1
0
mirror of https://github.com/esphome/esphome.git synced 2025-09-02 11:22:24 +01:00
Files
esphome/esphome/core/application.h

594 lines
20 KiB
C++

#pragma once
#include <algorithm>
#include <limits>
#include <string>
#include <vector>
#include "esphome/core/component.h"
#include "esphome/core/defines.h"
#include "esphome/core/hal.h"
#include "esphome/core/helpers.h"
#include "esphome/core/preferences.h"
#include "esphome/core/scheduler.h"
#include "esphome/core/string_ref.h"
#ifdef USE_DEVICES
#include "esphome/core/device.h"
#endif
#ifdef USE_AREAS
#include "esphome/core/area.h"
#endif
#ifdef USE_SOCKET_SELECT_SUPPORT
#include <sys/select.h>
#endif
#ifdef USE_BINARY_SENSOR
#include "esphome/components/binary_sensor/binary_sensor.h"
#endif
#ifdef USE_SENSOR
#include "esphome/components/sensor/sensor.h"
#endif
#ifdef USE_SWITCH
#include "esphome/components/switch/switch.h"
#endif
#ifdef USE_BUTTON
#include "esphome/components/button/button.h"
#endif
#ifdef USE_TEXT_SENSOR
#include "esphome/components/text_sensor/text_sensor.h"
#endif
#ifdef USE_FAN
#include "esphome/components/fan/fan_state.h"
#endif
#ifdef USE_CLIMATE
#include "esphome/components/climate/climate.h"
#endif
#ifdef USE_LIGHT
#include "esphome/components/light/light_state.h"
#endif
#ifdef USE_COVER
#include "esphome/components/cover/cover.h"
#endif
#ifdef USE_NUMBER
#include "esphome/components/number/number.h"
#endif
#ifdef USE_DATETIME_DATE
#include "esphome/components/datetime/date_entity.h"
#endif
#ifdef USE_DATETIME_TIME
#include "esphome/components/datetime/time_entity.h"
#endif
#ifdef USE_DATETIME_DATETIME
#include "esphome/components/datetime/datetime_entity.h"
#endif
#ifdef USE_TEXT
#include "esphome/components/text/text.h"
#endif
#ifdef USE_SELECT
#include "esphome/components/select/select.h"
#endif
#ifdef USE_LOCK
#include "esphome/components/lock/lock.h"
#endif
#ifdef USE_VALVE
#include "esphome/components/valve/valve.h"
#endif
#ifdef USE_MEDIA_PLAYER
#include "esphome/components/media_player/media_player.h"
#endif
#ifdef USE_ALARM_CONTROL_PANEL
#include "esphome/components/alarm_control_panel/alarm_control_panel.h"
#endif
#ifdef USE_EVENT
#include "esphome/components/event/event.h"
#endif
#ifdef USE_UPDATE
#include "esphome/components/update/update_entity.h"
#endif
namespace esphome {
// Teardown timeout constant (in milliseconds)
// For reboots, it's more important to shut down quickly than disconnect cleanly
// since we're not entering deep sleep. The only consequence of not shutting down
// cleanly is a warning in the log.
static const uint32_t TEARDOWN_TIMEOUT_REBOOT_MS = 1000; // 1 second for quick reboot
class Application {
public:
void pre_setup(const std::string &name, const std::string &friendly_name, const char *comment,
const char *compilation_time, bool name_add_mac_suffix) {
arch_init();
this->name_add_mac_suffix_ = name_add_mac_suffix;
if (name_add_mac_suffix) {
const std::string mac_suffix = get_mac_address().substr(6);
this->name_ = name + "-" + mac_suffix;
this->friendly_name_ = friendly_name.empty() ? "" : friendly_name + " " + mac_suffix;
} else {
this->name_ = name;
this->friendly_name_ = friendly_name;
}
this->comment_ = comment;
this->compilation_time_ = compilation_time;
}
#ifdef USE_DEVICES
void register_device(Device *device) { this->devices_.push_back(device); }
#endif
#ifdef USE_AREAS
void register_area(Area *area) { this->areas_.push_back(area); }
#endif
void set_current_component(Component *component) { this->current_component_ = component; }
Component *get_current_component() { return this->current_component_; }
#ifdef USE_BINARY_SENSOR
void register_binary_sensor(binary_sensor::BinarySensor *binary_sensor) {
this->binary_sensors_.push_back(binary_sensor);
}
#endif
#ifdef USE_SENSOR
void register_sensor(sensor::Sensor *sensor) { this->sensors_.push_back(sensor); }
#endif
#ifdef USE_SWITCH
void register_switch(switch_::Switch *a_switch) { this->switches_.push_back(a_switch); }
#endif
#ifdef USE_BUTTON
void register_button(button::Button *button) { this->buttons_.push_back(button); }
#endif
#ifdef USE_TEXT_SENSOR
