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Merge branch 'integration' into memory_api
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@@ -256,30 +256,63 @@ void Application::run_powerdown_hooks() {
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void Application::teardown_components(uint32_t timeout_ms) {
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uint32_t start_time = millis();
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// Copy all components in reverse order using reverse iterators
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// Use a StaticVector instead of std::vector to avoid heap allocation
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// since we know the actual size at compile time
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StaticVector<Component *, ESPHOME_COMPONENT_COUNT> pending_components;
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// Copy all components in reverse order
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// Reverse order matches the behavior of run_safe_shutdown_hooks() above and ensures
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// components are torn down in the opposite order of their setup_priority (which is
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// used to sort components during Application::setup())
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std::vector<Component *> pending_components(this->components_.rbegin(), this->components_.rend());
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size_t num_components = this->components_.size();
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for (size_t i = 0; i < num_components; ++i) {
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pending_components[i] = this->components_[num_components - 1 - i];
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}
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uint32_t now = start_time;
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while (!pending_components.empty() && (now - start_time) < timeout_ms) {
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size_t pending_count = pending_components.size();
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// Compaction algorithm for teardown
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// ==================================
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// We repeatedly call teardown() on each component until it returns true.
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// Components that are done are removed using array compaction:
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//
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// Initial state (all components pending):
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// pending_components: [A, B, C, D, E, F]
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// pending_count: 6 ^
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//
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// After first iteration (B and D finish teardown):
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// pending_components: [A, C, E, F | B, D] (B, D are still in memory but ignored)
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// pending_count: 4 ^
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//
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// After second iteration (A finishes):
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// pending_components: [C, E, F | A, B, D]
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// pending_count: 3 ^
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//
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// The algorithm compacts remaining components to the front of the array,
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// tracking only the count of pending components. This avoids expensive
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// erase operations while maintaining O(n) complexity per iteration.
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while (pending_count > 0 && (now - start_time) < timeout_ms) {
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// Feed watchdog during teardown to prevent triggering
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this->feed_wdt(now);
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// Use iterator to safely erase elements
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for (auto it = pending_components.begin(); it != pending_components.end();) {
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if ((*it)->teardown()) {
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// Component finished teardown, erase it
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it = pending_components.erase(it);
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} else {
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// Component still needs time
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++it;
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// Process components and compact the array, keeping only those still pending
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size_t still_pending = 0;
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for (size_t i = 0; i < pending_count; ++i) {
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if (!pending_components[i]->teardown()) {
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// Component still needs time, keep it in the list
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if (still_pending != i) {
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pending_components[still_pending] = pending_components[i];
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}
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++still_pending;
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}
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// Component finished teardown, skip it (don't increment still_pending)
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}
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pending_count = still_pending;
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// Give some time for I/O operations if components are still pending
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if (!pending_components.empty()) {
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if (pending_count > 0) {
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this->yield_with_select_(1);
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}
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@@ -287,11 +320,11 @@ void Application::teardown_components(uint32_t timeout_ms) {
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now = millis();
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}
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if (!pending_components.empty()) {
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if (pending_count > 0) {
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// Note: At this point, connections are either disconnected or in a bad state,
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// so this warning will only appear via serial rather than being transmitted to clients
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for (auto *component : pending_components) {
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ESP_LOGW(TAG, "%s did not complete teardown within %" PRIu32 " ms", component->get_component_source(),
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for (size_t i = 0; i < pending_count; ++i) {
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ESP_LOGW(TAG, "%s did not complete teardown within %" PRIu32 " ms", pending_components[i]->get_component_source(),
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timeout_ms);
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}
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}
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