mirror of
https://github.com/esphome/esphome.git
synced 2025-09-02 03:12:20 +01:00
623 lines
22 KiB
C++
623 lines
22 KiB
C++
#include "esphome/core/application.h"
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#include "esphome/core/log.h"
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#include "esphome/core/version.h"
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#include "esphome/core/hal.h"
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#include <algorithm>
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#include <ranges>
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#ifdef USE_RUNTIME_STATS
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#include "esphome/components/runtime_stats/runtime_stats.h"
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#endif
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#ifdef USE_STATUS_LED
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#include "esphome/components/status_led/status_led.h"
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#endif
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#ifdef USE_SOCKET_SELECT_SUPPORT
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#include <cerrno>
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#ifdef USE_SOCKET_IMPL_LWIP_SOCKETS
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// LWIP sockets implementation
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#include <lwip/sockets.h>
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#elif defined(USE_SOCKET_IMPL_BSD_SOCKETS)
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// BSD sockets implementation
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#ifdef USE_ESP32
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// ESP32 "BSD sockets" are actually LWIP under the hood
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#include <lwip/sockets.h>
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#else
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// True BSD sockets (e.g., host platform)
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#include <sys/select.h>
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#endif
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#endif
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#endif
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namespace esphome {
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static const char *const TAG = "app";
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// Helper function for insertion sort of components by setup priority
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// Using insertion sort instead of std::stable_sort saves ~1.3KB of flash
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// by avoiding template instantiations (std::rotate, std::stable_sort, lambdas)
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// IMPORTANT: This sort is stable (preserves relative order of equal elements),
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// which is necessary to maintain user-defined component order for same priority
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template<typename Iterator> static void insertion_sort_by_setup_priority(Iterator first, Iterator last) {
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for (auto it = first + 1; it != last; ++it) {
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auto key = *it;
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float key_priority = key->get_actual_setup_priority();
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auto j = it - 1;
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// Using '<' (not '<=') ensures stability - equal priority components keep their order
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while (j >= first && (*j)->get_actual_setup_priority() < key_priority) {
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*(j + 1) = *j;
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j--;
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}
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*(j + 1) = key;
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}
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}
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// Helper function for insertion sort of components by loop priority
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// IMPORTANT: This sort is stable (preserves relative order of equal elements),
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// which is required when components are re-sorted during setup() if they block
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template<typename Iterator> static void insertion_sort_by_loop_priority(Iterator first, Iterator last) {
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for (auto it = first + 1; it != last; ++it) {
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auto key = *it;
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float key_priority = key->get_loop_priority();
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auto j = it - 1;
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// Using '<' (not '<=') ensures stability - equal priority components keep their order
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while (j >= first && (*j)->get_loop_priority() < key_priority) {
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*(j + 1) = *j;
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j--;
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}
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*(j + 1) = key;
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}
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}
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void Application::register_component_(Component *comp) {
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if (comp == nullptr) {
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ESP_LOGW(TAG, "Tried to register null component!");
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return;
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}
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for (auto *c : this->components_) {
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if (comp == c) {
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ESP_LOGW(TAG, "Component %s already registered! (%p)", c->get_component_source(), c);
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return;
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}
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}
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this->components_.push_back(comp);
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}
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void Application::setup() {
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ESP_LOGI(TAG, "Running through setup()");
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ESP_LOGV(TAG, "Sorting components by setup priority");
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// Sort by setup priority using our helper function
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insertion_sort_by_setup_priority(this->components_.begin(), this->components_.end());
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// Initialize looping_components_ early so enable_pending_loops_() works during setup
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this->calculate_looping_components_();
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for (uint32_t i = 0; i < this->components_.size(); i++) {
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Component *component = this->components_[i];
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// Update loop_component_start_time_ before calling each component during setup
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this->loop_component_start_time_ = millis();
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component->call();
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this->scheduler.process_to_add();
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this->feed_wdt();
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if (component->can_proceed())
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continue;
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// Sort components 0 through i by loop priority
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insertion_sort_by_loop_priority(this->components_.begin(), this->components_.begin() + i + 1);
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do {
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uint8_t new_app_state = STATUS_LED_WARNING;
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uint32_t now = millis();
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// Process pending loop enables to handle GPIO interrupts during setup
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this->before_loop_tasks_(now);
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for (uint32_t j = 0; j <= i; j++) {
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// Update loop_component_start_time_ right before calling each component
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this->loop_component_start_time_ = millis();
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this->components_[j]->call();
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new_app_state |= this->components_[j]->get_component_state();
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this->app_state_ |= new_app_state;
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this->feed_wdt();
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}
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this->after_loop_tasks_();
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this->app_state_ = new_app_state;
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yield();
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} while (!component->can_proceed());
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}
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ESP_LOGI(TAG, "setup() finished successfully!");
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// Clear setup priority overrides to free memory
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clear_setup_priority_overrides();
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this->schedule_dump_config();
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}
