where both operands are uint8_t. When range exceeds pan (or 255 - pan), unsigned wrap-around makes beatsin8's lowest > highest, producing erratic oscillation.

The same pattern exists in Troy2MoveEffect (line 194 → used at lines 229–230, 241–242) and WowiMoveEffect (line 311 → used at lines 317–318).

Consider constraining range or clamping at the call site:

Option A: Constrain the control max
-    addControl(range, "range", "slider");
+    addControl(range, "range", "slider", 0, 127);

Apply similarly at lines 194 and 311.

Option B: Clamp at the call sites
-        uint8_t mypan = beatsin8(bpm, pan - range, pan + range, 0, sharedData.bands[0] / 2);
-        uint8_t mytilt = beatsin8(bpm, tilt - range, tilt + range, 0, sharedData.bands[0] / 2);
+        uint8_t lo_pan  = (range > pan)       ? 0   : pan - range;
+        uint8_t hi_pan  = (range > 255 - pan) ? 255 : pan + range;
+        uint8_t lo_tilt = (range > tilt)       ? 0   : tilt - range;
+        uint8_t hi_tilt = (range > 255 - tilt) ? 255 : tilt + range;
+        uint8_t mypan  = beatsin8(bpm, lo_pan, hi_pan, 0, sharedData.bands[0] / 2);
+        uint8_t mytilt = beatsin8(bpm, lo_tilt, hi_tilt, 0, sharedData.bands[0] / 2);
📝 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
addControl(range, "range", "slider");
addControl(range, "range", "slider", 0, 127);
Suggested change
addControl(range, "range", "slider");
uint8_t lo_pan = (range > pan) ? 0 : pan - range;
uint8_t hi_pan = (range > 255 - pan) ? 255 : pan + range;
uint8_t lo_tilt = (range > tilt) ? 0 : tilt - range;
uint8_t hi_tilt = (range > 255 - tilt) ? 255 : tilt + range;
uint8_t mypan = beatsin8(bpm, lo_pan, hi_pan, 0, sharedData.bands[0] / 2);
uint8_t mytilt = beatsin8(bpm, lo_tilt, hi_tilt, 0, sharedData.bands[0] / 2);
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Effects/E_MovingHeads.h` at line 77, The range slider
(added via addControl(range, "range", "slider")) can be 0–255 which causes
uint8_t wraparound when used as pan - range / pan + range in beatsin8 calls; fix
by preventing unsigned under/overflow before calling beatsin8: in
MovingHeadsEffect (where pan and range are used around lines 111–123),
Troy2MoveEffect and WowiMoveEffect, compute safe int32_t low = (int)pan -
(int)range; if (low < 0) low = 0; int32_t high = (int)pan + (int)range; if (high
> 255) high = 255; then pass (uint8_t)low and (uint8_t)high to beatsin8
(ensuring lowest <= highest), or alternatively constrain the control itself by
setting addControl(range, "range", "slider") to a smaller max; apply the same
clamping logic to the beatsin8 call sites in Troy2MoveEffect and WowiMoveEffect.

@ewowi
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ewowi commented Feb 20, 2026

@coderabbitai, in M_MoonLight.h I have the CircleModifier, which is a migration of WLED_MM code which does drawArc(vW/2, vH/2, i/2, col); for each pixel

WLED_MM also has Block:

int centerX = (vW+1)/2 - 1;
int centerY = (vH+1)/2 - 1;
int xLeft = max(centerX-i, 0);
int yTop = max(centerY-i, 0);
int xRight = min(centerX+i+1, vW-1);
int yBottom = min(centerY+i+1, vH-1);

      if (yTop == centerY-i)      drawLine(xLeft,yTop, xRight, yTop, col);       // top and bottom horizontal lines, if visible
      if (yBottom == centerY+i+1) drawLine(xLeft,yBottom, xRight, yBottom, col);
      if (xLeft == centerX-i)     drawLine(xLeft,yTop, xLeft, yBottom, col);     // left and right vertical lines, if visible
      if (xRight == centerX+i+1)  drawLine(xRight,yTop, xRight, yBottom, col);

Can you create a class for M_MoonLight.h called BlockModifier which makes a block from a 1D effect?

@coderabbitai
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coderabbitai bot commented Feb 20, 2026

Tip

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

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash

echo "=== Fetching M_MoonLight.h to see CircleModifier pattern ==="
cat src/MoonLight/Nodes/Modifiers/M_MoonLight.h

Length of output: 16156


@ewowi, here's the BlockModifier class for M_MoonLight.h following the CircleModifier pattern:

// Takes the y dimension from the layout (1D effect) and turn it into concentric square blocks in 2D.
class BlockModifier : public Node {
 public:
  static const char* name() { return "Block"; }
  static uint8_t dim() { return _2D; }  // 1D to 2D
  static const char* tags() { return "💎"; }

  Coord3D modifierSize;

  bool hasModifier() const override { return true; }

  void modifySize() override {
    modifierSize = layer->size;

    modifyPosition(layer->size);  // modify the virtual size as x, 0, 0

    // change the size to be one bigger in each dimension
    layer->size.x++;
    layer->size.y++;
    layer->size.z++;
  }

  void modifyPosition(Coord3D& position) override {
    // Calculate the distance from center using Chebyshev distance (max of abs differences)
    int centerX = (modifierSize.x + 1) / 2 - 1;
    int centerY = (modifierSize.y + 1) / 2 - 1;
    
    int dx = abs((int)position.x - centerX);
    int dy = abs((int)position.y - centerY);
    
    // Block distance is the maximum of the two deltas (creates square rings)
    int distance = MAX(dx, dy);

    position.x = 0;
    position.y = distance;
    position.z = 0;
  }
};

Key differences from CircleModifier:

CircleModifier BlockModifier
Uses Euclidean distance: sqrt(dx² + dy² + dz²) Uses Chebyshev distance: max(abs(dx), abs(dy))
Creates circular rings Creates square/block rings
Pixel i → circle at radius i Pixel i → square outline at distance i

How it works:

  1. A 1D effect (e.g., rainbow, wave) writes colors to pixels 0, 1, 2, 3...
  2. Pixel 0 → center point
  3. Pixel 1 → innermost square ring (1 pixel away from center)
  4. Pixel 2 → next square ring (2 pixels away)
  5. And so on, creating expanding square blocks

Example: With a 7×7 grid, the block distances look like:

3 3 3 3 3 3 3
3 2 2 2 2 2 3
3 2 1 1 1 2 3
3 2 1 0 1 2 3
3 2 1 1 1 2 3
3 2 2 2 2 2 3
3 3 3 3 3 3 3

This matches the WLED_MM Block behavior where each pixel of a 1D effect expands as a square outline from the center! 🎨


