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refactor: send shade and group changes once per loop() pass
The p_* setters and emitState() no longer publish or emit straight away:
they set SHADE_CHANGED_* / GROUP_CHANGED_* bits on the shade or group.
At the end of every loop() pass SomfyShadeController::sendChanges()
publishes the MQTT topics whose bits are set and sends one shadeState or
groupState, then clears the bits. emitState(evt) with an event name and
emitState(num) for one client still go out at once.
publishShadeTopics() (ShadeChanges.cpp, tested natively) writes the topics
from a shade snapshot; publishState() on connect uses it too. That fixes
MQTT position and target, a constant 50 since c94819e, and direction, a
constant 0 on connect. position and tiltPosition are now retained when
they change, as they were on connect, and a group whose flags change sends
one groupState instead of two. somfy_flags_t moves to ShadeTypes.h.
8 new native tests, 327 in all. Flash: esp32devdbg +196 bytes, esp32dev
+228 bytes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
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12 changed files with 268 additions and 51 deletions
28
src/ShadeChanges.cpp
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28
src/ShadeChanges.cpp
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#include "ShadeChanges.h"
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static bool flag(const shade_snapshot_t &shade, somfy_flags_t f) { return (shade.flags & static_cast<uint8_t>(f)) != 0; }
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void publishShadeTopics(uint16_t changed, const shade_snapshot_t &shade, topic_sink_t sink, void *ctx) {
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// Where the shade is and is going are kept by the broker so a client that
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// connects later gets them; the rest are passing news.
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if(changed & SHADE_CHANGED_POSITION) sink("position", shade.position, true, ctx);
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if(changed & SHADE_CHANGED_DIRECTION) sink("direction", shade.direction, true, ctx);
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if(changed & SHADE_CHANGED_TARGET) sink("target", shade.target, true, ctx);
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if(changed & SHADE_CHANGED_ROLLING_CODE) sink("lastRollingCode", shade.lastRollingCode, false, ctx);
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if(changed & SHADE_CHANGED_MY_POS) sink("mypos", shade.myPos, true, ctx);
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if(changed & SHADE_CHANGED_MY_TILT_POS) sink("myTiltPos", shade.myTiltPos, true, ctx);
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if(changed & SHADE_CHANGED_TILT_DIRECTION) sink("tiltDirection", shade.tiltDirection, true, ctx);
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if(changed & SHADE_CHANGED_TILT_POSITION) sink("tiltPosition", shade.tiltPosition, true, ctx);
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if(changed & SHADE_CHANGED_TILT_TARGET) sink("tiltTarget", shade.tiltTarget, true, ctx);
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if(changed & SHADE_CHANGED_SUN_FLAG) sink("sunFlag", flag(shade, somfy_flags_t::SunFlag), false, ctx);
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if(changed & SHADE_CHANGED_SUNNY) sink("sunny", flag(shade, somfy_flags_t::Sunny), false, ctx);
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if(changed & SHADE_CHANGED_WINDY) sink("windy", flag(shade, somfy_flags_t::Windy), false, ctx);
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}
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uint16_t shadeStateTopics(const shade_snapshot_t &shade) {
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uint16_t topics = SHADE_CHANGED_POSITION | SHADE_CHANGED_DIRECTION | SHADE_CHANGED_TARGET | SHADE_CHANGED_ROLLING_CODE |
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SHADE_CHANGED_MY_POS | SHADE_CHANGED_MY_TILT_POS | SHADE_CHANGED_WINDY;
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if(shade.tiltType != static_cast<uint8_t>(tilt_types::none))
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topics |= SHADE_CHANGED_TILT_DIRECTION | SHADE_CHANGED_TILT_POSITION | SHADE_CHANGED_TILT_TARGET;
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if(shade.sunSensor) topics |= SHADE_CHANGED_SUN_FLAG | SHADE_CHANGED_SUNNY;
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return topics;
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}
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