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https://github.com/crosspoint-reader/crosspoint-reader.git
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## Summary * Add support for configuring and using multiple OPDS servers, replacing the previous single-server limitation. Closes https://github.com/crosspoint-reader/crosspoint-reader/issues/1178 * New OpdsServerStore singleton (modeled after WifiCredentialStore) that persists up to 8 OPDS servers to /.crosspoint/opds.json with MAC-based password obfuscation. * One-time migration from legacy single-server fields in CrossPointSettings to the new store on first boot. * New OpdsServerListActivity for the device UI — works in two modes: a settings list (add/edit/delete servers) and a picker (select which server to browse). When only one server is configured, the picker is skipped automatically. * Renamed CalibreSettingsActivity → OpdsSettingsActivity for clarity. It now edits individual OpdsServer entries (name, URL, username, password, delete). * OpdsBookBrowserActivity now receives an OpdsServer at construction and uses its credentials for all fetches/downloads, and shows the server name in the header. * HttpDownloader::fetchUrl and downloadToFile accept optional per-call username/password parameters instead of reading from global settings. * REST API endpoints on CrossPointWebServer: GET /api/opds, POST /api/opds, POST /api/opds/delete — passwords are never exposed over the API (only a hasPassword flag), and omitting the password field on update preserves the existing one. * Web UI (SettingsPage.html) with dynamic OPDS server management cards — add, edit, save, and delete servers from the browser. <img width="932" height="906" alt="SCR-20260416-stvu" src="https://github.com/user-attachments/assets/a8f18d84-4204-46a0-bb31-b73d24b3255f" /> ## Additional Context * The OpdsServerStore JSON format and obfuscation scheme are identical to WifiCredentialStore, so the same JsonSettingsIO infrastructure handles both. * The web API uses POST /api/opds/delete instead of DELETE /api/opds because the ESP32 WebServer doesn't support the DELETE method with a request body. * Existing single-server configurations are migrated automatically — no user action required. After migration the legacy CrossPointSettings fields are cleared so it only runs once. * The HttpDownloader changes are backward-compatible: the credential parameters default to empty strings, so existing callers are unaffected. --- ### AI Usage While CrossPoint doesn't have restrictions on AI tools in contributing, please be transparent about their usage as it helps set the right context for reviewers. Did you use AI tools to help write this code? _**< YES >**_ --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
312 lines
11 KiB
C++
312 lines
11 KiB
C++
#include "ActivityManager.h"
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#include <HalPowerManager.h>
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#include "OpdsServerStore.h"
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#include "boot_sleep/BootActivity.h"
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#include "boot_sleep/SleepActivity.h"
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#include "browser/OpdsBookBrowserActivity.h"
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#include "home/CrashActivity.h"
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#include "home/FileBrowserActivity.h"
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#include "home/HomeActivity.h"
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#include "home/RecentBooksActivity.h"
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#include "network/CrossPointWebServerActivity.h"
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#include "reader/ReaderActivity.h"
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#include "settings/OpdsServerListActivity.h"
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#include "settings/SettingsActivity.h"
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#include "util/FullScreenMessageActivity.h"
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void ActivityManager::begin() {
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xTaskCreate(&renderTaskTrampoline, "ActivityManagerRender",
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8192, // Stack size
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this, // Parameters
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1, // Priority
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&renderTaskHandle // Task handle
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);
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assert(renderTaskHandle != nullptr && "Failed to create render task");
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}
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void ActivityManager::renderTaskTrampoline(void* param) {
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auto* self = static_cast<ActivityManager*>(param);
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self->renderTaskLoop();
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}
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void ActivityManager::renderTaskLoop() {
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while (true) {
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ulTaskNotifyTake(pdTRUE, portMAX_DELAY);
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// Acquire the lock before reading currentActivity to avoid a TOCTOU race
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// where the main task deletes the activity between the null-check and render().
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RenderLock lock;
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if (currentActivity) {
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HalPowerManager::Lock powerLock; // Ensure we don't go into low-power mode while rendering
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currentActivity->render(std::move(lock));
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}
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// Notify any task blocked in requestUpdateAndWait() that the render is done.
