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esphome/esphome/core/application.cpp
J. Nick Koston 0a66612399 teardown
2025-08-15 15:40:19 -05:00

623 lines
22 KiB
C++

#include "esphome/core/application.h"
#include "esphome/core/log.h"
#include "esphome/core/version.h"
#include "esphome/core/hal.h"
#include <algorithm>
#include <ranges>
#ifdef USE_RUNTIME_STATS
#include "esphome/components/runtime_stats/runtime_stats.h"
#endif
#ifdef USE_STATUS_LED
#include "esphome/components/status_led/status_led.h"
#endif
#ifdef USE_SOCKET_SELECT_SUPPORT
#include <cerrno>
#ifdef USE_SOCKET_IMPL_LWIP_SOCKETS
// LWIP sockets implementation
#include <lwip/sockets.h>
#elif defined(USE_SOCKET_IMPL_BSD_SOCKETS)
// BSD sockets implementation
#ifdef USE_ESP32
// ESP32 "BSD sockets" are actually LWIP under the hood
#include <lwip/sockets.h>
#else
// True BSD sockets (e.g., host platform)
#include <sys/select.h>
#endif
#endif
#endif
namespace esphome {
static const char *const TAG = "app";
// Helper function for insertion sort of components by setup priority
// Using insertion sort instead of std::stable_sort saves ~1.3KB of flash
// by avoiding template instantiations (std::rotate, std::stable_sort, lambdas)
// IMPORTANT: This sort is stable (preserves relative order of equal elements),
// which is necessary to maintain user-defined component order for same priority
template<typename Iterator> static void insertion_sort_by_setup_priority(Iterator first, Iterator last) {
for (auto it = first + 1; it != last; ++it) {
auto key = *it;
float key_priority = key->get_actual_setup_priority();
auto j = it - 1;
// Using '<' (not '<=') ensures stability - equal priority components keep their order
while (j >= first && (*j)->get_actual_setup_priority() < key_priority) {
*(j + 1) = *j;
j--;
}
*(j + 1) = key;
}
}
// Helper function for insertion sort of components by loop priority
// IMPORTANT: This sort is stable (preserves relative order of equal elements),
// which is required when components are re-sorted during setup() if they block
template<typename Iterator> static void insertion_sort_by_loop_priority(Iterator first, Iterator last) {
for (auto it = first + 1; it != last; ++it) {
auto key = *it;
float key_priority = key->get_loop_priority();
auto j = it - 1;
// Using '<' (not '<=') ensures stability - equal priority components keep their order
while (j >= first && (*j)->get_loop_priority() < key_priority) {
*(j + 1) = *j;
j--;
}
*(j + 1) = key;
}
}
void Application::register_component_(Component *comp) {
if (comp == nullptr) {
ESP_LOGW(TAG, "Tried to register null component!");
return;
}
for (auto *c : this->components_) {
if (comp == c) {
ESP_LOGW(TAG, "Component %s already registered! (%p)", c->get_component_source(), c);
return;
}
}
this->components_.push_back(comp);
}
void Application::setup() {
ESP_LOGI(TAG, "Running through setup()");
ESP_LOGV(TAG, "Sorting components by setup priority");
// Sort by setup priority using our helper function
insertion_sort_by_setup_priority(this->components_.begin(), this->components_.end());
// Initialize looping_components_ early so enable_pending_loops_() works during setup
this->calculate_looping_components_();
for (uint32_t i = 0; i < this->components_.size(); i++) {
Component *component = this->components_[i];
// Update loop_component_start_time_ before calling each component during setup
this->loop_component_start_time_ = millis();
component->call();
this->scheduler.process_to_add();
this->feed_wdt();
if (component->can_proceed())
continue;
// Sort components 0 through i by loop priority
insertion_sort_by_loop_priority(this->components_.begin(), this->components_.begin() + i + 1);
do {
uint8_t new_app_state = STATUS_LED_WARNING;
uint32_t now = millis();
// Process pending loop enables to handle GPIO interrupts during setup
this->before_loop_tasks_(now);
for (uint32_t j = 0; j <= i; j++) {
// Update loop_component_start_time_ right before calling each component
this->loop_component_start_time_ = millis();
this->components_[j]->call();
new_app_state |= this->components_[j]->get_component_state();
this->app_state_ |= new_app_state;
this->feed_wdt();
}
this->after_loop_tasks_();
this->app_state_ = new_app_state;
yield();
} while (!component->can_proceed());
}
ESP_LOGI(TAG, "setup() finished successfully!");
// Clear setup priority overrides to free memory
clear_setup_priority_overrides();
this->schedule_dump_config();
}
void Application::loop() {
uint8_t new_app_state = 0;