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-02-05T13:20:46.001Z
Learning: In MoonLight with FastLED 3.11 on ESP-IDF 5.x+ (Arduino core 3.x): FastLED defaults to RMT5 driver (wraps Espressif's led_strip component), which has known ISR handler lifecycle issues causing repeated "Handler detached" messages every ~500ms and severe performance degradation (e.g., 2 FPS). RMT5 is more prone to Wi-Fi/interrupt jitter than legacy RMT4. Solution: force legacy RMT4 by adding `-D FASTLED_RMT5=0` to build flags in platformio.ini, or switch to FastLED's parallel I/O drivers which don't use RMT. RMT4 and RMT5 cannot coexist in the same binary.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T12:49:07.297Z
Learning: In MoonLight channel reordering architecture: Keep rgbwBufferMapping in driver task (not effect task) because: (1) Driver has spare CPU cycles waiting for DMA/I2S/Art-Net timing; effect task is CPU-bound and starvation-prone. (2) Contiguous RGB writes in effects are cache-friendly; scattered writes at final offsets are cache-hostile for non-RGB orders (GRB, BGR, etc.). (3) forEachLightIndex already handles sparse mapping iteration; moving reordering to effects adds complexity without benefit since drivers must send full frames anyway (can't skip iteration). (4) rgbwBufferMapping does brightness/gamma LUT + white extraction + reordering—moving just reordering creates code duplication. (5) Effects should express color intent (CRGB), not hardware details (offsetRed/Green/Blue). Driver-side transformation maintains separation of concerns and task load balance for scaling to 98K+ pixels.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 121
File: src/MoonLight/Nodes/Drivers/D_FastLED.h:176-176
Timestamp: 2026-02-08T20:43:12.857Z
Learning: In MoonLight FastLED 3.11 driver (src/MoonLight/Nodes/Drivers/D_FastLED.h): Affinity is applied per-channel via fl::ChannelOptions.mAffinity passed to fl::ChannelConfig (not via FastLED.setExclusiveDriver). Keeping setExclusiveDriver commented out leaves all drivers available; FastLED then selects the appropriate driver for each channel based on the mAffinity preference ("RMT", "I2S", "SPI", "PARLIO", or "" for auto). This allows per-channel driver preferences rather than a global restriction.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T17:07:33.344Z
Learning: FastLED library does not support direct 4-byte-per-pixel (CRGBW) buffers. It always expects CRGB (3-byte) arrays and internally generates the W channel from RGB using .setRgbw() API. Casting a 4-byte RGBW buffer to CRGB* causes misalignment (W becomes next pixel's R). For MoonLight's FastLED driver with channelsPerLight=4: must either (1) repack RGB in-place before FastLED.show() then restore after, (2) use driver-specific channelsPerLight=3 layout, or (3) allocate temporary RGB-only buffer. Option 1 (in-place repacking) is best for ESP32-D0 memory constraints.

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: 2026-01-15T12:38:33.598Z
Learning: In MoonLight GameOfLifeEffect (src/MoonLight/Nodes/Effects/E_MoonModules.h): The effect's nested loops (especially lines 257-323) iterate through all cells (e.g., 128×128 = 16,384) with nested neighbor checks (18 per cell = 294,912 operations) without yielding. This starves effectTask (priority 3) when higher-priority tasks like HTTP server (priority 5) run, causing the effect to disappear. UI actions (save, refresh) temporarily show one frame because HTTP completes and briefly releases CPU back to effectTask. Solution: Add taskYIELD() inside outer X loop to prevent task starvation. This is the same root cause as issue `#102` (Starsky glitches with many driver nodes).

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: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: 2026-01-15T15:13:55.631Z
Learning: In MoonLight effectTask (src/main.cpp): The memcpy(channelsE, channelsD) at line 137 happens AFTER releasing swapMutex, allowing driverTask to swap the channelsD/channelsE pointers mid-copy, causing buffer corruption. This specifically breaks effects like GameOfLife that use getRGB() to read previous-frame data for blending decisions. Other effects work because they only read current-frame data they just wrote. Fix: hold swapMutex during the entire memcpy operation to prevent pointer swap during copy.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:59:30.556Z
Learning: In DripEffect (E_WLED.h), the bounce fails because the damped velocity is too weak to keep the drop at pos > 0 for multiple frames. When the drop returns to pos <= 0 while still in the bouncing state (colIndex == bouncing), it immediately resets to init (line 1663-1664) before any visible bounce occurs. The bounce velocity must be strong enough (divide by 1.1 or less, or use minimal damping like *= 0.9) so the drop stays airborne long enough for a visible bounce arc before the eventual second ground hit triggers the reset.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 109
File: src/MoonLight/Layers/VirtualLayer.h:160-167
Timestamp: 2026-01-19T10:55:58.420Z
Learning: In MoonLight RGBW channel architecture: offsetRGBW is the absolute channel offset where the RGBW block starts (0 for simple LED strips, non-zero for moving heads). offsetRed, offsetGreen, offsetBlue, and offsetWhite are relative offsets WITHIN the RGBW block. The actual channel position is computed as offsetRGBW + offset{Red|Green|Blue|White}. This two-level offset system allows simple LED strips (offsetRGBW=0) and complex moving heads (offsetRGBW=10+) to use the same color-order definitions (offsetRed/Green/Blue/White).

backend
=======
- effect moves, renames
- palette purple fix
- Add block modifier
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Actionable comments posted: 2

🧹 Nitpick comments (2)
src/MoonLight/Modules/palettes.h (1)

595-597: FastLED default returns RainbowStripeColors_p; MoonLight default returns CRGB::Black — inconsistent fallbacks.

Both defaults are unreachable in practice (the encoding strictly determines gpArray[2]), but the two branches handle the same "unknown sentinel" scenario differently. Consider aligning them.

♻️ Suggested change for consistency
-     default:
-       palette = RainbowStripeColors_p;
-       break;
+     default:  // unreachable — all FastLED sub-palette indices are fixed at compile time
+       palette = CloudColors_p;
+       break;
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Modules/palettes.h` around lines 595 - 597, The switch/default
handling for the unknown sentinel is inconsistent between FastLED and MoonLight
— update the default branch in palettes.h so it matches the other
implementation: pick one consistent fallback (either CRGB::Black or
RainbowStripeColors_p) and replace the current default that assigns
RainbowStripeColors_p so both branches use the same sentinel fallback; modify
the default case that sets palette (and any use of gpArray[2] as the encoding
sentinel) to assign the chosen consistent value (reference symbols: palette,
RainbowStripeColors_p, CRGB::Black, gpArray[2]).
src/MoonLight/Nodes/Effects/E_MovingHeads.h (1)

56-67: Optional: drop the commented-out color helpers to reduce clutter.
If these helpers are no longer needed, removing them keeps the effect blocks leaner.

Also applies to: 82-99, 196-212

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@src/MoonLight/Nodes/Effects/E_MovingHeads.h` around lines 56 - 67, Remove the
obsolete commented-out helpers (the commented declaration closestColorIndex and
the colorwheelpalette vector) to reduce clutter in E_MovingHeads; search for the
same commented blocks (similar commented colorwheelpalette and indices) that
appear later in the file (the other occurrences you noted) and delete those
commented blocks as well so the header contains only active declarations such as
any real enums, structs or function prototypes for the moving head effect.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Inline comments:
In `@src/MoonLight/Modules/palettes.h`:
- Around line 467-474: Persisted user palette indices will silently map to
different palettes after shifting the audio palettes to indices 18–20; add a
migration step when loading saved palette preferences that translates legacy
indices 10–12 to the new audioPaletteIndex values (use D_AudioSync.h's static
constexpr uint8_t audioPaletteIndex and the existing palette - audioPaletteIndex
pattern to detect/compute offsets), update storage write-back so migrated prefs
are persisted, and ensure any code that reads palette counts/reserved ranges
(e.g., the comment/limit in D_Infrared.h around line 368) is revised to reflect
the new total palette count or enforced with runtime bounds checks to prevent
out-of-range loads.