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TaskHandle_t waiter = nullptr;
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taskENTER_CRITICAL(nullptr);
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waiter = waitingTaskHandle;
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waitingTaskHandle = nullptr;
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taskEXIT_CRITICAL(nullptr);
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if (waiter) {
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xTaskNotify(waiter, 1, eIncrement);
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}
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}
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}
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void ActivityManager::loop() {
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if (currentActivity) {
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// Note: do not hold a lock here, the loop() method must be responsible for acquire one if needed
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currentActivity->loop();
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}
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while (pendingAction != PendingAction::None) {
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if (pendingAction == PendingAction::Pop) {
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RenderLock lock;
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if (!currentActivity) {
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// Should never happen in practice
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LOG_ERR("ACT", "Pop set but currentActivity is null; ignoring pop request");
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pendingAction = PendingAction::None;
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continue;
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}
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ActivityResult pendingResult = std::move(currentActivity->result);
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// Destroy the current activity
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exitActivity(lock);
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pendingAction = PendingAction::None;
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if (stackActivities.empty()) {
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LOG_DBG("ACT", "No more activities on stack, going home");
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lock.unlock(); // goHome may acquire its own lock
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goHome();
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continue; // Will launch goHome immediately
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} else {
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currentActivity = std::move(stackActivities.back());
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stackActivities.pop_back();
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LOG_DBG("ACT", "Popped from activity stack, new size = %zu", stackActivities.size());
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// Handle result if necessary
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if (currentActivity->resultHandler) {
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LOG_DBG("ACT", "Handling result for popped activity");
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// Move it here to avoid the case where handler calling another startActivityForResult()
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auto handler = std::move(currentActivity->resultHandler);
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currentActivity->resultHandler = nullptr;
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lock.unlock(); // Handler may acquire its own lock
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handler(pendingResult);
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}
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// Request an update to ensure the popped activity gets re-rendered
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if (pendingAction == PendingAction::None) {
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requestUpdate();
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}
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// Handler may request another pending action, we will handle it in the next loop iteration
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continue;
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}
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} else if (pendingActivity) {
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// Current activity has requested a new activity to be launched
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RenderLock lock;
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if (pendingAction == PendingAction::Replace) {
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// Destroy the current activity
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exitActivity(lock);
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// Clear the stack
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while (!stackActivities.empty()) {
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stackActivities.back()->onExit();
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stackActivities.pop_back();
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}
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} else if (pendingAction == PendingAction::Push) {
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// Move current activity to stack
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stackActivities.push_back(std::move(currentActivity));
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LOG_DBG("ACT", "Pushed to activity stack, new size = %zu", stackActivities.size());
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}
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pendingAction = PendingAction::None;
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currentActivity = std::move(pendingActivity);
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lock.unlock(); // onEnter may acquire its own lock
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currentActivity->onEnter();
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// onEnter may request another pending action, we will handle it in the next loop iteration
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continue;
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}
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}
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if (requestedUpdate) {
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requestedUpdate = false;
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// Using direct notification to signal the render task to update
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// Increment counter so multiple rapid calls won't be lost
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if (renderTaskHandle) {
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xTaskNotify(renderTaskHandle, 1, eIncrement);
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}
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}
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}
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void ActivityManager::exitActivity(const RenderLock& lock) {
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// Note: lock must be held by the caller
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if (currentActivity) {
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currentActivity->onExit();
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currentActivity.reset();
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}
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}
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void ActivityManager::replaceActivity(std::unique_ptr<Activity>&& newActivity) {
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// Note: no lock here, this is usually called by loop() and we may run into deadlock
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if (currentActivity) {
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// Defer launch if we're currently in an activity, to avoid deleting the current activity
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// leading to the "delete this" problem
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pendingActivity = std::move(newActivity);
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pendingAction = PendingAction::Replace;
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} else {
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// No current activity, safe to launch immediately
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currentActivity = std::move(newActivity);
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currentActivity->onEnter();
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}
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}
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void ActivityManager::goToFileTransfer() {
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replaceActivity(std::make_unique<CrossPointWebServerActivity>(renderer, mappedInput));
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}
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void ActivityManager::goToSettings() { replaceActivity(std::make_unique<SettingsActivity>(renderer, mappedInput)); }
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void ActivityManager::goToFileBrowser(std::string path) {
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replaceActivity(std::make_unique<FileBrowserActivity>(renderer, mappedInput, std::move(path)));
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}
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void ActivityManager::goToRecentBooks() {