// Get the initial loop time at the start
uint32_t last_op_end_time = millis();
this->before_loop_tasks_(last_op_end_time);
for (this->current_loop_index_ = 0; this->current_loop_index_ < this->looping_components_active_end_;
this->current_loop_index_++) {
Component *component = this->looping_components_[this->current_loop_index_];
// Update the cached time before each component runs
this->loop_component_start_time_ = last_op_end_time;
{
this->set_current_component(component);
WarnIfComponentBlockingGuard guard{component, last_op_end_time};
component->call();
// Use the finish method to get the current time as the end time
last_op_end_time = guard.finish();
}
new_app_state |= component->get_component_state();
this->app_state_ |= new_app_state;
this->feed_wdt(last_op_end_time);
}
this->after_loop_tasks_();
this->app_state_ = new_app_state;
#ifdef USE_RUNTIME_STATS
// Process any pending runtime stats printing after all components have run
// This ensures stats printing doesn't affect component timing measurements
if (global_runtime_stats != nullptr) {
global_runtime_stats->process_pending_stats(last_op_end_time);
}
#endif
// Use the last component's end time instead of calling millis() again
auto elapsed = last_op_end_time - this->last_loop_;
if (elapsed >= this->loop_interval_ || HighFrequencyLoopRequester::is_high_frequency()) {
// Even if we overran the loop interval, we still need to select()
// to know if any sockets have data ready
this->yield_with_select_(0);
} else {
uint32_t delay_time = this->loop_interval_ - elapsed;
uint32_t next_schedule = this->scheduler.next_schedule_in(last_op_end_time).value_or(delay_time);
// next_schedule is max 0.5*delay_time
// otherwise interval=0 schedules result in constant looping with almost no sleep
next_schedule = std::max(next_schedule, delay_time / 2);
delay_time = std::min(next_schedule, delay_time);
this->yield_with_select_(delay_time);
}
this->last_loop_ = last_op_end_time;
if (this->dump_config_at_ < this->components_.size()) {
if (this->dump_config_at_ == 0) {
ESP_LOGI(TAG, "ESPHome version " ESPHOME_VERSION " compiled on %s", this->compilation_time_);
#ifdef ESPHOME_PROJECT_NAME
ESP_LOGI(TAG, "Project " ESPHOME_PROJECT_NAME " version " ESPHOME_PROJECT_VERSION);
#endif
}
this->components_[this->dump_config_at_]->call_dump_config();
this->dump_config_at_++;
}
}
void IRAM_ATTR HOT Application::feed_wdt(uint32_t time) {
static uint32_t last_feed = 0;
// Use provided time if available, otherwise get current time
uint32_t now = time ? time : millis();
// Compare in milliseconds (3ms threshold)
if (now - last_feed > 3) {
arch_feed_wdt();
last_feed = now;
#ifdef USE_STATUS_LED
if (status_led::global_status_led != nullptr) {
status_led::global_status_led->call();
}
#endif
}
}
void Application::reboot() {
ESP_LOGI(TAG, "Forcing a reboot");
for (auto &component : std::ranges::reverse_view(this->components_)) {
component->on_shutdown();
}
arch_restart();
}
void Application::safe_reboot() {
ESP_LOGI(TAG, "Rebooting safely");
run_safe_shutdown_hooks();
teardown_components(TEARDOWN_TIMEOUT_REBOOT_MS);
run_powerdown_hooks();
arch_restart();
}
void Application::run_safe_shutdown_hooks() {
for (auto &component : std::ranges::reverse_view(this->components_)) {
component->on_safe_shutdown();
}
for (auto &component : std::ranges::reverse_view(this->components_)) {
component->on_shutdown();
}
}
void Application::run_powerdown_hooks() {
for (auto &component : std::ranges::reverse_view(this->components_)) {
component->on_powerdown();
}
}
void Application::teardown_components(uint32_t timeout_ms) {
uint32_t start_time = millis();
// Use a StaticVector instead of std::vector to avoid heap allocation
// since we know the actual size at compile time
StaticVector<Component *, ESPHOME_COMPONENT_COUNT> pending_components;
// Copy all components in reverse order
// Reverse order matches the behavior of run_safe_shutdown_hooks() above and ensures
// components are torn down in the opposite order of their setup_priority (which is
// used to sort components during Application::setup())
size_t num_components = this->components_.size();
for (size_t i = 0; i < num_components; ++i) {
pending_components[i] = this->components_[num_components - 1 - i];
}
uint32_t now = start_time;
size_t pending_count = pending_components.size();
// Compaction algorithm for teardown
// ==================================
// We repeatedly call teardown() on each component until it returns true.