void register_text_sensor(text_sensor::TextSensor *sensor) { this->text_sensors_.push_back(sensor); }
#endif
#ifdef USE_FAN
void register_fan(fan::Fan *state) { this->fans_.push_back(state); }
#endif
#ifdef USE_COVER
void register_cover(cover::Cover *cover) { this->covers_.push_back(cover); }
#endif
#ifdef USE_CLIMATE
void register_climate(climate::Climate *climate) { this->climates_.push_back(climate); }
#endif
#ifdef USE_LIGHT
void register_light(light::LightState *light) { this->lights_.push_back(light); }
#endif
#ifdef USE_NUMBER
void register_number(number::Number *number) { this->numbers_.push_back(number); }
#endif
#ifdef USE_DATETIME_DATE
void register_date(datetime::DateEntity *date) { this->dates_.push_back(date); }
#endif
#ifdef USE_DATETIME_TIME
void register_time(datetime::TimeEntity *time) { this->times_.push_back(time); }
#endif
#ifdef USE_DATETIME_DATETIME
void register_datetime(datetime::DateTimeEntity *datetime) { this->datetimes_.push_back(datetime); }
#endif
#ifdef USE_TEXT
void register_text(text::Text *text) { this->texts_.push_back(text); }
#endif
#ifdef USE_SELECT
void register_select(select::Select *select) { this->selects_.push_back(select); }
#endif
#ifdef USE_LOCK
void register_lock(lock::Lock *a_lock) { this->locks_.push_back(a_lock); }
#endif
#ifdef USE_VALVE
void register_valve(valve::Valve *valve) { this->valves_.push_back(valve); }
#endif
#ifdef USE_MEDIA_PLAYER
void register_media_player(media_player::MediaPlayer *media_player) { this->media_players_.push_back(media_player); }
#endif
#ifdef USE_ALARM_CONTROL_PANEL
void register_alarm_control_panel(alarm_control_panel::AlarmControlPanel *a_alarm_control_panel) {
this->alarm_control_panels_.push_back(a_alarm_control_panel);
}
#endif
#ifdef USE_EVENT
void register_event(event::Event *event) { this->events_.push_back(event); }
#endif
#ifdef USE_UPDATE
void register_update(update::UpdateEntity *update) { this->updates_.push_back(update); }
#endif
/// Reserve space for components to avoid memory fragmentation
/// Register the component in this Application instance.
template<class C> C *register_component(C *c) {
static_assert(std::is_base_of<Component, C>::value, "Only Component subclasses can be registered");
this->register_component_((Component *) c);
return c;
}
/// Set up all the registered components. Call this at the end of your setup() function.
void setup();
/// Make a loop iteration. Call this in your loop() function.
void loop();
/// Get the name of this Application set by pre_setup().
const std::string &get_name() const { return this->name_; }
/// Get the friendly name of this Application set by pre_setup().
const std::string &get_friendly_name() const { return this->friendly_name_; }
/// Get the area of this Application set by pre_setup().
const char *get_area() const {
#ifdef USE_AREAS
// If we have areas registered, return the name of the first one (which is the top-level area)
if (!this->areas_.empty() && this->areas_[0] != nullptr) {
return this->areas_[0]->get_name();
}
#endif
return "";
}
/// Get the comment of this Application set by pre_setup().
std::string get_comment() const { return this->comment_; }
bool is_name_add_mac_suffix_enabled() const { return this->name_add_mac_suffix_; }
std::string get_compilation_time() const { return this->compilation_time_; }
/// Get the compilation time as StringRef (for API usage)
StringRef get_compilation_time_ref() const { return StringRef(this->compilation_time_); }
/// Get the cached time in milliseconds from when the current component started its loop execution
inline uint32_t IRAM_ATTR HOT get_loop_component_start_time() const { return this->loop_component_start_time_; }
/** Set the target interval with which to run the loop() calls.
* If the loop() method takes longer than the target interval, ESPHome won't
* sleep in loop(), but if the time spent in loop() is small than the target, ESPHome
* will delay at the end of the App.loop() method.
*
* This is done to conserve power: In most use-cases, high-speed loop() calls are not required
* and degrade power consumption.
