refactor: pin which radio job holds a shade's simulated movement

Review flagged the outer My/Favorite losing to the nested Up/Down it queues.
Every such nested send is from a simMy shade, where the Up/Down is what
starts the motor, so the behaviour stays.  The hold moves into TxHold in
ShadeMotion with a comment explaining the order and unit tests pinning it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
cjkas 2026-10-12 18:33:19 +02:00
parent a212d562cb
commit 0ba5260d1d
5 changed files with 118 additions and 18 deletions

View file

@ -29,3 +29,13 @@ int8_t displayPosition(float pos, bool flip) {
if(pos < 0) return -1;
return static_cast<int8_t>(flip && pos >= 0.00f ? floor(100.0f - pos) : floor(pos));
}
void TxHold::mark(uint32_t jobSeq, bool moving, uint32_t now) {
if(jobSeq == 0 || this->seq != 0 || moving) return;
this->seq = jobSeq;
this->since = now;
}
bool TxHold::release(uint32_t jobSeq) {
if(jobSeq == 0 || jobSeq != this->seq) return false;
this->seq = 0;
return true;
}

View file

@ -12,4 +12,23 @@ float travelPosition(float startPos, int8_t dir, uint32_t elapsedMs, int32_t tra
// A position as reported to clients: -1 when unset, otherwise the whole
// percentage, counted from the other end when flipped.
int8_t displayPosition(float pos, bool flip);
// The radio job that set an idle shade moving. Its simulated movement is held
// until the job goes on air, since that is when the motor starts.
struct TxHold {
uint32_t seq = 0; // 0 when nothing is held.
uint32_t since = 0; // millis() when the hold started.
// Holds for job seq unless the shade was already moving (its motor carries on
// with the earlier command) or a job is already held. The first job held is
// the one that starts the motor. A command sent while processing another
// registers before it: for a simMy shade My/Favorite queues its Up/Down from
// moveToMyPosition() first, and that Up/Down is what starts a motor with no
// favorite of its own, so the outer My/Favorite is ignored on purpose.
void mark(uint32_t jobSeq, bool moving, uint32_t now);
// Ends the hold when jobSeq is the held job. True when it was.
bool release(uint32_t jobSeq);
bool held() const { return this->seq != 0; }
bool timedOut(uint32_t now, uint32_t timeoutMs) const { return now - this->since >= timeoutMs; }
void clear() { this->seq = 0; }
};
#endif

View file

@ -762,20 +762,20 @@ void SomfyShade::checkMovement() {
uint8_t currPos = floor(this->currentPos);
uint8_t currTiltPos = floor(this->currentTiltPos);
if(this->direction != 0) this->lastMovement = this->direction;
if(this->txPendingSeq != 0 && this->direction == 0 && this->tiltDirection == 0) {
if(this->txHold.held() && this->direction == 0 && this->tiltDirection == 0) {
// The command didn't set the shade moving so there is nothing to hold.
this->txPendingSeq = 0;
this->txHold.clear();
}
if(this->txPendingSeq != 0) {
if(this->txHold.held()) {
// The command that set us moving hasn't gone on air yet so the motor hasn't
// started. Hold the simulated position until it does.
if((uint32_t)curTime - this->txPendingSince < TX_PENDING_TIMEOUT) {
if(!this->txHold.timedOut((uint32_t)curTime, TX_PENDING_TIMEOUT)) {
this->moveStart = this->tiltStart = curTime;
if(currDir != this->direction || currTiltDir != this->tiltDirection) this->emitState();
return;
}
ESP_LOGW(TAG, "[Shade %u] Timed out waiting for the radio, moving anyway", this->shadeId);
this->txPendingSeq = 0;
this->txHold.clear();
}
if (sunFlag) {
if (isSunny && !isWindy) { // It is sunny and there is no wind so we should be extended
@ -2335,20 +2335,15 @@ void SomfyShade::setTiltMovement(int8_t dir) {
}
}
void SomfyShade::markTxPending(uint32_t seq) {
// The motor starts on the first of several queued commands to go on air.
if(this->txPendingSeq != 0) return;
// This runs before the caller sets the new target so direction still says
// whether the shade was moving. A moving motor carries on with its earlier
// command so its simulation must not be held. A reversal is simulated as
// soon as it is queued even though the motor turns once it is on air.
if(this->direction != 0 || this->tiltDirection != 0) return;
this->txPendingSeq = seq;
this->txPendingSince = millis();
// whether the shade was moving. A reversal is simulated as soon as it is
// queued even though the motor turns once it is on air. See TxHold::mark
// for which of several queued commands is held.
this->txHold.mark(seq, this->direction != 0 || this->tiltDirection != 0, millis());
}
void SomfyShade::processTxEvent(const somfy_tx_event_t &evt) {
if(evt.seq == 0) return;
if(this->txPendingSeq == evt.seq) {
this->txPendingSeq = 0;
if(this->txHold.release(evt.seq)) {
if(evt.type == tx_event_t::started) {
// The motor starts now so the simulated movement does too.
this->moveStart = this->tiltStart = evt.at;

View file

@ -23,6 +23,7 @@
#include "SomfyFrame.h"
#include "TxBuffer.h"
#include "ShadeMotion.h"
enum class group_types : byte {
channel = 0x00
};
@ -240,9 +241,8 @@ class SomfyShade : public SomfyRemote {
bool settingTiltPos = false;
uint32_t awaitMy = 0;
// Radio job that set the shade moving. The simulated position is held
// until it goes on air. 0 when nothing is waiting.
uint32_t txPendingSeq = 0;
uint32_t txPendingSince = 0;
// until it goes on air.
TxHold txHold;
// Stop sent when the simulated target was reached. If it never goes on
// air the motor runs on to its end limit. 0 once it is on air.
uint32_t txStopSeq = 0;