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Add shades, rooms, and groups to the first empty slot
Shades, rooms, and groups are kept in fixed-size arrays, and each record has an id that the API, MQTT, and the Home Assistant integration use to refer to it. `addShade`, `addRoom`, and `addGroup` give a new record the lowest unused id and store it at index `id - 1`, which assumes a record's index always matches its id. That stops being true once a record has been deleted and the controller restarts. The configuration file only holds the records that exist, and loading it fills each array from the start, so every record after a gap moves down a slot. Index `id - 1` for the lowest unused id then belongs to the record that used to be one id higher, and adding a record overwrites it. Each overwrite frees up another id, so every later add replaces another record. For example, with shades 1 through 5, deleting shade 3 and restarting loads shades 4 and 5 into slots 2 and 3. Adding a shade then takes id 3 and replaces shade 4 in slot 2. Store new records in the first empty slot instead. Lookups by id already scan every slot, and restoring a backup fills the arrays the same way booting does, so nothing else relies on a record's index matching its id. Fixes #494. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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1 changed files with 29 additions and 10 deletions
39
Somfy.cpp
39
Somfy.cpp
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@ -3751,12 +3751,18 @@ SomfyShade *SomfyShadeController::addShade(JsonObject &obj) {
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}
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SomfyShade *SomfyShadeController::addShade() {
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uint8_t shadeId = this->getNextShadeId();
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// So the next shade id will be the first one we run into with an id of 255 so
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// if it gets deleted in the middle then it will get the first slot that is empty.
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// There is no apparent way around this. In the future we might actually add an indexer
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// Shades are packed into the lowest slots when they are loaded, so once one has been
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// deleted a shade's slot no longer matches its id.
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// In the future we might actually add an indexer
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// to it for sorting later. The time has come so the sort order is set below.
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if(shadeId == 255) return nullptr;
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SomfyShade *shade = &this->shades[shadeId - 1];
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SomfyShade *shade = nullptr;
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for(uint8_t i = 0; i < SOMFY_MAX_SHADES; i++) {
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if(this->shades[i].getShadeId() == 255) {
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shade = &this->shades[i];
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break;
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}
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}
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if(shade) {
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shade->setShadeId(shadeId);
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shade->sortOrder = this->getMaxShadeOrder() + 1;
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@ -3848,9 +3854,16 @@ SomfyRoom *SomfyShadeController::addRoom(JsonObject &obj) {
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}
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SomfyRoom *SomfyShadeController::addRoom() {
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uint8_t roomId = this->getNextRoomId();
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// So the next room id will be the first one we run into with an id of 0 so
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// Rooms are packed into the lowest slots when they are loaded, so once one has been
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// deleted a room's slot no longer matches its id.
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if(roomId == 0) return nullptr;
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SomfyRoom *room = &this->rooms[roomId - 1];
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SomfyRoom *room = nullptr;
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for(uint8_t i = 0; i < SOMFY_MAX_ROOMS; i++) {
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if(this->rooms[i].roomId == 0) {
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room = &this->rooms[i];
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break;
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}
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}
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if(room) {
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room->roomId = roomId;
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room->sortOrder = this->getMaxRoomOrder() + 1;
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@ -3870,12 +3883,18 @@ SomfyGroup *SomfyShadeController::addGroup(JsonObject &obj) {
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}
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SomfyGroup *SomfyShadeController::addGroup() {
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uint8_t groupId = this->getNextGroupId();
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// So the next shade id will be the first one we run into with an id of 255 so
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// if it gets deleted in the middle then it will get the first slot that is empty.
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// There is no apparent way around this. In the future we might actually add an indexer
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// Groups are packed into the lowest slots when they are loaded, so once one has been
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// deleted a group's slot no longer matches its id.
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// In the future we might actually add an indexer
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// to it for sorting later.
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if(groupId == 255) return nullptr;
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SomfyGroup *group = &this->groups[groupId - 1];
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SomfyGroup *group = nullptr;
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for(uint8_t i = 0; i < SOMFY_MAX_GROUPS; i++) {
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if(this->groups[i].getGroupId() == 255) {
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group = &this->groups[i];
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break;
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}
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}
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if(group) {
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group->setGroupId(groupId);
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group->sortOrder = this->getMaxGroupOrder() + 1;
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