*
* Each component can request a high frequency loop execution by using the HighFrequencyLoopRequester
* helper in helpers.h
*
* Note: This method is not called by ESPHome core code. It is only used by lambda functions
* in YAML configurations or by external components.
*
* @param loop_interval The interval in milliseconds to run the core loop at. Defaults to 16 milliseconds.
*/
void set_loop_interval(uint32_t loop_interval) {
this->loop_interval_ = std::min(loop_interval, static_cast<uint32_t>(std::numeric_limits<uint16_t>::max()));
}
uint32_t get_loop_interval() const { return static_cast<uint32_t>(this->loop_interval_); }
void schedule_dump_config() { this->dump_config_at_ = 0; }
void feed_wdt(uint32_t time = 0);
void reboot();
void safe_reboot();
void run_safe_shutdown_hooks();
void run_powerdown_hooks();
/** Teardown all components with a timeout.
*
* @param timeout_ms Maximum time to wait for teardown in milliseconds
*/
void teardown_components(uint32_t timeout_ms);
uint8_t get_app_state() const { return this->app_state_; }
// Helper macro for entity getter method declarations
#ifdef USE_DEVICES
#define GET_ENTITY_METHOD(entity_type, entity_name, entities_member) \
entity_type *get_##entity_name##_by_key(uint32_t key, uint32_t device_id, bool include_internal = false) { \
for (auto *obj : this->entities_member##_) { \
if (obj->get_object_id_hash() == key && obj->get_device_id() == device_id && \
(include_internal || !obj->is_internal())) \
return obj; \
} \
return nullptr; \
}
const auto &get_devices() { return this->devices_; }
#else
#define GET_ENTITY_METHOD(entity_type, entity_name, entities_member) \
entity_type *get_##entity_name##_by_key(uint32_t key, bool include_internal = false) { \
for (auto *obj : this->entities_member##_) { \
if (obj->get_object_id_hash() == key && (include_internal || !obj->is_internal())) \
return obj; \
} \
return nullptr; \
}
#endif // USE_DEVICES
#ifdef USE_AREAS
const auto &get_areas() { return this->areas_; }
#endif
#ifdef USE_BINARY_SENSOR
auto &get_binary_sensors() const { return this->binary_sensors_; }
GET_ENTITY_METHOD(binary_sensor::BinarySensor, binary_sensor, binary_sensors)
#endif
#ifdef USE_SWITCH
auto &get_switches() const { return this->switches_; }
GET_ENTITY_METHOD(switch_::Switch, switch, switches)
#endif
#ifdef USE_BUTTON
auto &get_buttons() const { return this->buttons_; }
GET_ENTITY_METHOD(button::Button, button, buttons)
#endif
#ifdef USE_SENSOR
auto &get_sensors() const { return this->sensors_; }
GET_ENTITY_METHOD(sensor::Sensor, sensor, sensors)
#endif
#ifdef USE_TEXT_SENSOR
auto &get_text_sensors() const { return this->text_sensors_; }
GET_ENTITY_METHOD(text_sensor::TextSensor, text_sensor, text_sensors)
#endif
#ifdef USE_FAN
auto &get_fans() const { return this->fans_; }
GET_ENTITY_METHOD(fan::Fan, fan, fans)
#endif
#ifdef USE_COVER
auto &get_covers() const { return this->covers_; }
GET_ENTITY_METHOD(cover::Cover, cover, covers)
#endif
#ifdef USE_LIGHT
auto &get_lights() const { return this->lights_; }
GET_ENTITY_METHOD(light::LightState, light, lights)
#endif
#ifdef USE_CLIMATE
auto &get_climates() const { return this->climates_; }
GET_ENTITY_METHOD(climate::Climate, climate, climates)
#endif
#ifdef USE_NUMBER
auto &get_numbers() const { return this->numbers_; }
GET_ENTITY_METHOD(number::Number, number, numbers)
#endif
#ifdef USE_DATETIME_DATE
auto &get_dates() const { return this->dates_; }
GET_ENTITY_METHOD(datetime::DateEntity, date, dates)
#endif
#ifdef USE_DATETIME_TIME
auto &get_times() const { return this->times_; }
GET_ENTITY_METHOD(datetime::TimeEntity, time, times)
#endif
#ifdef USE_DATETIME_DATETIME
auto &get_datetimes() const { return this->datetimes_; }
GET_ENTITY_METHOD(datetime::DateTimeEntity, datetime, datetimes)
#endif
#ifdef USE_TEXT
auto &get_texts() const { return this->texts_; }
GET_ENTITY_METHOD(text::Text, text, texts)
#endif
#ifdef USE_SELECT
auto &get_selects() const { return this->selects_; }
GET_ENTITY_METHOD(select::Select, select, selects)
#endif
#ifdef USE_LOCK
auto &get_locks() const { return this->locks_; }
GET_ENTITY_METHOD(lock::Lock, lock, locks)
#endif
#ifdef USE_VALVE
auto &get_valves() const { return this->valves_; }
GET_ENTITY_METHOD(valve::Valve, valve, valves)
#endif
#ifdef USE_MEDIA_PLAYER
auto &get_media_players() const { return this->media_players_; }
GET_ENTITY_METHOD(media_player::MediaPlayer, media_player, media_players)
#endif
#ifdef USE_ALARM_CONTROL_PANEL
auto &get_alarm_control_panels() const { return this->alarm_control_panels_; }
GET_ENTITY_METHOD(alarm_control_panel::AlarmControlPanel, alarm_control_panel, alarm_control_panels)
#endif
#ifdef USE_EVENT
auto &get_events() const { return this->events_; }
GET_ENTITY_METHOD(event::Event, event, events)
#endif
#ifdef USE_UPDATE
auto &get_updates() const { return this->updates_; }
GET_ENTITY_METHOD(update::UpdateEntity, update, updates)
#endif
Scheduler scheduler;
/// Register/unregister a socket file descriptor to be monitored for read events.
