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Miscellaneous fixes (0.18 beta) (#23873)
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* improve display of gpu graphs in system metrics * docs tweaks * Only hide cameras with ui.dashboard disabled from the All Cameras dashboard The settings camera selector and zone editor also filtered on ui.dashboard, so hiding a camera from the dashboard made its zones and masks uneditable in the UI (GH 23870). Drop those filters and correct the field title, help text, and reference docs to describe what the option actually does * hide cameras with ui.review disabled from the Motion tab and the review summaries The Motion tab built its own camera list that never checked ui.review, so a hidden camera still got a preview tile, and its motion and overlap queries fell back to every allowed camera. The review and recordings summaries had the same gap: they are aggregate day counts that can't be filtered client side, so a hidden camera kept contributing to the severity tab counts and calendar indicators while its items were absent from the list. Filter the motion camera list on ui.review and query all four endpoints with the visible camera list instead of letting the backend default to all, and skip the summary queries until the config resolves so the counts don't briefly render as zero. * Scope every review page query to the cameras visible in review The segments and the summary counts were derived from different camera sets: the list was fetched for all cameras and filtered client side, while the summaries were fetched for the visible cameras only when no explicit camera filter was set. A ?cameras= link can name a camera hidden from review, which left the count above zero with an empty list, pinning the new items to review popover open and making the auto refresh effect loop. Intersect an explicit camera selection with the visible list rather than trusting it, pass that to the segment and summary queries alike, and drop the now redundant client side filter, which the raw segments handed to the history view were bypassing anyway.
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@@ -981,7 +981,9 @@ cameras:
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# Optional: Adjust sort order of cameras in the UI. Larger numbers come later (default: shown below)
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# By default the cameras are sorted alphabetically.
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order: 0
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# Optional: Whether or not to show the camera in the Frigate UI (default: shown below)
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# Optional: Whether or not to show the camera on the default All Cameras live dashboard.
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# The camera is still available everywhere else, including camera groups and settings
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# (default: shown below)
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dashboard: True
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# Optional: Whether this camera is visible in review (the review page and its camera
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# filter, motion review, and the history view) (default: shown below)
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@@ -334,7 +334,7 @@ When your browser runs into problems playing back your camera streams, it will l
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- **stalled**
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- What it means: Playback has stalled because the player has fallen too far behind live (extended buffering or no data arriving).
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- What to try: This is usually indicative of the browser struggling to decode too many high-resolution streams at once. Try selecting a lower-bandwidth stream (substream), reduce the number of live streams open, improve the network connection, or lower the camera resolution. Also check your camera's keyframe (I-frame) interval: shorter intervals make playback start and recover faster. You can also try increasing the timeout value in the UI pane of Frigate's settings.
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- What to try: This is usually indicative of the browser struggling to decode too many high-resolution streams at once. Try selecting a lower-bandwidth stream (substream), reduce the number of live streams open, improve the network connection, or lower the camera resolution. Also check your camera's keyframe (I-frame) interval: shorter intervals make playback start and recover faster. You can also try increasing the timeout value in <NavPath path="Settings > UI" /> .
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- Possible console messages from the player code:
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- `Buffer time (10 seconds) exceeded, browser may not be playing media correctly.`
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@@ -39,7 +39,7 @@ The per-clip variation is typically quite low and is mostly an artifact of keyfr
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Debug Replay lets you re-run Frigate's detection pipeline against a section of recorded video without manually configuring a dummy camera. It automatically extracts the recording, creates a temporary camera with the same detection settings as the original, and loops the clip through the pipeline so you can observe detections in real time.
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The replay camera behaves like a live camera feed rather than History's video player: it loops the clip continuously as Frigate analyzes it and has no playback controls, so you cannot pause, scrub, or step through it frame by frame.
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The replay camera behaves like a live camera feed rather than History's video player: it loops the clip continuously as Frigate analyzes it and has no playback controls, so you cannot pause, scrub, or step through it frame by frame. The Debug Replay camera does not save recordings or snapshots or surface anything in Explore, but it otherwise behaves like a regular camera, including running enrichments such as Face Recognition, LPR, and custom classification.
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Debug Replay isn't intended to be a one-stop pane for all Frigate diagnostics or a comprehensive debugging environment for every Frigate feature. It merely makes it easier to spin up a "dummy camera" and perform some common adjustments in real time. You'll still need to use the normal tools (logs, an MQTT client, etc) to debug your feature.
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