#include "esphome/core/application.h" #include "esphome/core/build_info_data.h" #include "esphome/core/log.h" #include "esphome/core/progmem.h" #include #ifdef USE_ESP8266 #include #endif #include "esphome/core/version.h" #include "esphome/core/hal.h" #include #include #ifdef USE_RUNTIME_STATS #include "esphome/components/runtime_stats/runtime_stats.h" #endif #ifdef USE_STATUS_LED #include "esphome/components/status_led/status_led.h" #endif #if defined(USE_ESP8266) && defined(USE_SOCKET_IMPL_LWIP_TCP) #include "esphome/components/socket/socket.h" #endif #ifdef USE_SOCKET_SELECT_SUPPORT #include #ifdef USE_SOCKET_IMPL_LWIP_SOCKETS // LWIP sockets implementation #include #elif defined(USE_SOCKET_IMPL_BSD_SOCKETS) // BSD sockets implementation #ifdef USE_ESP32 // ESP32 "BSD sockets" are actually LWIP under the hood #include #else // True BSD sockets (e.g., host platform) #include #endif #endif #endif namespace esphome { static const char *const TAG = "app"; // Helper function for insertion sort of components by priority // Using insertion sort instead of std::stable_sort saves ~1.3KB of flash // by avoiding template instantiations (std::rotate, std::stable_sort, lambdas) // IMPORTANT: This sort is stable (preserves relative order of equal elements), // which is necessary to maintain user-defined component order for same priority template static void insertion_sort_by_priority(Iterator first, Iterator last) { for (auto it = first + 1; it != last; ++it) { auto key = *it; float key_priority = (key->*GetPriority)(); auto j = it - 1; // Using '<' (not '<=') ensures stability - equal priority components keep their order while (j >= first && ((*j)->*GetPriority)() < key_priority) { *(j + 1) = *j; j--; } *(j + 1) = key; } } void Application::register_component_(Component *comp) { if (comp == nullptr) { ESP_LOGW(TAG, "Tried to register null component!"); return; } for (auto *c : this->components_) { if (comp == c) { ESP_LOGW(TAG, "Component %s already registered! (%p)", LOG_STR_ARG(c->get_component_log_str()), c); return; } } this->components_.push_back(comp); } void Application::setup() { ESP_LOGI(TAG, "Running through setup()"); ESP_LOGV(TAG, "Sorting components by setup priority"); // Sort by setup priority using our helper function insertion_sort_by_prioritycomponents_.begin()), &Component::get_actual_setup_priority>( this->components_.begin(), this->components_.end()); // Initialize looping_components_ early so enable_pending_loops_() works during setup this->calculate_looping_components_(); for (uint32_t i = 0; i < this->components_.size(); i++) { Component *component = this->components_[i]; // Update loop_component_start_time_ before calling each component during setup this->loop_component_start_time_ = millis(); component->call(); this->scheduler.process_to_add(); this->feed_wdt(); if (component->can_proceed()) continue; // Sort components 0 through i by loop priority insertion_sort_by_prioritycomponents_.begin()), &Component::get_loop_priority>( this->components_.begin(), this->components_.begin() + i + 1); do { uint8_t new_app_state = STATUS_LED_WARNING; uint32_t now = millis(); // Process pending loop enables to handle GPIO interrupts during setup this->before_loop_tasks_(now); for (uint32_t j = 0; j <= i; j++) { // Update loop_component_start_time_ right before calling each component this->loop_component_start_time_ = millis(); this->components_[j]->call(); new_app_state |= this->components_[j]->get_component_state(); this->app_state_ |= new_app_state; this->feed_wdt(); } this->after_loop_tasks_(); this->app_state_ = new_app_state; yield(); } while (!component->can_proceed()); } ESP_LOGI(TAG, "setup() finished successfully!"); // Clear setup priority overrides to free memory clear_setup_priority_overrides(); #if defined(USE_SOCKET_SELECT_SUPPORT) && defined(USE_WAKE_LOOP_THREADSAFE) // Set up