#ifdef USE_SOCKET_SELECT_SUPPORT
/// These functions update the fd_set used by select() in the main loop.
/// WARNING: These functions are NOT thread-safe. They must only be called from the main loop.
/// NOTE: File descriptors >= FD_SETSIZE (typically 10 on ESP) will be rejected with an error.
/// @return true if registration was successful, false if fd exceeds limits
bool register_socket_fd(int fd);
void unregister_socket_fd(int fd);
/// Check if there's data available on a socket without blocking
/// This function is thread-safe for reading, but should be called after select() has run
bool is_socket_ready(int fd) const;
#endif
protected:
friend Component;
void register_component_(Component *comp);
void calculate_looping_components_();
// These methods are called by Component::disable_loop() and Component::enable_loop()
// Components should not call these directly - use this->disable_loop() or this->enable_loop()
// to ensure component state is properly updated along with the loop partition
void disable_component_loop_(Component *component);
void enable_component_loop_(Component *component);
void enable_pending_loops_();
void activate_looping_component_(uint16_t index);
void before_loop_tasks_(uint32_t loop_start_time);
void after_loop_tasks_();
void feed_wdt_arch_();
/// Perform a delay while also monitoring socket file descriptors for readiness
void yield_with_select_(uint32_t delay_ms);
// === Member variables ordered by size to minimize padding ===
// Pointer-sized members first
Component *current_component_{nullptr};
const char *comment_{nullptr};
const char *compilation_time_{nullptr};
// std::vector (3 pointers each: begin, end, capacity)
// Partitioned vector design for looping components
// =================================================
// Components are partitioned into [active | inactive] sections:
//
// looping_components_: [A, B, C, D | E, F]
// ^
// looping_components_active_end_ (4)
//
// - Components A,B,C,D are active and will be called in loop()
// - Components E,F are inactive (disabled/failed) and won't be called
// - No flag checking needed during iteration - just loop 0 to active_end_
// - When a component is disabled, it's swapped with the last active component
// and active_end_ is decremented
// - When a component is enabled, it's swapped with the first inactive component
// and active_end_ is incremented
// - This eliminates branch mispredictions from flag checking in the hot loop
std::vector<Component *> looping_components_{};
#ifdef USE_SOCKET_SELECT_SUPPORT
std::vector<int> socket_fds_; // Vector of all monitored socket file descriptors
#endif
// std::string members (typically 24-32 bytes each)
std::string name_;
std::string friendly_name_;
// size_t members
size_t dump_config_at_{SIZE_MAX};
// 4-byte members
uint32_t last_loop_{0};
uint32_t loop_component_start_time_{0};
#ifdef USE_SOCKET_SELECT_SUPPORT
int max_fd_{-1}; // Highest file descriptor number for select()
#endif
// 2-byte members (grouped together for alignment)
uint16_t loop_interval_{16}; // Loop interval in ms (max 65535ms = 65.5 seconds)
uint16_t looping_components_active_end_{0}; // Index marking end of active components in looping_components_
uint16_t current_loop_index_{0}; // For safe reentrant modifications during iteration
