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[core] Reduce flash usage by refactoring looping component partitioning (#10652)
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@@ -361,20 +361,19 @@ void Application::calculate_looping_components_() {
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// Add all components with loop override that aren't already LOOP_DONE
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// Some components (like logger) may call disable_loop() during initialization
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// before setup runs, so we need to respect their LOOP_DONE state
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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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this->add_looping_components_by_state_(false);
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this->looping_components_active_end_ = this->looping_components_.size();
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// Then add any components that are already LOOP_DONE to the inactive section
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// This handles components that called disable_loop() during initialization
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this->add_looping_components_by_state_(true);
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}
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void Application::add_looping_components_by_state_(bool match_loop_done) {
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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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((obj->get_component_state() & COMPONENT_STATE_MASK) == COMPONENT_STATE_LOOP_DONE) == match_loop_done) {
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this->looping_components_.push_back(obj);
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}
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}
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@@ -431,6 +431,7 @@ class Application {
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void register_component_(Component *comp);
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void calculate_looping_components_();
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void add_looping_components_by_state_(bool match_loop_done);
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// These methods are called by Component::disable_loop() and Component::enable_loop()
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// Components should not call these directly - use this->disable_loop() or this->enable_loop()
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