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replaceActivity(std::make_unique<RecentBooksActivity>(renderer, mappedInput));
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}
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void ActivityManager::goToBrowser() {
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const auto& servers = OPDS_STORE.getServers();
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// Skip the server picker when there's only one server configured
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if (servers.size() == 1) {
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replaceActivity(std::make_unique<OpdsBookBrowserActivity>(renderer, mappedInput, servers[0]));
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} else {
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replaceActivity(std::make_unique<OpdsServerListActivity>(renderer, mappedInput, true));
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}
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}
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void ActivityManager::goToReader(std::string path) {
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replaceActivity(std::make_unique<ReaderActivity>(renderer, mappedInput, std::move(path)));
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}
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void ActivityManager::goToSleep() {
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replaceActivity(std::make_unique<SleepActivity>(renderer, mappedInput));
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loop(); // Important: sleep screen must be rendered immediately, the caller will go to sleep right after this returns
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}
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void ActivityManager::goToBoot() { replaceActivity(std::make_unique<BootActivity>(renderer, mappedInput)); }
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void ActivityManager::goToFullScreenMessage(std::string message, EpdFontFamily::Style style) {
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replaceActivity(std::make_unique<FullScreenMessageActivity>(renderer, mappedInput, std::move(message), style));
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}
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void ActivityManager::goToCrashReport() { replaceActivity(std::make_unique<CrashActivity>(renderer, mappedInput)); }
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void ActivityManager::goHome() { replaceActivity(std::make_unique<HomeActivity>(renderer, mappedInput)); }
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void ActivityManager::pushActivity(std::unique_ptr<Activity>&& activity) {
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if (pendingActivity) {
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// Should never happen in practice
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LOG_ERR("ACT", "pendingActivity while pushActivity is not expected");
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pendingActivity.reset();
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}
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pendingActivity = std::move(activity);
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pendingAction = PendingAction::Push;
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}
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void ActivityManager::popActivity() {
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if (pendingActivity) {
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// Should never happen in practice
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LOG_ERR("ACT", "pendingActivity while popActivity is not expected");
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pendingActivity.reset();
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}
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pendingAction = PendingAction::Pop;
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}
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bool ActivityManager::preventAutoSleep() const { return currentActivity && currentActivity->preventAutoSleep(); }
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bool ActivityManager::isReaderActivity() const { return currentActivity && currentActivity->isReaderActivity(); }
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bool ActivityManager::skipLoopDelay() const { return currentActivity && currentActivity->skipLoopDelay(); }
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void ActivityManager::requestUpdate(bool immediate) {
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if (immediate) {
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if (renderTaskHandle) {
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xTaskNotify(renderTaskHandle, 1, eIncrement);
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}
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} else {
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// Deferring the update until current loop is finished
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// This is to avoid multiple updates being requested in the same loop
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requestedUpdate = true;
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}
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}
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void ActivityManager::requestUpdateAndWait() {
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if (!renderTaskHandle) {
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return;
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}
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// Atomic section to perform checks
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taskENTER_CRITICAL(nullptr);
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auto currTaskHandler = xTaskGetCurrentTaskHandle();
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auto mutexHolder = xSemaphoreGetMutexHolder(renderingMutex);
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bool isRenderTask = (currTaskHandler == renderTaskHandle);
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bool alreadyWaiting = (waitingTaskHandle != nullptr);
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bool holdingRenderLock = (mutexHolder == currTaskHandler);
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if (!alreadyWaiting && !isRenderTask && !holdingRenderLock) {
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waitingTaskHandle = currTaskHandler;
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}
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taskEXIT_CRITICAL(nullptr);
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// Render task cannot call requestUpdateAndWait() or it will cause a deadlock
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assert(!isRenderTask && "Render task cannot call requestUpdateAndWait()");
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// There should never be the case where 2 tasks are waiting for a render at the same time
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assert(!alreadyWaiting && "Already waiting for a render to complete");
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// Cannot call while holding RenderLock or it will cause a deadlock
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assert(!holdingRenderLock && "Cannot call requestUpdateAndWait() while holding RenderLock");
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xTaskNotify(renderTaskHandle, 1, eIncrement);
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ulTaskNotifyTake(pdTRUE, portMAX_DELAY);
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}
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// RenderLock
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RenderLock::RenderLock() {
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xSemaphoreTake(activityManager.renderingMutex, portMAX_DELAY);
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isLocked = true;
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}
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RenderLock::RenderLock([[maybe_unused]] Activity&) {
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xSemaphoreTake(activityManager.renderingMutex, portMAX_DELAY);
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isLocked = true;
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}
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RenderLock::~RenderLock() {
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if (isLocked) {
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xSemaphoreGive(activityManager.renderingMutex);
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isLocked = false;
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}
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}
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void RenderLock::unlock() {
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if (isLocked) {
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xSemaphoreGive(activityManager.renderingMutex);
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isLocked = false;
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}
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}
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/**
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*
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* Checks if renderingMutex is busy.
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*
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* @return true if renderingMutex is busy, otherwise false.
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*
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*/
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bool RenderLock::peek() { return xQueuePeek(activityManager.renderingMutex, NULL, 0) != pdTRUE; };
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