// 1-byte members (grouped together to minimize padding)
uint8_t app_state_{0};
bool name_add_mac_suffix_;
bool in_loop_{false};
volatile bool has_pending_enable_loop_requests_{false};
#ifdef USE_SOCKET_SELECT_SUPPORT
bool socket_fds_changed_{false}; // Flag to rebuild base_read_fds_ when socket_fds_ changes
#endif
#ifdef USE_SOCKET_SELECT_SUPPORT
// Variable-sized members
fd_set base_read_fds_{}; // Cached fd_set rebuilt only when socket_fds_ changes
fd_set read_fds_{}; // Working fd_set for select(), copied from base_read_fds_
#endif
// StaticVectors (largest members - contain actual array data inline)
StaticVector<Component *, ESPHOME_COMPONENT_COUNT> components_{};
#ifdef USE_DEVICES
StaticVector<Device *, ESPHOME_DEVICE_COUNT> devices_{};
#endif
#ifdef USE_AREAS
StaticVector<Area *, ESPHOME_AREA_COUNT> areas_{};
#endif
#ifdef USE_BINARY_SENSOR
StaticVector<binary_sensor::BinarySensor *, ESPHOME_ENTITY_BINARY_SENSOR_COUNT> binary_sensors_{};
#endif
#ifdef USE_SWITCH
StaticVector<switch_::Switch *, ESPHOME_ENTITY_SWITCH_COUNT> switches_{};
#endif
#ifdef USE_BUTTON
StaticVector<button::Button *, ESPHOME_ENTITY_BUTTON_COUNT> buttons_{};
#endif
#ifdef USE_EVENT
StaticVector<event::Event *, ESPHOME_ENTITY_EVENT_COUNT> events_{};
#endif
#ifdef USE_SENSOR
StaticVector<sensor::Sensor *, ESPHOME_ENTITY_SENSOR_COUNT> sensors_{};
#endif
#ifdef USE_TEXT_SENSOR
StaticVector<text_sensor::TextSensor *, ESPHOME_ENTITY_TEXT_SENSOR_COUNT> text_sensors_{};
#endif
#ifdef USE_FAN
StaticVector<fan::Fan *, ESPHOME_ENTITY_FAN_COUNT> fans_{};
#endif
#ifdef USE_COVER
StaticVector<cover::Cover *, ESPHOME_ENTITY_COVER_COUNT> covers_{};
#endif
#ifdef USE_CLIMATE
StaticVector<climate::Climate *, ESPHOME_ENTITY_CLIMATE_COUNT> climates_{};
#endif
#ifdef USE_LIGHT
StaticVector<light::LightState *, ESPHOME_ENTITY_LIGHT_COUNT> lights_{};
#endif
#ifdef USE_NUMBER
StaticVector<number::Number *, ESPHOME_ENTITY_NUMBER_COUNT> numbers_{};
#endif
#ifdef USE_DATETIME_DATE
StaticVector<datetime::DateEntity *, ESPHOME_ENTITY_DATE_COUNT> dates_{};
#endif
#ifdef USE_DATETIME_TIME
StaticVector<datetime::TimeEntity *, ESPHOME_ENTITY_TIME_COUNT> times_{};
#endif
#ifdef USE_DATETIME_DATETIME
StaticVector<datetime::DateTimeEntity *, ESPHOME_ENTITY_DATETIME_COUNT> datetimes_{};
#endif
#ifdef USE_SELECT
StaticVector<select::Select *, ESPHOME_ENTITY_SELECT_COUNT> selects_{};
#endif
#ifdef USE_TEXT
StaticVector<text::Text *, ESPHOME_ENTITY_TEXT_COUNT> texts_{};
#endif
#ifdef USE_LOCK
StaticVector<lock::Lock *, ESPHOME_ENTITY_LOCK_COUNT> locks_{};
#endif
#ifdef USE_VALVE
StaticVector<valve::Valve *, ESPHOME_ENTITY_VALVE_COUNT> valves_{};
#endif
#ifdef USE_MEDIA_PLAYER
StaticVector<media_player::MediaPlayer *, ESPHOME_ENTITY_MEDIA_PLAYER_COUNT> media_players_{};
#endif
#ifdef USE_ALARM_CONTROL_PANEL
StaticVector<alarm_control_panel::AlarmControlPanel *, ESPHOME_ENTITY_ALARM_CONTROL_PANEL_COUNT>
alarm_control_panels_{};
#endif
#ifdef USE_UPDATE
StaticVector<update::UpdateEntity *, ESPHOME_ENTITY_UPDATE_COUNT> updates_{};
#endif
};
/// Global storage of Application pointer - only one Application can exist.
extern Application App; // NOLINT(cppcoreguidelines-avoid-non-const-global-variables)
} // namespace esphome