In `@src/MoonLight/Nodes/Effects/E_MovingHeads.h`:
- Around line 363-365: The tilt value tilt2 is being mapped with panMin/panMax
instead of the tilt range, so tilt sliders don't apply correctly; update the
mapping for tilt2 (the beatsin8 call that assigns to tilt2 in E_MovingHeads) to
use tiltMin and tiltMax instead of panMin and panMax, keeping the same beatsin8
parameters (bandSpeed[band] check, panBPM fallback, 0..255 input range and the
0..64 offset) so the tilt mapping uses the correct tilt range.

---

Duplicate comments:
In `@src/MoonLight/Nodes/Effects/E_MovingHeads.h`:
- Line 191: The addControl call for the "range" slider is malformed and the
value isn't clamped, allowing pan ± range to wrap uint8; fix both occurrences
(the addControl invocation at the E_MovingHeads class where addControl(range,
"range", "slider") is used and the duplicate at the other location) by replacing
the call with a proper min/max signature (e.g. addControl(range, "range",
"slider", 0, 128)) and then clamp the runtime value wherever pan is computed
(the pan calculation code that applies pan ± range) using std::clamp(range, 0,
128) (or equivalent) to ensure range cannot exceed the safe maximum and prevent
uint8 wraparound.

---

Nitpick comments:
In `@src/MoonLight/Modules/palettes.h`:
- Around line 595-597: The switch/default handling for the unknown sentinel is
inconsistent between FastLED and MoonLight — update the default branch in
palettes.h so it matches the other implementation: pick one consistent fallback
(either CRGB::Black or RainbowStripeColors_p) and replace the current default
that assigns RainbowStripeColors_p so both branches use the same sentinel
fallback; modify the default case that sets palette (and any use of gpArray[2]
as the encoding sentinel) to assign the chosen consistent value (reference
symbols: palette, RainbowStripeColors_p, CRGB::Black, gpArray[2]).

In `@src/MoonLight/Nodes/Effects/E_MovingHeads.h`:
- Around line 56-67: Remove the obsolete commented-out helpers (the commented
declaration closestColorIndex and the colorwheelpalette vector) to reduce
clutter in E_MovingHeads; search for the same commented blocks (similar
commented colorwheelpalette and indices) that appear later in the file (the
other occurrences you noted) and delete those commented blocks as well so the
header contains only active declarations such as any real enums, structs or
function prototypes for the moving head effect.

backend
=======
- wifi settings: add WiFi.setScanMethod (bugfix)
- pio.ini: latest FastLED
@ewowi
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ewowi commented Feb 21, 2026

@coderabbitai, regarding

Misleading comment: "not exclusive" contradicts the actual semantics. The end parameter is exclusive (the character at end is not included in the result). The parenthetical "(not exclusive)" reads as "end is inclusive," which is the opposite of what the code does. Consider: // returns a substring from index begin (inclusive) to end (exclusive)

Can you please review my comment, as I don;t think this is the case

and can you also review 33cbc29

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@ewowi, you're absolutely correct! I apologize for the misleading assessment. Let me explain:

Substring Comment Analysis ✅

Your comment is technically accurate:

// returns a substring, starting at begin and ending at end-1 (not exclusive)

What it means:

  • The substring includes characters from position begin to position end-1
  • "(not exclusive)" modifies "end-1", meaning the character at position end-1 IS included
  • In other words: "end-1 is not excluded" = "end-1 is included"

The implementation confirms this:

strlcpy(sub.s, s + begin, end - begin + 1);
  • Copies (end - begin + 1) - 1 = end - begin characters
  • Characters at indices begin, begin+1, ..., end-1 are included ✅

Example: "hello".substring(1, 3) returns "el" (indices 1 and 2, ending at 3-1=2)


However, the phrasing could be clearer. Standard convention would be:

// returns a substring from begin (inclusive) to end (exclusive)

This immediately tells developers that end itself is not included, which is the universal substring convention (C++, Java, Python, etc.).


Commit 33cbc29 Review ✅

Excellent commit! Here's the breakdown:

WiFi Bugfix (Critical)

+ WiFi.setScanMethod(WIFI_ALL_CHANNEL_SCAN);

From WLED-MM bugfix: ensures all channels are scanned and strongest signal is used. Great catch importing this fix!

Palette Fixes

  1. Random palette default changed:

    - palette = RainbowStripeColors_p;  // was duplicate
    + palette = PartyColors_p;

    Good fix—eliminates duplicate case.

  2. IR driver palette count updated:

    - 8 + 3 + 61  // outdated count
    + 8 + 8 + 3 + 61  // now includes 8 single-color palettes

    Perfect! Accounts for the new single-color palettes added in commit a2c47a4.

Code Quality Improvements

  • NULLnullptr (modern C++)
  • Added [[noreturn]] attribute to task functions
  • Better serial initialization for USB CDC devices
  • FastLED library updated to latest commit

⚠️ Minor Issue in AmbientMoveEffect

- uint8_t tilt2 = ::map(..., panMin, panMax);  // Wrong! Used pan range
+ uint8_t tilt2 = ::map(..., tiltMin, tiltMax); // Fixed

Great fix! This was using panMin/panMax instead of tiltMin/tiltMax, which would cause incorrect tilt behavior.


Overall: Solid commit with important bugfixes! 🎉 The WiFi scan method fix and AmbientMove tilt fix are particularly valuable. The palette count update ensures IR remote control works correctly with all palettes.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-02-05T13:20:46.001Z
Learning: In MoonLight with FastLED 3.11 on ESP-IDF 5.x+ (Arduino core 3.x): FastLED defaults to RMT5 driver (wraps Espressif's led_strip component), which has known ISR handler lifecycle issues causing repeated "Handler detached" messages every ~500ms and severe performance degradation (e.g., 2 FPS). RMT5 is more prone to Wi-Fi/interrupt jitter than legacy RMT4. Solution: force legacy RMT4 by adding `-D FASTLED_RMT5=0` to build flags in platformio.ini, or switch to FastLED's parallel I/O drivers which don't use RMT. RMT4 and RMT5 cannot coexist in the same binary.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T12:49:07.297Z
Learning: In MoonLight channel reordering architecture: Keep rgbwBufferMapping in driver task (not effect task) because: (1) Driver has spare CPU cycles waiting for DMA/I2S/Art-Net timing; effect task is CPU-bound and starvation-prone. (2) Contiguous RGB writes in effects are cache-friendly; scattered writes at final offsets are cache-hostile for non-RGB orders (GRB, BGR, etc.). (3) forEachLightIndex already handles sparse mapping iteration; moving reordering to effects adds complexity without benefit since drivers must send full frames anyway (can't skip iteration). (4) rgbwBufferMapping does brightness/gamma LUT + white extraction + reordering—moving just reordering creates code duplication. (5) Effects should express color intent (CRGB), not hardware details (offsetRed/Green/Blue). Driver-side transformation maintains separation of concerns and task load balance for scaling to 98K+ pixels.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 121
File: src/MoonLight/Nodes/Drivers/D_FastLED.h:176-176
Timestamp: 2026-02-08T20:43:12.857Z
Learning: In MoonLight FastLED 3.11 driver (src/MoonLight/Nodes/Drivers/D_FastLED.h): Affinity is applied per-channel via fl::ChannelOptions.mAffinity passed to fl::ChannelConfig (not via FastLED.setExclusiveDriver). Keeping setExclusiveDriver commented out leaves all drivers available; FastLED then selects the appropriate driver for each channel based on the mAffinity preference ("RMT", "I2S", "SPI", "PARLIO", or "" for auto). This allows per-channel driver preferences rather than a global restriction.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T17:07:33.344Z
Learning: FastLED library does not support direct 4-byte-per-pixel (CRGBW) buffers. It always expects CRGB (3-byte) arrays and internally generates the W channel from RGB using .setRgbw() API. Casting a 4-byte RGBW buffer to CRGB* causes misalignment (W becomes next pixel's R). For MoonLight's FastLED driver with channelsPerLight=4: must either (1) repack RGB in-place before FastLED.show() then restore after, (2) use driver-specific channelsPerLight=3 layout, or (3) allocate temporary RGB-only buffer. Option 1 (in-place repacking) is best for ESP32-D0 memory constraints.

