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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>
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5 changed files with 118 additions and 18 deletions
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@ -762,20 +762,20 @@ void SomfyShade::checkMovement() {
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uint8_t currPos = floor(this->currentPos);
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uint8_t currTiltPos = floor(this->currentTiltPos);
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if(this->direction != 0) this->lastMovement = this->direction;
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if(this->txPendingSeq != 0 && this->direction == 0 && this->tiltDirection == 0) {
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if(this->txHold.held() && this->direction == 0 && this->tiltDirection == 0) {
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// The command didn't set the shade moving so there is nothing to hold.
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this->txPendingSeq = 0;
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this->txHold.clear();
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}
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if(this->txPendingSeq != 0) {
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if(this->txHold.held()) {
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// The command that set us moving hasn't gone on air yet so the motor hasn't
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// started. Hold the simulated position until it does.
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if((uint32_t)curTime - this->txPendingSince < TX_PENDING_TIMEOUT) {
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if(!this->txHold.timedOut((uint32_t)curTime, TX_PENDING_TIMEOUT)) {
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this->moveStart = this->tiltStart = curTime;
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if(currDir != this->direction || currTiltDir != this->tiltDirection) this->emitState();
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return;
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}
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ESP_LOGW(TAG, "[Shade %u] Timed out waiting for the radio, moving anyway", this->shadeId);
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this->txPendingSeq = 0;
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this->txHold.clear();
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}
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if (sunFlag) {
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if (isSunny && !isWindy) { // It is sunny and there is no wind so we should be extended
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@ -2335,20 +2335,15 @@ void SomfyShade::setTiltMovement(int8_t dir) {
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}
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}
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void SomfyShade::markTxPending(uint32_t seq) {
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// The motor starts on the first of several queued commands to go on air.
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if(this->txPendingSeq != 0) return;
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// This runs before the caller sets the new target so direction still says
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// whether the shade was moving. A moving motor carries on with its earlier
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// command so its simulation must not be held. A reversal is simulated as
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// soon as it is queued even though the motor turns once it is on air.
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if(this->direction != 0 || this->tiltDirection != 0) return;
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this->txPendingSeq = seq;
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this->txPendingSince = millis();
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// whether the shade was moving. A reversal is simulated as soon as it is
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// queued even though the motor turns once it is on air. See TxHold::mark
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// for which of several queued commands is held.
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this->txHold.mark(seq, this->direction != 0 || this->tiltDirection != 0, millis());
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}
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void SomfyShade::processTxEvent(const somfy_tx_event_t &evt) {
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if(evt.seq == 0) return;
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if(this->txPendingSeq == evt.seq) {
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this->txPendingSeq = 0;
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if(this->txHold.release(evt.seq)) {
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if(evt.type == tx_event_t::started) {
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// The motor starts now so the simulated movement does too.
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this->moveStart = this->tiltStart = evt.at;
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