// Components that are done are removed using array compaction:
//
// Initial state (all components pending):
// pending_components: [A, B, C, D, E, F]
// pending_count: 6 ^
//
// After first iteration (B and D finish teardown):
// pending_components: [A, C, E, F | B, D] (B, D are still in memory but ignored)
// pending_count: 4 ^
//
// After second iteration (A finishes):
// pending_components: [C, E, F | A, B, D]
// pending_count: 3 ^
//
// The algorithm compacts remaining components to the front of the array,
// tracking only the count of pending components. This avoids expensive
// erase operations while maintaining O(n) complexity per iteration.
while (pending_count > 0 && (now - start_time) < timeout_ms) {
// Feed watchdog during teardown to prevent triggering
this->feed_wdt(now);
// Process components and compact the array, keeping only those still pending
size_t still_pending = 0;
for (size_t i = 0; i < pending_count; ++i) {
if (!pending_components[i]->teardown()) {
// Component still needs time, keep it in the list
if (still_pending != i) {
pending_components[still_pending] = pending_components[i];
}
++still_pending;
}
// Component finished teardown, skip it (don't increment still_pending)
}
pending_count = still_pending;
// Give some time for I/O operations if components are still pending
if (pending_count > 0) {
this->yield_with_select_(1);
}
// Update time for next iteration
now = millis();
}
if (pending_count > 0) {
// Note: At this point, connections are either disconnected or in a bad state,
// so this warning will only appear via serial rather than being transmitted to clients
for (size_t i = 0; i < pending_count; ++i) {
ESP_LOGW(TAG, "%s did not complete teardown within %" PRIu32 " ms", pending_components[i]->get_component_source(),
timeout_ms);
}
}
}
void Application::calculate_looping_components_() {
// Count total components that need looping
size_t total_looping = 0;
for (auto *obj : this->components_) {
if (obj->has_overridden_loop()) {
total_looping++;
}
}
// Pre-reserve vector to avoid reallocations
this->looping_components_.reserve(total_looping);
// Add all components with loop override that aren't already LOOP_DONE
// Some components (like logger) may call disable_loop() during initialization
// before setup runs, so we need to respect their LOOP_DONE state
for (auto *obj : this->components_) {
if (obj->has_overridden_loop() &&
(obj->get_component_state() & COMPONENT_STATE_MASK) != COMPONENT_STATE_LOOP_DONE) {
this->looping_components_.push_back(obj);
}
}
this->looping_components_active_end_ = this->looping_components_.size();
// Then add any components that are already LOOP_DONE to the inactive section
// This handles components that called disable_loop() during initialization
for (auto *obj : this->components_) {
if (obj->has_overridden_loop() &&
(obj->get_component_state() & COMPONENT_STATE_MASK) == COMPONENT_STATE_LOOP_DONE) {
this->looping_components_.push_back(obj);
}
}
}
void Application::disable_component_loop_(Component *component) {
// This method must be reentrant - components can disable themselves during their own loop() call
// Linear search to find component in active section
// Most configs have 10-30 looping components (30 is on the high end)
// O(n) is acceptable here as we optimize for memory, not complexity
for (uint16_t i = 0; i < this->looping_components_active_end_; i++) {
if (this->looping_components_[i] == component) {
// Move last active component to this position
this->looping_components_active_end_--;
if (i != this->looping_components_active_end_) {
std::swap(this->looping_components_[i], this->looping_components_[this->looping_components_active_end_]);
// If we're currently iterating and just swapped the current position
if (this->in_loop_ && i == this->current_loop_index_) {
// Decrement so we'll process the swapped component next
this->current_loop_index_--;
// Update the loop start time to current time so the swapped component
// gets correct timing instead of inheriting stale timing.