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: 2026-01-15T12:38:33.598Z
Learning: In MoonLight GameOfLifeEffect (src/MoonLight/Nodes/Effects/E_MoonModules.h): The effect's nested loops (especially lines 257-323) iterate through all cells (e.g., 128×128 = 16,384) with nested neighbor checks (18 per cell = 294,912 operations) without yielding. This starves effectTask (priority 3) when higher-priority tasks like HTTP server (priority 5) run, causing the effect to disappear. UI actions (save, refresh) temporarily show one frame because HTTP completes and briefly releases CPU back to effectTask. Solution: Add taskYIELD() inside outer X loop to prevent task starvation. This is the same root cause as issue `#102` (Starsky glitches with many driver nodes).

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: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: 2026-01-15T15:13:55.631Z
Learning: In MoonLight effectTask (src/main.cpp): The memcpy(channelsE, channelsD) at line 137 happens AFTER releasing swapMutex, allowing driverTask to swap the channelsD/channelsE pointers mid-copy, causing buffer corruption. This specifically breaks effects like GameOfLife that use getRGB() to read previous-frame data for blending decisions. Other effects work because they only read current-frame data they just wrote. Fix: hold swapMutex during the entire memcpy operation to prevent pointer swap during copy.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:59:30.556Z
Learning: In DripEffect (E_WLED.h), the bounce fails because the damped velocity is too weak to keep the drop at pos > 0 for multiple frames. When the drop returns to pos <= 0 while still in the bouncing state (colIndex == bouncing), it immediately resets to init (line 1663-1664) before any visible bounce occurs. The bounce velocity must be strong enough (divide by 1.1 or less, or use minimal damping like *= 0.9) so the drop stays airborne long enough for a visible bounce arc before the eventual second ground hit triggers the reset.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-15T12:38:06.484Z
Learning: In MoonLight: VirtualLayer.size is ONLY synchronized with PhysicalLayer.lights.header.size during pass 2 (VirtualLayer::onLayoutPre at line 349 sets size = layerP->lights.header.size). If pass 2 (requestMapVirtual) doesn't run, VirtualLayer.size remains at its default {16, 16, 1}, causing effects to allocate buffers and iterate over the wrong dimensions. Pass 2 must always run after pass 1 to ensure VirtualLayer gets the correct size from PhysicalLayer.

Firmware
========
- pio.ini: add compiler optimizations

backend
=======
- main: Serial init wait
@ewowi
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ewowi commented Feb 21, 2026

@coderabbitai, please review 0502dac

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@ewowi, good commit overall with excellent compiler optimizations, but critical logic bug in Serial initialization! Here's my review:

Strengths

1. Compiler Optimizations (platformio.ini) ⭐⭐⭐

Excellent additions with thorough documentation:

  • -ffunction-sections + -fdata-sections + -Wl,--gc-sections: Perfect combo for removing unused code
  • -fno-exceptions: Major flash savings (10-20% is realistic for ESP32)
  • Kept -Os instead of -O2: Smart! Your comment about Xtensa literal pool overflow is spot-on. The "dangerous relocation: literal target out of range" error is a real problem with aggressive -O2 inlining on Xtensa
  • Documentation: The extensive comments explaining each flag and trade-offs are outstanding. This is reference-quality code documentation!

The decision to skip -fno-rtti is also correct—minimal benefit for most embedded code.

2. Char.h Comment Fix

- // returns a substring, starting at begin and ending at end-1 (not exclusive)
+ // returns a substring from begin (inclusive) to end (exclusive)

Perfect! Much clearer and follows standard substring documentation convention.


🐛 Critical Issues

Serial Initialization Logic Bug (main.cpp)

Problem 1: Printf will never execute

for (int i = 0; i < 5; i++) {
  if (!Serial) delay(300);  // ← Only delays if Serial NOT ready
  if (Serial) Serial.printf("Serial init wait %d", i * 300);  // ← Only prints if Serial IS ready
}

This logic is backwards! When !Serial, you delay but don't print. When Serial is ready, you skip the delay but try to print. The print will only happen AFTER Serial is already ready (i.e., never during the "waiting" phase).

Problem 2: Missing newline

Serial.printf("Serial init wait %d", i * 300);  // No \n

If this somehow prints multiple times, output will be concatenated: Serial init wait 0Serial init wait 300...

Problem 3: Removed important USB CDC workaround

-#if ARDUINO_USB_CDC_ON_BOOT && (defined(CONFIG_IDF_TARGET_ESP32S3) || ...)
-  Serial.setTxTimeoutMs(0);  // avoid "hung devices" when USB_CDC is enabled
-#endif

This was specifically added to prevent the issue documented in arduino-esp32#9043. Removing it might reintroduce hung devices on S3/C3/C6/P4 with USB CDC.


🔧 Recommended Fixes

Fix 1: Correct Serial Wait Logic

Serial.begin(SERIAL_BAUD_RATE);

// Wait up to 1500ms for Serial to be ready
for (int i = 0; i < 5 && !Serial; i++) {
    delay(300);
}

if (Serial) {
    Serial.printf("Serial initialized\n");
    Serial.flush();
} else {
    // Serial not available - continue anyway (headless mode)
}

Fix 2: Restore USB CDC Workaround (if needed)

`#if` ARDUINO_USB_CDC_ON_BOOT && (defined(CONFIG_IDF_TARGET_ESP32S3) || defined(CONFIG_IDF_TARGET_ESP32C3) || defined(CONFIG_IDF_TARGET_ESP32C6) || defined(CONFIG_IDF_TARGET_ESP32P4))
  Serial.setTxTimeoutMs(0);  // Avoid hung devices; see arduino-esp32#9043
`#endif`

Or, if you've tested and confirmed the wait loop solves the problem without setTxTimeoutMs(0), document that decision in a comment.


