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refactor: move the shade's behaviour into ShadeBehaviour
PR B of SHADE_BEHAVIOUR_PLAN.md. What a shade does with frames, commands, group commands and radio events moves unchanged from SomfyShade into ShadeBehaviour, which builds natively and is pinned by test_shadebehaviour. ShadeBehaviour reads ShadeSettings and RemoteSettings, gets the time on every input, and holds the motion state that other files now read through state(). It sends through MotorLink and reports through ShadeEvents (changes, commands, save wanted, sensor flags) as things happen. SomfyShade wraps it: its MotorLink is SomfyRemote::sendCommandAfter, which now leaves the sender out of the echo and radio hold because the module hears its own frame. lastFrame stays shared with the send path. ConfigFile writes through restore() and clearTilt(), SomfyShadeOps through setPosition(). The pinning tests label where the copies of a rule disagree "today:", for the reconcile phase. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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18 changed files with 2182 additions and 1343 deletions
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@ -7,21 +7,6 @@ static const char *TAG = "Somfy";
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extern SomfyShadeController somfy;
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// Commands that can set a shade moving.
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static bool startsMovement(somfy_commands cmd) {
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switch(cmd) {
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case somfy_commands::My:
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case somfy_commands::Up:
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case somfy_commands::Down:
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case somfy_commands::StepUp:
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case somfy_commands::StepDown:
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case somfy_commands::Toggle:
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case somfy_commands::Favorite:
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return true;
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default:
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return false;
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}
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}
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void SomfyRemote::setRemoteAddress(uint32_t address) { this->m_remoteAddress = address; this->m_rollingCodeSynced = false; snprintf(this->m_remotePrefId, sizeof(this->m_remotePrefId), "_%lu", (unsigned long)this->m_remoteAddress); }
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uint32_t SomfyRemote::getRemoteAddress() { return this->m_remoteAddress; }
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somfy_commands SomfyRemote::transformCommand(somfy_commands cmd) { return this->flipCommands ? flipCommand(cmd) : cmd; }
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@ -52,7 +37,7 @@ bool SomfyRemote::sendSensorCommand(int8_t isWindy, int8_t isSunny, uint8_t repe
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}
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bool SomfyRemote::sendCommand(somfy_commands cmd) { return this->sendCommand(cmd, this->repeats); }
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bool SomfyRemote::sendCommand(somfy_commands cmd, uint8_t repeat, uint8_t stepSize) { return this->sendCommandAfter(cmd, repeat, stepSize, 0).sent; }
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send_result_t SomfyRemote::sendCommandAfter(somfy_commands cmd, uint8_t repeat, uint8_t stepSize, uint16_t delayMs, bool priority) {
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send_result_t SomfyRemote::sendCommandAfter(somfy_commands cmd, uint8_t repeat, uint8_t stepSize, uint16_t delayMs, bool priority, bool hearsItself) {
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// Build the frame aside and only take the rolling code once the frame is
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// queued so a dropped command leaves the remote untouched.
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somfy_frame_t frame = this->lastFrame;
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@ -94,10 +79,12 @@ send_result_t SomfyRemote::sendCommandAfter(somfy_commands cmd, uint8_t repeat,
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result.sent = true;
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this->commitRollingCode(frame.rollingCode);
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this->lastFrame = frame;
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somfy.processFrame(this->lastFrame, true);
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// A shade that hears its own frame (ShadeBehaviour) is left out here.
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const SomfyRemote *skip = hearsItself ? this : nullptr;
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somfy.processFrame(this->lastFrame, true, skip);
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// Idle shades (and group members) this sets moving wait for the frame to go
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// on air. Stops are sent ahead of everything else so they don't need to.
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if(result.ticket != 0 && !priority && startsMovement(frame.cmd)) somfy.markTxPending(frame.remoteAddress, result.ticket);
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if(result.ticket != 0 && !priority && startsMovement(frame.cmd)) somfy.markTxPending(frame.remoteAddress, result.ticket, skip);
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return result;
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}
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bool SomfyRemote::isLastCommand(somfy_commands cmd) {
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