// This prevents integer underflow in timing calculations by ensuring
// the swapped component starts with a fresh timing reference, avoiding
// errors caused by stale or wrapped timing values.
this->loop_component_start_time_ = millis();
}
}
return;
}
}
}
void Application::activate_looping_component_(uint16_t index) {
// Helper to move component from inactive to active section
if (index != this->looping_components_active_end_) {
std::swap(this->looping_components_[index], this->looping_components_[this->looping_components_active_end_]);
}
this->looping_components_active_end_++;
}
void Application::enable_component_loop_(Component *component) {
// This method is only called when component state is LOOP_DONE, so we know
// the component must be in the inactive section (if it exists in looping_components_)
// Only search the inactive portion for better performance
// With typical 0-5 inactive components, O(k) is much faster than O(n)
const uint16_t size = this->looping_components_.size();
for (uint16_t i = this->looping_components_active_end_; i < size; i++) {
if (this->looping_components_[i] == component) {
// Found in inactive section - move to active
this->activate_looping_component_(i);
return;
}
}
// Component not found in looping_components_ - this is normal for components
// that don't have loop() or were not included in the partitioned vector
}
void Application::enable_pending_loops_() {
// Process components that requested enable_loop from ISR context
// Only iterate through inactive looping_components_ (typically 0-5) instead of all components
//
// Race condition handling:
// 1. We check if component is already in LOOP state first - if so, just clear the flag
// This handles reentrancy where enable_loop() was called between ISR and processing
// 2. We only clear pending_enable_loop_ after checking state, preventing lost requests
// 3. If any components aren't in LOOP_DONE state, we set has_pending_enable_loop_requests_
// back to true to ensure we check again next iteration
// 4. ISRs can safely set flags at any time - worst case is we process them next iteration
// 5. The global flag (has_pending_enable_loop_requests_) is cleared before this method,
// so any ISR that fires during processing will be caught in the next loop
const uint16_t size = this->looping_components_.size();
bool has_pending = false;
for (uint16_t i = this->looping_components_active_end_; i < size; i++) {
Component *component = this->looping_components_[i];
if (!component->pending_enable_loop_) {
continue; // Skip components without pending requests
}
// Check current state
uint8_t state = component->component_state_ & COMPONENT_STATE_MASK;
// If already in LOOP state, nothing to do - clear flag and continue
if (state == COMPONENT_STATE_LOOP) {
component->pending_enable_loop_ = false;
continue;
}
// If not in LOOP_DONE state, can't enable yet - keep flag set
if (state != COMPONENT_STATE_LOOP_DONE) {
has_pending = true; // Keep tracking this component
continue; // Keep the flag set - try again next iteration
}
// Clear the pending flag and enable the loop
component->pending_enable_loop_ = false;
ESP_LOGVV(TAG, "%s loop enabled from ISR", component->get_component_source());
component->component_state_ &= ~COMPONENT_STATE_MASK;
component->component_state_ |= COMPONENT_STATE_LOOP;
// Move to active section
this->activate_looping_component_(i);
}
// If we couldn't process some requests, ensure we check again next iteration
if (has_pending) {
this->has_pending_enable_loop_requests_ = true;
}
}
void Application::before_loop_tasks_(uint32_t loop_start_time) {
// Process scheduled tasks
this->scheduler.call(loop_start_time);
// Feed the watchdog timer
this->feed_wdt(loop_start_time);
// Process any pending enable_loop requests from ISRs
// This must be done before marking in_loop_ = true to avoid race conditions
if (this->has_pending_enable_loop_requests_) {
// Clear flag BEFORE processing to avoid race condition
// If ISR sets it during processing, we'll catch it next loop iteration
// This is safe because:
// 1. Each component has its own pending_enable_loop_ flag that we check
// 2. If we can't process a component (wrong state), enable_pending_loops_()
// will set this flag back to true
// 3. Any new ISR requests during processing will set the flag again
this->has_pending_enable_loop_requests_ = false;
this->enable_pending_loops_();
}
// Mark that we're in the loop for safe reentrant modifications
this->in_loop_ = true;
}
void Application::after_loop_tasks_() {
// Clear the in_loop_ flag to indicate we're done processing components
this->in_loop_ = false;
}
#ifdef USE_SOCKET_SELECT_SUPPORT
bool Application::register_socket_fd(int fd) {
// WARNING: This function is NOT thread-safe and must only be called from the main loop
// It modifies socket_fds_ and related variables without locking
if (fd < 0)
return false;
if (fd >= FD_SETSIZE) {
ESP_LOGE(TAG, "Cannot monitor socket fd %d: exceeds FD_SETSIZE (%d)", fd, FD_SETSIZE);
ESP_LOGE(TAG, "Socket will not be monitored for data - may cause performance issues!");
return false;
}
this->socket_fds_.push_back(fd);
this->socket_fds_changed_ = true;
if (fd > this->max_fd_) {
this->max_fd_ = fd;
}
return true;
}
void Application::unregister_socket_fd(int fd) {
// WARNING: This function is NOT thread-safe and must only be called from the main loop
// It modifies socket_fds_ and related variables without locking
if (fd < 0)
return;
for (size_t i = 0; i < this->socket_fds_.size(); i++) {
if (this->socket_fds_[i] != fd)
continue;
// Swap with last element and pop - O(1) removal since order doesn't matter
if (i < this->socket_fds_.size() - 1)
this->socket_fds_[i] = this->socket_fds_.back();
this->socket_fds_.pop_back();
this->socket_fds_changed_ = true;
// Only recalculate max_fd if we removed the current max
if (fd == this->max_fd_) {
this->max_fd_ = -1;
for (int sock_fd : this->socket_fds_) {
if (sock_fd > this->max_fd_)
this->max_fd_ = sock_fd;
}
}
return;
}
}
bool Application::is_socket_ready(int fd) const {
// This function is thread-safe for reading the result of select()
// However, it should only be called after select() has been executed in the main loop
// The read_fds_ is only modified by select() in the main loop
if (fd < 0 || fd >= FD_SETSIZE)
return false;
return FD_ISSET(fd, &this->read_fds_);
}
#endif
void Application::yield_with_select_(uint32_t delay_ms) {
// Delay while monitoring sockets. When delay_ms is 0, always yield() to ensure other tasks run
// since select() with 0 timeout only polls without yielding.
#ifdef USE_SOCKET_SELECT_SUPPORT
if (!this->socket_fds_.empty()) {
// Update fd_set if socket list has changed
if (this->socket_fds_changed_) {
FD_ZERO(&this->base_read_fds_);
for (int fd : this->socket_fds_) {
if (fd >= 0 && fd < FD_SETSIZE) {
FD_SET(fd, &this->base_read_fds_);
}
}
this->socket_fds_changed_ = false;
}
// Copy base fd_set before each select
this->read_fds_ = this->base_read_fds_;
// Convert delay_ms to timeval
struct timeval tv;
tv.tv_sec = delay_ms / 1000;
tv.tv_usec = (delay_ms - tv.tv_sec * 1000) * 1000;
// Call select with timeout
#if defined(USE_SOCKET_IMPL_LWIP_SOCKETS) || (defined(USE_ESP32) && defined(USE_SOCKET_IMPL_BSD_SOCKETS))
int ret = lwip_select(this->max_fd_ + 1, &this->read_fds_, nullptr, nullptr, &tv);
#else
int ret = ::select(this->max_fd_ + 1, &this->read_fds_, nullptr, nullptr, &tv);
#endif
// Process select() result:
// ret < 0: error (except EINTR which is normal)
// ret > 0: socket(s) have data ready - normal and expected
// ret == 0: timeout occurred - normal and expected
if (ret < 0 && errno != EINTR) {
// Actual error - log and fall back to delay
ESP_LOGW(TAG, "select() failed with errno %d", errno);
delay(delay_ms);
}
// When delay_ms is 0, we need to yield since select(0) doesn't yield
if (delay_ms == 0) {
yield();
}
} else {
// No sockets registered, use regular delay
delay(delay_ms);
}
#else
// No select support, use regular delay
delay(delay_ms);
#endif
}
Application App; // NOLINT(cppcoreguidelines-avoid-non-const-global-variables)
} // namespace esphome