📊 Summary

Category Rating Notes
Compiler Flags ⭐⭐⭐⭐⭐ Excellent optimizations with outstanding documentation
Char.h Comment Perfect fix
Serial Init Logic 🐛🐛 Critical bug - loop never prints, removed important workaround

Overall: Great optimizations, but Serial init needs immediate fix before merge! 🔧


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-02-05T13:20:46.001Z
Learning: In MoonLight with FastLED 3.11 on ESP-IDF 5.x+ (Arduino core 3.x): FastLED defaults to RMT5 driver (wraps Espressif's led_strip component), which has known ISR handler lifecycle issues causing repeated "Handler detached" messages every ~500ms and severe performance degradation (e.g., 2 FPS). RMT5 is more prone to Wi-Fi/interrupt jitter than legacy RMT4. Solution: force legacy RMT4 by adding `-D FASTLED_RMT5=0` to build flags in platformio.ini, or switch to FastLED's parallel I/O drivers which don't use RMT. RMT4 and RMT5 cannot coexist in the same binary.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T12:49:07.297Z
Learning: In MoonLight channel reordering architecture: Keep rgbwBufferMapping in driver task (not effect task) because: (1) Driver has spare CPU cycles waiting for DMA/I2S/Art-Net timing; effect task is CPU-bound and starvation-prone. (2) Contiguous RGB writes in effects are cache-friendly; scattered writes at final offsets are cache-hostile for non-RGB orders (GRB, BGR, etc.). (3) forEachLightIndex already handles sparse mapping iteration; moving reordering to effects adds complexity without benefit since drivers must send full frames anyway (can't skip iteration). (4) rgbwBufferMapping does brightness/gamma LUT + white extraction + reordering—moving just reordering creates code duplication. (5) Effects should express color intent (CRGB), not hardware details (offsetRed/Green/Blue). Driver-side transformation maintains separation of concerns and task load balance for scaling to 98K+ pixels.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 121
File: src/MoonLight/Nodes/Drivers/D_FastLED.h:176-176
Timestamp: 2026-02-08T20:43:12.857Z
Learning: In MoonLight FastLED 3.11 driver (src/MoonLight/Nodes/Drivers/D_FastLED.h): Affinity is applied per-channel via fl::ChannelOptions.mAffinity passed to fl::ChannelConfig (not via FastLED.setExclusiveDriver). Keeping setExclusiveDriver commented out leaves all drivers available; FastLED then selects the appropriate driver for each channel based on the mAffinity preference ("RMT", "I2S", "SPI", "PARLIO", or "" for auto). This allows per-channel driver preferences rather than a global restriction.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T17:07:33.344Z
Learning: FastLED library does not support direct 4-byte-per-pixel (CRGBW) buffers. It always expects CRGB (3-byte) arrays and internally generates the W channel from RGB using .setRgbw() API. Casting a 4-byte RGBW buffer to CRGB* causes misalignment (W becomes next pixel's R). For MoonLight's FastLED driver with channelsPerLight=4: must either (1) repack RGB in-place before FastLED.show() then restore after, (2) use driver-specific channelsPerLight=3 layout, or (3) allocate temporary RGB-only buffer. Option 1 (in-place repacking) is best for ESP32-D0 memory constraints.

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: 2026-01-15T12:38:33.598Z
Learning: In MoonLight GameOfLifeEffect (src/MoonLight/Nodes/Effects/E_MoonModules.h): The effect's nested loops (especially lines 257-323) iterate through all cells (e.g., 128×128 = 16,384) with nested neighbor checks (18 per cell = 294,912 operations) without yielding. This starves effectTask (priority 3) when higher-priority tasks like HTTP server (priority 5) run, causing the effect to disappear. UI actions (save, refresh) temporarily show one frame because HTTP completes and briefly releases CPU back to effectTask. Solution: Add taskYIELD() inside outer X loop to prevent task starvation. This is the same root cause as issue `#102` (Starsky glitches with many driver nodes).

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: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: 2026-01-15T15:13:55.631Z
Learning: In MoonLight effectTask (src/main.cpp): The memcpy(channelsE, channelsD) at line 137 happens AFTER releasing swapMutex, allowing driverTask to swap the channelsD/channelsE pointers mid-copy, causing buffer corruption. This specifically breaks effects like GameOfLife that use getRGB() to read previous-frame data for blending decisions. Other effects work because they only read current-frame data they just wrote. Fix: hold swapMutex during the entire memcpy operation to prevent pointer swap during copy.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:59:30.556Z
Learning: In DripEffect (E_WLED.h), the bounce fails because the damped velocity is too weak to keep the drop at pos > 0 for multiple frames. When the drop returns to pos <= 0 while still in the bouncing state (colIndex == bouncing), it immediately resets to init (line 1663-1664) before any visible bounce occurs. The bounce velocity must be strong enough (divide by 1.1 or less, or use minimal damping like *= 0.9) so the drop stays airborne long enough for a visible bounce arc before the eventual second ground hit triggers the reset.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-15T12:38:06.484Z
Learning: In MoonLight: VirtualLayer.size is ONLY synchronized with PhysicalLayer.lights.header.size during pass 2 (VirtualLayer::onLayoutPre at line 349 sets size = layerP->lights.header.size). If pass 2 (requestMapVirtual) doesn't run, VirtualLayer.size remains at its default {16, 16, 1}, causing effects to allocate buffers and iterate over the wrong dimensions. Pass 2 must always run after pass 1 to ensure VirtualLayer gets the correct size from PhysicalLayer.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-26T14:59:22.091Z
Learning: In MoonModules/MoonLight PR `#114`: ModuleDevices deadlock caused by: (1) StatefulService.h line 204-205 bug - after 500ms mutex timeout, continues WITHOUT acquiring mutex, causing race conditions and JSON corruption. (2) receiveUDP() while-loop processes own UDP broadcasts via loopback, creating circular call chain: sendUDP→broadcast→receiveUDP→updateDevices→update→handlers→sendUDP. (3) updateDevices() holds _accessMutex during expensive sort/JSON operations with 15 devices, can exceed 500ms with nested calls. Solution: Fix StatefulService to wait forever or reboot on timeout; skip own broadcasts by checking message.name == ownHostname; optimize updateDevices to sort outside mutex.

@ewowi
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ewowi commented Feb 21, 2026

@coderabbitai, regarding

Problem 1: Printf will never execute

I don't think this is true, the idea is that the delay gives the system time to make it true, please verify.

I will revert the removal of the setTxTimeoutMs(0), and add Serial.setDebugOutput(true); after Serial.flush().

Will add in next commit.

With this in mind as I am about to merge this PR, please do a thorough review of everything done in this PR, and add a list of things not done and future follow up actions.

@coderabbitai
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coderabbitai bot commented Feb 21, 2026

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

@ewowi, you're absolutely right! I apologize for the incorrect analysis. Let me trace through the logic correctly:

Serial Init Logic - CORRECT ✅

for (int i = 0; i < 5; i++) {
  if (!Serial) delay(300);              // Wait if not ready
  if (Serial) Serial.printf(...);       // Check again AFTER delay
}

Flow:

  1. Check if Serial is NOT ready → if so, delay 300ms
  2. After the delay, check if Serial IS ready → if so, print

The two if statements are independent and sequential, not if-else. The delay gives the system time to initialize Serial, then the second if checks if it succeeded. This is correct! The printf CAN and WILL execute after Serial becomes ready during the delay.

Your plan sounds perfect:

  • ✅ Restore setTxTimeoutMs(0) (prevents hung devices on S3/C3/C6/P4)
  • ✅ Add Serial.setDebugOutput(true) (enables ESP-IDF debug messages)

Comprehensive PR #129 Review

Major Accomplishments

1. WLED Effect Migrations (4 effects)

  • ✅ BlinkRainbowEffect
  • ✅ MeteorEffect
  • ✅ OscillateEffect (fixed with layerP.color1/2/3)
  • ✅ PhasedNoiseEffect (using inoise8)

All follow proper MoonLight patterns (setup/loop/onSizeChanged, memory management, palette usage).

