sendou.ink/app/features/scanner
..
capture
components
core
node
routes
store
tests
worker
README.md
scanner-schemas.ts
scanner-search-params.test.ts
scanner-search-params.ts
scanner-types.ts

Scanner — Splatoon match-event detection

Browser app (route /scanner, dev-only until promoted) that watches OBS Virtual Camera footage, VoD files, or screenshots, detects Splatoon 3 UI screens with OpenCV.js in a Web Worker, and parses them into events speaking sendou.ink ids (ModeShort/StageId/weapon ids/Ability). Events aggregate client-side into ScannerMatch objects (core/scanner-match.ts) — one detected game per object, every field nullable — which feed /ingest (features/scanner-ingest) and the /vods/new prefill. Imported from the emberz repo; see MIGRATION.md there.

Deliberate convention exceptions (dev tool, ported wholesale): the UI is English-only (no i18next) and styled by one global components/styles.css instead of per-component CSS modules; tests/node-test-compat.ts uses a default export to stay a node:test drop-in.

Commands

pnpm test:scanner                       # golden-file suite over tests/fixtures/ (Vitest, Node)
pnpm scanner:report                     # accuracy table + name character error rate across fixtures
pnpm scanner:fixtures [name-substring]  # run detectors over matching fixtures, verbose
pnpm scanner:replay <dir> <startT> <fps> # replay ffmpeg-extracted frames through the scheduler+detectors
pnpm scanner:bootstrap-atlas            # harvest labeled fixture crops into the glyph atlases
pnpm scanner:build-glyph-atlas          # add the font-rendered charset (fonts required, see below)
pnpm scanner:build-localized-entries    # regen localized closed sets from ../splat3
pnpm scanner:build-planner-signatures   # regen the minimap stage-ID atlas from the assets repo

Scanner scripts run through vite-node -c scripts/scanner/vite-node.config.ts: the root vite config pre-bundles @techstark/opencv-js for the browser worker and vite-node must not consume that prebundle. The package is pnpm-patched (patches/) to wrap its thenable CJS export as { cvReadyPromise }, unwrapped in core/cv.ts.

Architecture

sequenceDiagram
  participant Cap as capture (sampler / vod-frames)
  participant W as analyzer.worker (OpenCV)
  participant TL as TimelineBuilder
  participant MB as match-builder
  participant UI as Live/VoD tab
  participant ING as /ingest (scanner-ingest)
  participant DB as IngestedMatch / IngestedMatchLink
  Cap->>W: frame + t (live/screenshot/seek) — VoD: worker decodes its own slice
  W->>W: scheduler dueDetectors() → gate() → parse()
  W-->>TL: DetectedEvents
  TL-->>UI: deduped timeline (IndexedDB on Live)
  UI->>MB: buildScannerMatches(events)
  MB-->>UI: ScannerMatch[] + source events
  UI->>ING: POST { matches } (Live: on match close / scan end, VoD: whole scan)
  ING->>ING: resolve context (current tournament/SendouQ activity, casts via staff roles, else content sequence ≥2)
  ING->>DB: merge-store IngestedMatch (matchHash, isSameMatch + merge, context hints)
  ING->>DB: link matches to game results → IngestedMatchLink (POV weapon → ReportedWeapon; scoreboards derived at read time)
  Note over UI: VoD "Add VoD": ScannerMatch → slim prefill param → /vods/new
  • core/ is pure (mats in, events/matches out) and runs in the worker, the Screenshot tab, and Node tests. No DOM/browser APIs; Node-only helpers live in node/. Pure data/type imports from ~/modules and ~/features/build-analyzer/data are fine — zod and the app config graph are not (schemas live in scanner-schemas.ts; core only import types the shapes).
  • core/match-builder.ts turns a timeline into ScannerMatches: a MapStart opens a match, a scoreboard closes one (claiming the last 8 min of deaths when the intro was missed), minimaps group per map by confirmed stage change and >5 min gap. An event belongs to at most one match; deaths reveal enemy builds (ability-harvest.ts). Partial matches are fine — scanner-ingest merges them server-side. Senders filter with ingestSkipReasons: private/unread lobby only, and no games a disconnect cut short (scoreless + counter left more time than the footage did, or replayed right after on the same map — the latter is a VoD-scan filter in practice since it only resolves after the fact).
  • The route (routes/scanner.tsx) is SSR-guarded: the client tree loads via React.lazy after useHydrated; nothing from core/worker/capture/store may be imported at route-module top level.
  • Eight detectors: scoreboard (results screen), scoreboard-battle-log-replay (replay-browser detail), scoreboard-battle-log (Recent Battles detail — same data sans replay code, panels stacked), scoreboard-own (personal results), death (respawn overlay), map-start (match intro), minimap (in-match overlay
    • casted 8-player spectator variant), objective (ranked counter overlay: counts, penalties, holder, match timer — a mode-discriminated union with only the SZ member so far). Objective reads land on ScannerMatch as progress samples anchored to the game clock. Reads grouping into a match whose detected mode is not SZ are lookalike misreads: the builder nulls that match's objective and callers discard the events (invalidObjectiveEvents; Live also stops collecting once a MapStart reveals a non-SZ mode). Parsing details are in each detector's module header; accuracy-critical matching internals in core/glyphs.ts and core/detectors/scoreboard/weapons.ts — read those before touching recognition code.
  • Scheduling (core/detectors/scheduler.ts): the per-session DetectorScheduler decides which detectors see a frame. Failing gates are re-checked every searchIntervalS (0.25s — produced VoDs cut screens to ~1s, and gates are ~ms-cheap); a passing gate drops to the dense refine cadence (refineIntervalS overrides for expensive parses). Suppression ends a refinement streak on parse-count stagnation AND ~3s elapsed (the floor spans entry animations), or immediately at sufficientConfidence (set just under each detector's measured clean-read floor); death adds rearmCooldownS. Battle-log/replay gates return a content signature so browsing distinct entries re-parses once per battle instead of dropping the gate. checkIntervalS hard-caps both phases; attachFrame: false keeps continuously-firing events from storing a frame PNG each. Frames no detector is due for skip canvas readback, and everything is counted in core/detectors/telemetry.ts (VoD tab's telemetry panel). A match's objective reads render as one step-line timeline (~/components/ObjectiveTimeline.tsx, shared with the match page).
  • VoD scans (components/VodPage.tsx): on the WebCodecs path each worker demuxes + decodes its own contiguous slice (mediabunny in the worker — no frames cross the main thread). When the scheduler reports calm (no gate pass for a quiet period, no open match), the worker skims keyframe-to-keyframe (hop capped at 2.5s so short screens can't hide), snapping back to dense decode on any gate pass. The seek fallback drives one worker and widens its stride over calm footage the same way.
  • Recognition is language-agnostic: OCR output snaps against every game language at once (core/localized-entries.ts, generated) and events carry sendou ids. English display names come from components/labels.ts.
  • ROI coordinates live in each detector's rois.ts, in canonical 1920×1080 space; every frame is normalized to that size first.
  • New event types implement Detector (core/detectors/types.ts): a cheap gate(mat) at sample rate plus parse(mat, t) when the gate fires. Register in core/detectors/registry.ts.

