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cleanup: drop the step cases onWaitingFrame never reaches
onWaitingFrame only acts on a frame that isn't processed yet, and the step rule in onFrame marks a step frame processed as soon as it arrives; a repeat or synonym keeps the mark. So the "fixed 1% step of a held step button" never ran. A new test pins what a held step button does: one step by the frame's step size. SOMFY_SPLIT_PLAN.md is corrected. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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29211630f2
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3 changed files with 15 additions and 19 deletions
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@ -364,24 +364,7 @@ void ShadeBehaviour::onWaitingFrame(uint32_t now) {
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if(this->lastFrame.await > 0 && static_cast<int32_t>(now - this->lastFrame.await) > 0) {
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somfy_commands cmd = this->transformCommand(this->lastFrame.cmd);
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switch(cmd) {
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case somfy_commands::StepUp:
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this->lastFrame.processed = true;
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// Simply move the shade up by 1%.
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if(this->s.currentPos > 0) {
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this->p_target(floor(this->s.currentPos) - 1);
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this->setMovement(-1, now);
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this->emitCommand(cmd, "remote", this->lastFrame.remoteAddress);
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}
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break;
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case somfy_commands::StepDown:
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this->lastFrame.processed = true;
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// Simply move the shade down by 1%.
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if(this->s.currentPos < 100) {
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this->p_target(floor(this->s.currentPos) + 1);
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this->setMovement(1, now);
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this->emitCommand(cmd, "remote", this->lastFrame.remoteAddress);
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}
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break;
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// A step acts as soon as it arrives (onFrame), so it is never waiting here.
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case somfy_commands::Down:
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case somfy_commands::Up:
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if(this->settings.tiltType == tilt_types::tiltmotor) { // Theoretically this should get here unless it does have a tilt motor.
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