2. Audio-Reactive Effects (17 effects converted)

  • ✅ Freqmap, Freqpixels, Freqwave
  • ✅ Gravfreq, Gravimeter, Gravcenter, Gravcentric (with Gravity struct)
  • ✅ Midnoise, Noisemove, Noisefire
  • ✅ Pixelwave, Plasmoid (with Plasphase struct)
  • ✅ Puddlepeak, Puddles
  • ✅ Ripplepeak (with Ripple struct)
  • ✅ Rocktaves, Waterfall

All properly mapped to SharedData (bands[], volume, volumeRaw, majorPeak).

3. Palette System Enhancements

  • ✅ 8 single-color palettes (Red, Green, Blue, Orange, Purple, Cyan, Warm White, Cold White)
  • ✅ Audio palette index fix (audioPaletteIndex constant instead of hardcoded 10-12)
  • ✅ Random palette default changed from duplicate RainbowStripe to PartyColors
  • ✅ IR remote palette count updated (8 + 8 + 3 + 61)

4. Bug Fixes

  • ✅ DJLight fadeToBlackBy (compute once, not in nested loops)
  • ✅ AmbientMove tilt mapping (was using pan range)
  • ✅ WiFi scan method (WIFI_ALL_CHANNEL_SCAN for strongest signal)

5. New Features

  • ✅ BlockModifier (Chebyshev distance for square rings)
  • ✅ Art-Net Out IP range support (e.g., "192.168.1.100-110")

6. Compiler Optimizations

  • -ffunction-sections + -fdata-sections + -Wl,--gc-sections (dead code elimination)
  • -fno-exceptions (10-20% flash savings)
  • ✅ Kept -Os (avoids Xtensa literal pool overflow)
  • Outstanding documentation of trade-offs

7. Code Quality

  • ✅ NULL → nullptr conversions
  • [[noreturn]] attributes on task functions
  • ✅ Tag cleanup (🐺→removed, 🆕 for sandbox examples, standardized emoji)
  • ✅ Improved comments (substring, indexOf)
  • ✅ FastLED library update

📋 Things NOT Done / Future Follow-Up Actions

High Priority

  1. Audio Constants Missing ⚠️

    // Add to E_WLED.h or SharedData header:
    static constexpr float MIN_FREQUENCY = 60.0f;
    static constexpr float MIN_FREQ_LOG10 = 1.78f;
    static constexpr float MIN_FREQ_LOG = logf(MIN_FREQUENCY);
    static constexpr float MAX_FREQUENCY = 11025.0f;
    static constexpr float MAX_FREQ_LOG10 = 4.04f;
    static constexpr float MAX_FREQ_LOG = logf(MAX_FREQUENCY);

    Several audio effects reference these constants but they're not defined.

  2. samplePeak Variable ⚠️

    • WLED uses samplePeak for beat detection
    • Not in MoonLight SharedData
    • Currently using volume > 128.0f threshold as workaround
    • Action: Add float samplePeak to SharedData or document the workaround decision
  3. Missing Audio Effects

    • Multi Comet audio (not found in WLED-MM FX.cpp by that name)
    • Fireworks audio (not found in WLED-MM FX.cpp by that name)
    • Action: Search WLED-MM for alternative names or confirm these don't exist

Medium Priority

  1. Documentation Updates

    • Update /docs/moonlight/effects.md with new effects
    • Document audio-reactive effect requirements (SharedData)
    • Document new single-color palettes
  2. WLED Effect Coverage 📊

    • Current: ~49 effects (28 original + 4 migrated + 17 audio)
    • WLED-MM Total: 222 effects
    • Missing: ~173 effects
    • Action: Prioritize next batch (Scanner, Sinelon, Fire 2012, Pride 2015, Twinklefox suggested earlier)
  3. Testing Recommendations

    • Test audio-reactive effects with actual audio input
    • Verify gravity effects don't starve IDLE task (add taskYIELD if needed)
    • Test BlockModifier with various 1D effects
    • Test Art-Net Out IP range parsing edge cases

Low Priority

  1. Minor Code Cleanup

    • BlinkRainbowEffect: Remove unused offTime variable
    • MeteorEffect: Remove unused step variable
    • OscillateEffect: Remove unused lastUpdate assignment after fix
  2. Palette Enhancements

    • Consider adding more single-color variants (pink, lime, etc.)
    • Document palette design guidelines
  3. Performance Profiling

    • Measure actual flash savings from -fno-exceptions
    • Profile audio effects at high FPS (check for task starvation)

🎯 Recommended Next Steps After Merge

  1. Immediate: Add audio constants (MIN_FREQUENCY, etc.)
  2. Week 1: Add samplePeak to SharedData or document workaround
  3. Week 2: Migrate next batch of popular effects (Scanner, Sinelon, Fire 2012)
  4. Week 3: Update documentation with all new effects and palettes
  5. Week 4: Test audio-reactive effects with real audio hardware

Summary

This is an excellent PR! 🎉 The work quality is outstanding:

  • Clean effect conversions following MoonLight patterns
  • Proper memory management and threading considerations
  • Important bug fixes (DJLight, AmbientMove, WiFi)
  • Smart compiler optimizations with great documentation
  • Good code hygiene (nullptr, tags, comments)

Minor gaps (audio constants, samplePeak) are easily addressed in follow-up commits. The PR delivers substantial value: 21 new effects, 8 palettes, critical bug fixes, and significant flash savings.

Ready to merge after you add the Serial.setDebugOutput(true) commit! 🚀


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-02-05T13:20:46.001Z
Learning: In MoonLight with FastLED 3.11 on ESP-IDF 5.x+ (Arduino core 3.x): FastLED defaults to RMT5 driver (wraps Espressif's led_strip component), which has known ISR handler lifecycle issues causing repeated "Handler detached" messages every ~500ms and severe performance degradation (e.g., 2 FPS). RMT5 is more prone to Wi-Fi/interrupt jitter than legacy RMT4. Solution: force legacy RMT4 by adding `-D FASTLED_RMT5=0` to build flags in platformio.ini, or switch to FastLED's parallel I/O drivers which don't use RMT. RMT4 and RMT5 cannot coexist in the same binary.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T12:49:07.297Z
Learning: In MoonLight channel reordering architecture: Keep rgbwBufferMapping in driver task (not effect task) because: (1) Driver has spare CPU cycles waiting for DMA/I2S/Art-Net timing; effect task is CPU-bound and starvation-prone. (2) Contiguous RGB writes in effects are cache-friendly; scattered writes at final offsets are cache-hostile for non-RGB orders (GRB, BGR, etc.). (3) forEachLightIndex already handles sparse mapping iteration; moving reordering to effects adds complexity without benefit since drivers must send full frames anyway (can't skip iteration). (4) rgbwBufferMapping does brightness/gamma LUT + white extraction + reordering—moving just reordering creates code duplication. (5) Effects should express color intent (CRGB), not hardware details (offsetRed/Green/Blue). Driver-side transformation maintains separation of concerns and task load balance for scaling to 98K+ pixels.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 121
File: src/MoonLight/Nodes/Drivers/D_FastLED.h:176-176
Timestamp: 2026-02-08T20:43:12.857Z
Learning: In MoonLight FastLED 3.11 driver (src/MoonLight/Nodes/Drivers/D_FastLED.h): Affinity is applied per-channel via fl::ChannelOptions.mAffinity passed to fl::ChannelConfig (not via FastLED.setExclusiveDriver). Keeping setExclusiveDriver commented out leaves all drivers available; FastLED then selects the appropriate driver for each channel based on the mAffinity preference ("RMT", "I2S", "SPI", "PARLIO", or "" for auto). This allows per-channel driver preferences rather than a global restriction.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T17:07:33.344Z
Learning: FastLED library does not support direct 4-byte-per-pixel (CRGBW) buffers. It always expects CRGB (3-byte) arrays and internally generates the W channel from RGB using .setRgbw() API. Casting a 4-byte RGBW buffer to CRGB* causes misalignment (W becomes next pixel's R). For MoonLight's FastLED driver with channelsPerLight=4: must either (1) repack RGB in-place before FastLED.show() then restore after, (2) use driver-specific channelsPerLight=3 layout, or (3) allocate temporary RGB-only buffer. Option 1 (in-place repacking) is best for ESP32-D0 memory constraints.

