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Reduce CPU overhead by allowing components to disable their loop() (#9089)
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@@ -97,7 +97,13 @@ void Application::loop() {
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// Feed WDT with time
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this->feed_wdt(last_op_end_time);
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for (Component *component : this->looping_components_) {
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// Mark that we're in the loop for safe reentrant modifications
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this->in_loop_ = true;
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for (this->current_loop_index_ = 0; this->current_loop_index_ < this->looping_components_active_end_;
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this->current_loop_index_++) {
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Component *component = this->looping_components_[this->current_loop_index_];
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// Update the cached time before each component runs
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this->loop_component_start_time_ = last_op_end_time;
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@@ -112,6 +118,8 @@ void Application::loop() {
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this->app_state_ |= new_app_state;
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this->feed_wdt(last_op_end_time);
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}
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this->in_loop_ = false;
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this->app_state_ = new_app_state;
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// Use the last component's end time instead of calling millis() again
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@@ -235,9 +243,66 @@ void Application::teardown_components(uint32_t timeout_ms) {
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}
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void Application::calculate_looping_components_() {
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// First add all active components
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for (auto *obj : this->components_) {
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if (obj->has_overridden_loop())
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if (obj->has_overridden_loop() &&
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(obj->get_component_state() & COMPONENT_STATE_MASK) != COMPONENT_STATE_LOOP_DONE) {
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this->looping_components_.push_back(obj);
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}
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}
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this->looping_components_active_end_ = this->looping_components_.size();
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// Then add all inactive (LOOP_DONE) components
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// This handles components that called disable_loop() during setup, before this method runs
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for (auto *obj : this->components_) {
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if (obj->has_overridden_loop() &&
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(obj->get_component_state() & COMPONENT_STATE_MASK) == COMPONENT_STATE_LOOP_DONE) {
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this->looping_components_.push_back(obj);
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}
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}
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}
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void Application::disable_component_loop_(Component *component) {
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// This method must be reentrant - components can disable themselves during their own loop() call
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// Linear search to find component in active section
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// Most configs have 10-30 looping components (30 is on the high end)
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// O(n) is acceptable here as we optimize for memory, not complexity
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for (uint16_t i = 0; i < this->looping_components_active_end_; i++) {
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if (this->looping_components_[i] == component) {
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// Move last active component to this position
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this->looping_components_active_end_--;
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if (i != this->looping_components_active_end_) {
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std::swap(this->looping_components_[i], this->looping_components_[this->looping_components_active_end_]);
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// If we're currently iterating and just swapped the current position
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if (this->in_loop_ && i == this->current_loop_index_) {
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// Decrement so we'll process the swapped component next
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this->current_loop_index_--;
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}
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}
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return;
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}
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}
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}
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void Application::enable_component_loop_(Component *component) {
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// This method must be reentrant - components can re-enable themselves during their own loop() call
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// Single pass through all components to find and move if needed
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// With typical 10-30 components, O(n) is faster than maintaining a map
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const uint16_t size = this->looping_components_.size();
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for (uint16_t i = 0; i < size; i++) {
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if (this->looping_components_[i] == component) {
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if (i < this->looping_components_active_end_) {
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return; // Already active
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}
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// Found in inactive section - move to active
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if (i != this->looping_components_active_end_) {
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std::swap(this->looping_components_[i], this->looping_components_[this->looping_components_active_end_]);
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}
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this->looping_components_active_end_++;
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return;
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}
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}
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}
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