Assets (CDN) and fonts

Weapon/ability/special/sub template sources are the site's shared game icons in the sendou-ink/assets repo under assets/img/** (.avif; ids from ~/modules/in-game-lists, plus the scanner-only UNKNOWN ability badge — toAbilityWithUnknown narrows template ids back to sendou ids). Scanner-specific sets — glyph atlases and the planner signature atlas — live here under public/scanner/v1/** (override with SCANNER_ASSETS_DIR; the version segment bumps on breaking atlas-format changes). xxx: the atlases are in public/ only while the feature is in development — move them to the assets repo (and the worker back to the CDN base) later.

  • Browser/worker: icons from Config.staticAssetsUrl at img/** (base URL rides the worker init message; the DO Space needs CORS for GET from sendou.ink + localhost); atlases same-origin from /scanner/v1/**. Local dev against fresh icon regens: npx serve /Users/kalle/Developer/assets/assets -l 9100 --cors and VITE_STATIC_ASSETS_URL=http://localhost:9100 in .env.
  • Node (tests/scripts): atlases from public/scanner/v1, icons from the ../assets checkout, never the CDN. AVIF decodes through sharp (node/image-io.ts) — @napi-rs/canvas mis-decodes AVIF partial-alpha.
  • Atlas regens overwrite public/scanner/v1 in place and ship with the app build.

Fonts are proprietary and gitignored: BlitzMain.otf, BlitzBold.otf, FOT-RowdyStd-EB.otf, FOT-KurokaneStd-EB.otf in assets/fonts/ (repo root; from the splatoon3-fonts repo). Atlas builders fail loudly without them. Names and row digits use BlitzMain; team totals BlitzBold; the replay code line and VICTORY/DEFEAT tags FOT-RowdyStd-EB; the JP death message mixes condensed Kurokane and Rowdy (death-weapon-ja). Regeneration order: scanner:bootstrap-atlas (fixture crops win via tie-break) → scanner:build-glyph-atlas; localized sets via scanner:build-localized-entries (expects a splat3 checkout at ../splat3) then the atlas rebuild; planner atlas via scanner:build-planner-signatures (reads the assets repo's assets/planner-maps/, MINI variant).

Fixtures

A test case is a directory tests/fixtures/<detector>/<case-name>/ with frame.png|jpg (raw capture, never re-encoded) and expected.json (partial expectations, sendou ids; stageLabel/weaponLabel are informational for the human corrector — tests compare only ids). Negative cases ({ "event": "none" }) go in the shared tests/fixtures/negative/; every detector's suite sweeps them. Every live misread should become a fixture — the live app's "Save fixture" button exports the byte-exact analyzed frame plus a prefilled expected.json. Fixture ground-truth labels are hand-corrected by the user (the Splatoon domain authority) — treat them as definitive over any matcher output. Fixtures are committed as plain blobs (no LFS for now); keep additions deliberate — fixture IO is isolated in node/fixtures.ts if a retreat to LFS/an external corpus is needed.