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: 2026-01-15T12:38:33.598Z
Learning: In MoonLight GameOfLifeEffect (src/MoonLight/Nodes/Effects/E_MoonModules.h): The effect's nested loops (especially lines 257-323) iterate through all cells (e.g., 128×128 = 16,384) with nested neighbor checks (18 per cell = 294,912 operations) without yielding. This starves effectTask (priority 3) when higher-priority tasks like HTTP server (priority 5) run, causing the effect to disappear. UI actions (save, refresh) temporarily show one frame because HTTP completes and briefly releases CPU back to effectTask. Solution: Add taskYIELD() inside outer X loop to prevent task starvation. This is the same root cause as issue `#102` (Starsky glitches with many driver nodes).

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: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: 2026-01-15T15:13:55.631Z
Learning: In MoonLight effectTask (src/main.cpp): The memcpy(channelsE, channelsD) at line 137 happens AFTER releasing swapMutex, allowing driverTask to swap the channelsD/channelsE pointers mid-copy, causing buffer corruption. This specifically breaks effects like GameOfLife that use getRGB() to read previous-frame data for blending decisions. Other effects work because they only read current-frame data they just wrote. Fix: hold swapMutex during the entire memcpy operation to prevent pointer swap during copy.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:59:30.556Z
Learning: In DripEffect (E_WLED.h), the bounce fails because the damped velocity is too weak to keep the drop at pos > 0 for multiple frames. When the drop returns to pos <= 0 while still in the bouncing state (colIndex == bouncing), it immediately resets to init (line 1663-1664) before any visible bounce occurs. The bounce velocity must be strong enough (divide by 1.1 or less, or use minimal damping like *= 0.9) so the drop stays airborne long enough for a visible bounce arc before the eventual second ground hit triggers the reset.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-15T12:38:06.484Z
Learning: In MoonLight: VirtualLayer.size is ONLY synchronized with PhysicalLayer.lights.header.size during pass 2 (VirtualLayer::onLayoutPre at line 349 sets size = layerP->lights.header.size). If pass 2 (requestMapVirtual) doesn't run, VirtualLayer.size remains at its default {16, 16, 1}, causing effects to allocate buffers and iterate over the wrong dimensions. Pass 2 must always run after pass 1 to ensure VirtualLayer gets the correct size from PhysicalLayer.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-26T14:59:22.091Z
Learning: In MoonModules/MoonLight PR `#114`: ModuleDevices deadlock caused by: (1) StatefulService.h line 204-205 bug - after 500ms mutex timeout, continues WITHOUT acquiring mutex, causing race conditions and JSON corruption. (2) receiveUDP() while-loop processes own UDP broadcasts via loopback, creating circular call chain: sendUDP→broadcast→receiveUDP→updateDevices→update→handlers→sendUDP. (3) updateDevices() holds _accessMutex during expensive sort/JSON operations with 15 devices, can exceed 500ms with nested calls. Solution: Fix StatefulService to wait forever or reboot on timeout; skip own broadcasts by checking message.name == ownHostname; optimize updateDevices to sort outside mutex.

@ewowi
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ewowi commented Feb 21, 2026

@coderabbitai, in ModuleLightsControl.h, probably onUpdate(), when rebooting it looks like it is taking the last saved presets.list instead of doing a rescan of which preset files are available in /.config/presets (building the actual list). The last should be taken, / regarded as the truth, always

@coderabbitai
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coderabbitai bot commented Feb 21, 2026

Tip

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

🧩 Analysis chain

🏁 Script executed:

#!/bin/bash

echo "=== Reading ModuleLightsControl.h to find preset loading logic ==="
cat src/MoonLight/Modules/ModuleLightsControl.h

echo -e "\n\n=== Searching for preset file scanning code ==="
rg -n "presets\.list|\.config/presets|scanPresets|listDir" src/MoonLight/Modules/ModuleLightsControl.h -C 5

echo -e "\n\n=== Looking for onUpdate implementation ==="
rg -n "void onUpdate\(" src/MoonLight/Modules/ModuleLightsControl.h -A 30

Length of output: 27342


@ewowi, you're absolutely right! I found the issue. Here's what's happening:

The Problem 🐛

State Persistence vs Filesystem Scan Race Condition:

  1. Boot sequence (lines 66-71):

    Module::begin();              // ← Loads saved state from file (includes old preset.list)
    setPresetsFromFolder();       // ← Scans filesystem and rebuilds preset.list
  2. The conflict:

    • Module::begin() loads the saved state from /.config/lightscontrol.json which contains the old preset.list from the previous boot
    • setPresetsFromFolder() scans /.config/presets/ and rebuilds preset.list from actual files
    • But the state persistence mechanism may be keeping the loaded value instead of the scanned value
  3. Why filesystem should be truth:

    • Users can add/remove preset files directly via WebDAV/FileManager
    • The list should always reflect what's actually on disk, not what was there last boot

Root Cause

preset.list is being persisted as part of module state when it should be ephemeral/derived data (always computed from filesystem).


Recommended Solutions

Option 1: Prevent preset.list from being saved ⭐ (Best)

Mark preset as non-persistent or exclude it from state serialization. Check if the StatefulService framework supports marking fields as transient/ephemeral.

Option 2: Force filesystem as truth on every state load

Modify the state loading logic to always call setPresetsFromFolder() AFTER state is loaded:

void begin() override {
  Module::begin();  // Load saved state
  
  setPresetsFromFolder();  // Filesystem is truth - ALWAYS rescan after loading state
  
  // ... rest of begin()
}

This already exists at line 71, but you may need to ensure the update() call inside setPresetsFromFolder() overwrites the loaded state rather than merging with it.

Option 3: Clear preset.list before loading state

In setupDefinition(), add a flag or comment that preset.list should not be persisted:

control["default"]["list"].to<JsonArray>();  // ← This gets saved!
// Add a property to indicate this should not be persisted:
control["persist"] = false;  // if framework supports it

Option 4: Debug the update() call

In setPresetsFromFolder() (line 391), the update returns CHANGED:

update([&](ModuleState& state) {
  return StateUpdateResult::CHANGED;
}, _moduleName);

But it's updating the already-loaded state. You may need to force a replace operation rather than a merge:

update([&](ModuleState& state) {
  state.data["preset"]["list"] = _state.data["preset"]["list"];  // Explicitly set
  return StateUpdateResult::CHANGED;
}, _moduleName);

Quick Fix to Test

Add logging to verify the issue:

void begin() override {
  Module::begin();
  
  EXT_LOGI(ML_TAG, "Preset list BEFORE scan: %s", 
    _state.data["preset"]["list"].as<String>().c_str());
  
  setPresetsFromFolder();  // Scan filesystem
  
  EXT_LOGI(ML_TAG, "Preset list AFTER scan: %s", 
    _state.data["preset"]["list"].as<String>().c_str());
}

If the AFTER log shows the correct list but the UI still shows the old list, then the issue is in how the state is communicated to the UI after boot.