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void Application::loop() {
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uint8_t new_app_state = 0;
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// Get the initial loop time at the start
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uint32_t last_op_end_time = millis();
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this->before_loop_tasks_(last_op_end_time);
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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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{
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this->set_current_component(component);
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WarnIfComponentBlockingGuard guard{component, last_op_end_time};
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component->call();
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// Use the finish method to get the current time as the end time
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last_op_end_time = guard.finish();
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}
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new_app_state |= component->get_component_state();
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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->after_loop_tasks_();
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this->app_state_ = new_app_state;
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#ifdef USE_RUNTIME_STATS
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// Process any pending runtime stats printing after all components have run
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// This ensures stats printing doesn't affect component timing measurements
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if (global_runtime_stats != nullptr) {
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global_runtime_stats->process_pending_stats(last_op_end_time);
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}
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#endif
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// Use the last component's end time instead of calling millis() again
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auto elapsed = last_op_end_time - this->last_loop_;
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if (elapsed >= this->loop_interval_ || HighFrequencyLoopRequester::is_high_frequency()) {
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// Even if we overran the loop interval, we still need to select()
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// to know if any sockets have data ready
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this->yield_with_select_(0);
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} else {
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uint32_t delay_time = this->loop_interval_ - elapsed;
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uint32_t next_schedule = this->scheduler.next_schedule_in(last_op_end_time).value_or(delay_time);
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// next_schedule is max 0.5*delay_time
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// otherwise interval=0 schedules result in constant looping with almost no sleep
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next_schedule = std::max(next_schedule, delay_time / 2);
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delay_time = std::min(next_schedule, delay_time);
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this->yield_with_select_(delay_time);
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}
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this->last_loop_ = last_op_end_time;
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if (this->dump_config_at_ < this->components_.size()) {
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if (this->dump_config_at_ == 0) {
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ESP_LOGI(TAG, "ESPHome version " ESPHOME_VERSION " compiled on %s", this->compilation_time_);
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#ifdef ESPHOME_PROJECT_NAME
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ESP_LOGI(TAG, "Project " ESPHOME_PROJECT_NAME " version " ESPHOME_PROJECT_VERSION);
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#endif
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}
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this->components_[this->dump_config_at_]->call_dump_config();
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this->dump_config_at_++;
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}
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}
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void IRAM_ATTR HOT Application::feed_wdt(uint32_t time) {
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static uint32_t last_feed = 0;
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// Use provided time if available, otherwise get current time
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uint32_t now = time ? time : millis();
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// Compare in milliseconds (3ms threshold)
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if (now - last_feed > 3) {
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arch_feed_wdt();
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last_feed = now;
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#ifdef USE_STATUS_LED
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if (status_led::global_status_led != nullptr) {
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status_led::global_status_led->call();
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}
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#endif
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}
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}
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void Application::reboot() {
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ESP_LOGI(TAG, "Forcing a reboot");
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for (auto &component : std::ranges::reverse_view(this->components_)) {
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component->on_shutdown();
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}
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arch_restart();
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}
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void Application::safe_reboot() {
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ESP_LOGI(TAG, "Rebooting safely");
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run_safe_shutdown_hooks();
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teardown_components(TEARDOWN_TIMEOUT_REBOOT_MS);
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run_powerdown_hooks();
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arch_restart();
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}
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void Application::run_safe_shutdown_hooks() {
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for (auto &component : std::ranges::reverse_view(this->components_)) {
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component->on_safe_shutdown();
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}
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for (auto &component : std::ranges::reverse_view(this->components_)) {
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component->on_shutdown();
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}
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}
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void Application::run_powerdown_hooks() {
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for (auto &component : std::ranges::reverse_view(this->components_)) {
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component->on_powerdown();
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}
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}
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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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// 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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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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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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// 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_count > 0) {
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this->yield_with_select_(1);
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}
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// Update time for next iteration
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now = millis();
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}
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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 (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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}
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void Application::calculate_looping_components_() {
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// Count total components that need looping
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size_t total_looping = 0;
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for (auto *obj : this->components_) {
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if (obj->has_overridden_loop()) {
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total_looping++;
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}
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}
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// Pre-reserve vector to avoid reallocations
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this->looping_components_.reserve(total_looping);
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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->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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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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// Update the loop start time to current time so the swapped component
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// gets correct timing instead of inheriting stale timing.