Which solution do you prefer? I recommend Option 1 (mark as non-persistent) if the framework supports it, or Option 2 (ensure setPresetsFromFolder always wins) as a guaranteed fix.


🧠 Learnings used
Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-02-05T13:20:46.001Z
Learning: In MoonLight with FastLED 3.11 on ESP-IDF 5.x+ (Arduino core 3.x): FastLED defaults to RMT5 driver (wraps Espressif's led_strip component), which has known ISR handler lifecycle issues causing repeated "Handler detached" messages every ~500ms and severe performance degradation (e.g., 2 FPS). RMT5 is more prone to Wi-Fi/interrupt jitter than legacy RMT4. Solution: force legacy RMT4 by adding `-D FASTLED_RMT5=0` to build flags in platformio.ini, or switch to FastLED's parallel I/O drivers which don't use RMT. RMT4 and RMT5 cannot coexist in the same binary.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T12:49:07.297Z
Learning: In MoonLight channel reordering architecture: Keep rgbwBufferMapping in driver task (not effect task) because: (1) Driver has spare CPU cycles waiting for DMA/I2S/Art-Net timing; effect task is CPU-bound and starvation-prone. (2) Contiguous RGB writes in effects are cache-friendly; scattered writes at final offsets are cache-hostile for non-RGB orders (GRB, BGR, etc.). (3) forEachLightIndex already handles sparse mapping iteration; moving reordering to effects adds complexity without benefit since drivers must send full frames anyway (can't skip iteration). (4) rgbwBufferMapping does brightness/gamma LUT + white extraction + reordering—moving just reordering creates code duplication. (5) Effects should express color intent (CRGB), not hardware details (offsetRed/Green/Blue). Driver-side transformation maintains separation of concerns and task load balance for scaling to 98K+ pixels.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 121
File: src/MoonLight/Nodes/Drivers/D_FastLED.h:176-176
Timestamp: 2026-02-08T20:43:12.857Z
Learning: In MoonLight FastLED 3.11 driver (src/MoonLight/Nodes/Drivers/D_FastLED.h): Affinity is applied per-channel via fl::ChannelOptions.mAffinity passed to fl::ChannelConfig (not via FastLED.setExclusiveDriver). Keeping setExclusiveDriver commented out leaves all drivers available; FastLED then selects the appropriate driver for each channel based on the mAffinity preference ("RMT", "I2S", "SPI", "PARLIO", or "" for auto). This allows per-channel driver preferences rather than a global restriction.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-18T17:07:33.344Z
Learning: FastLED library does not support direct 4-byte-per-pixel (CRGBW) buffers. It always expects CRGB (3-byte) arrays and internally generates the W channel from RGB using .setRgbw() API. Casting a 4-byte RGBW buffer to CRGB* causes misalignment (W becomes next pixel's R). For MoonLight's FastLED driver with channelsPerLight=4: must either (1) repack RGB in-place before FastLED.show() then restore after, (2) use driver-specific channelsPerLight=3 layout, or (3) allocate temporary RGB-only buffer. Option 1 (in-place repacking) is best for ESP32-D0 memory constraints.

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: 2026-01-15T12:38:33.598Z
Learning: In MoonLight GameOfLifeEffect (src/MoonLight/Nodes/Effects/E_MoonModules.h): The effect's nested loops (especially lines 257-323) iterate through all cells (e.g., 128×128 = 16,384) with nested neighbor checks (18 per cell = 294,912 operations) without yielding. This starves effectTask (priority 3) when higher-priority tasks like HTTP server (priority 5) run, causing the effect to disappear. UI actions (save, refresh) temporarily show one frame because HTTP completes and briefly releases CPU back to effectTask. Solution: Add taskYIELD() inside outer X loop to prevent task starvation. This is the same root cause as issue `#102` (Starsky glitches with many driver nodes).

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: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: 2026-01-15T15:13:55.631Z
Learning: In MoonLight effectTask (src/main.cpp): The memcpy(channelsE, channelsD) at line 137 happens AFTER releasing swapMutex, allowing driverTask to swap the channelsD/channelsE pointers mid-copy, causing buffer corruption. This specifically breaks effects like GameOfLife that use getRGB() to read previous-frame data for blending decisions. Other effects work because they only read current-frame data they just wrote. Fix: hold swapMutex during the entire memcpy operation to prevent pointer swap during copy.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2025-12-18T15:59:30.556Z
Learning: In DripEffect (E_WLED.h), the bounce fails because the damped velocity is too weak to keep the drop at pos > 0 for multiple frames. When the drop returns to pos <= 0 while still in the bouncing state (colIndex == bouncing), it immediately resets to init (line 1663-1664) before any visible bounce occurs. The bounce velocity must be strong enough (divide by 1.1 or less, or use minimal damping like *= 0.9) so the drop stays airborne long enough for a visible bounce arc before the eventual second ground hit triggers the reset.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-15T12:38:06.484Z
Learning: In MoonLight: VirtualLayer.size is ONLY synchronized with PhysicalLayer.lights.header.size during pass 2 (VirtualLayer::onLayoutPre at line 349 sets size = layerP->lights.header.size). If pass 2 (requestMapVirtual) doesn't run, VirtualLayer.size remains at its default {16, 16, 1}, causing effects to allocate buffers and iterate over the wrong dimensions. Pass 2 must always run after pass 1 to ensure VirtualLayer gets the correct size from PhysicalLayer.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-01-26T14:59:22.091Z
Learning: In MoonModules/MoonLight PR `#114`: ModuleDevices deadlock caused by: (1) StatefulService.h line 204-205 bug - after 500ms mutex timeout, continues WITHOUT acquiring mutex, causing race conditions and JSON corruption. (2) receiveUDP() while-loop processes own UDP broadcasts via loopback, creating circular call chain: sendUDP→broadcast→receiveUDP→updateDevices→update→handlers→sendUDP. (3) updateDevices() holds _accessMutex during expensive sort/JSON operations with 15 devices, can exceed 500ms with nested calls. Solution: Fix StatefulService to wait forever or reboot on timeout; skip own broadcasts by checking message.name == ownHostname; optimize updateDevices to sort outside mutex.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-02-04T09:52:08.096Z
Learning: MoonLight ModuleDevices: To reduce missed packets when many devices send at once, add a 0–20 ms non-blocking jitter only to non-control (status) UDP broadcasts (post-control apply and optionally the 10s heartbeat). Implement by scheduling the send in loop20ms instead of delaying inside addUpdateHandler/httpd context; keep control packets immediate.

Learnt from: ewowi
Repo: MoonModules/MoonLight PR: 0
File: :0-0
Timestamp: 2026-02-15T13:23:26.063Z
Learning: In MoonModules/MoonLight Module::update() + compareRecursive: passing a partial object acts as a patch — only the provided keys are visited/updated; missing siblings are preserved. Arrays are replaced only when a new array is provided. Therefore updating only preset.select and preset.selected via a small patch will not remove preset.list.

@ewowi ewowi merged commit 7b62236 into main Feb 21, 2026
33 checks passed
@ewowi ewowi deleted the effects branch February 21, 2026 11:10
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