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// This prevents integer underflow in timing calculations by ensuring
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// the swapped component starts with a fresh timing reference, avoiding
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// errors caused by stale or wrapped timing values.
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this->loop_component_start_time_ = millis();
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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::activate_looping_component_(uint16_t index) {
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// Helper to move component from inactive to active section
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if (index != this->looping_components_active_end_) {
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std::swap(this->looping_components_[index], 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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}
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void Application::enable_component_loop_(Component *component) {
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// This method is only called when component state is LOOP_DONE, so we know
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// the component must be in the inactive section (if it exists in looping_components_)
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// Only search the inactive portion for better performance
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// With typical 0-5 inactive components, O(k) is much faster than O(n)
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const uint16_t size = this->looping_components_.size();
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for (uint16_t i = this->looping_components_active_end_; i < size; i++) {
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if (this->looping_components_[i] == component) {
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// Found in inactive section - move to active
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this->activate_looping_component_(i);
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return;
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}
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}
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// Component not found in looping_components_ - this is normal for components
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// that don't have loop() or were not included in the partitioned vector
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}
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void Application::enable_pending_loops_() {
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// Process components that requested enable_loop from ISR context
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// Only iterate through inactive looping_components_ (typically 0-5) instead of all components
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//
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// Race condition handling:
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// 1. We check if component is already in LOOP state first - if so, just clear the flag
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// This handles reentrancy where enable_loop() was called between ISR and processing
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// 2. We only clear pending_enable_loop_ after checking state, preventing lost requests
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// 3. If any components aren't in LOOP_DONE state, we set has_pending_enable_loop_requests_
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// back to true to ensure we check again next iteration
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// 4. ISRs can safely set flags at any time - worst case is we process them next iteration
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// 5. The global flag (has_pending_enable_loop_requests_) is cleared before this method,
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// so any ISR that fires during processing will be caught in the next loop
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const uint16_t size = this->looping_components_.size();
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bool has_pending = false;
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for (uint16_t i = this->looping_components_active_end_; i < size; i++) {
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Component *component = this->looping_components_[i];
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if (!component->pending_enable_loop_) {
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continue; // Skip components without pending requests
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}
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// Check current state
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uint8_t state = component->component_state_ & COMPONENT_STATE_MASK;
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// If already in LOOP state, nothing to do - clear flag and continue
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if (state == COMPONENT_STATE_LOOP) {
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component->pending_enable_loop_ = false;
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continue;
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}
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// If not in LOOP_DONE state, can't enable yet - keep flag set
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if (state != COMPONENT_STATE_LOOP_DONE) {
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has_pending = true; // Keep tracking this component
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continue; // Keep the flag set - try again next iteration
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}
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// Clear the pending flag and enable the loop
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component->pending_enable_loop_ = false;
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ESP_LOGVV(TAG, "%s loop enabled from ISR", component->get_component_source());
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component->component_state_ &= ~COMPONENT_STATE_MASK;
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component->component_state_ |= COMPONENT_STATE_LOOP;
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// Move to active section
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this->activate_looping_component_(i);
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}
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// If we couldn't process some requests, ensure we check again next iteration
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if (has_pending) {
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this->has_pending_enable_loop_requests_ = true;
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}
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}
|
|
|
|
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
|