wake socket for waking main loop from tasks this->setup_wake_loop_threadsafe_(); #endif this->schedule_dump_config(); } void Application::loop() { uint8_t new_app_state = 0; // Get the initial loop time at the start uint32_t last_op_end_time = millis(); this->before_loop_tasks_(last_op_end_time); for (this->current_loop_index_ = 0; this->current_loop_index_ < this->looping_components_active_end_; this->current_loop_index_++) { Component *component = this->looping_components_[this->current_loop_index_]; // Update the cached time before each component runs this->loop_component_start_time_ = last_op_end_time; { this->set_current_component(component); WarnIfComponentBlockingGuard guard{component, last_op_end_time}; component->call(); // Use the finish method to get the current time as the end time last_op_end_time = guard.finish(); } new_app_state |= component->get_component_state(); this->app_state_ |= new_app_state; this->feed_wdt(last_op_end_time); } this->after_loop_tasks_(); this->app_state_ = new_app_state; #ifdef USE_RUNTIME_STATS // Process any pending runtime stats printing after all components have run // This ensures stats printing doesn't affect component timing measurements if (global_runtime_stats != nullptr) { global_runtime_stats->process_pending_stats(last_op_end_time); } #endif // Use the last component's end time instead of calling millis() again auto elapsed = last_op_end_time - this->last_loop_; if (elapsed >= this->loop_interval_ || HighFrequencyLoopRequester::is_high_frequency()) { // Even if we overran the loop interval, we still need to select() // to know if any sockets have data ready this->yield_with_select_(0); } else { uint32_t delay_time = this->loop_interval_ - elapsed; uint32_t next_schedule = this->scheduler.next_schedule_in(last_op_end_time).value_or(delay_time); // next_schedule is max 0.5*delay_time // otherwise interval=0 schedules result in constant looping with almost no sleep next_schedule = std::max(next_schedule, delay_time / 2); delay_time = std::min(next_schedule, delay_time); this->yield_with_select_(delay_time); } this->last_loop_ = last_op_end_time; if (this->dump_config_at_ < this->components_.size()) { if (this->dump_config_at_ == 0) { char build_time_str[Application::BUILD_TIME_STR_SIZE]; this->get_build_time_string(build_time_str); ESP_LOGI(TAG, "ESPHome version " ESPHOME_VERSION " compiled on %s", build_time_str); #ifdef ESPHOME_PROJECT_NAME ESP_LOGI(TAG, "Project " ESPHOME_PROJECT_NAME " version " ESPHOME_PROJECT_VERSION); #endif } this->components_[this->dump_config_at_]->call_dump_config(); this->dump_config_at_++; } } void IRAM_ATTR HOT Application::feed_wdt(uint32_t time) { static uint32_t last_feed = 0; // Use provided time if available, otherwise get current time uint32_t now = time ? time : millis(); // Compare in milliseconds (3ms threshold) if (now - last_feed > 3) { arch_feed_wdt(); last_feed = now; #ifdef USE_STATUS_LED if (status_led::global_status_led != nullptr) { status_led::global_status_led->call(); } #endif } } void Application::reboot() { ESP_LOGI(TAG, "Forcing a reboot"); for (auto &component : std::ranges::reverse_view(this->components_)) { component->on_shutdown(); } arch_restart(); } void Application::safe_reboot() { ESP_LOGI(TAG, "Rebooting safely"); run_safe_shutdown_hooks(); teardown_components(TEARDOWN_TIMEOUT_REBOOT_MS); run_powerdown_hooks(); arch_restart(); } void Application::run_safe_shutdown_hooks() { for (auto &component : std::ranges::reverse_view(this->components_)) { component->on_safe_shutdown(); } for (auto &component : std::ranges::reverse_view(this->components_)) { component->on_shutdown(); } } void Application::run_powerdown_hooks() { for (auto &component : std::ranges::reverse_view(this->components_)) { component->on_powerdown(); } } void Application::teardown_components(uint32_t timeout_ms) { uint32_t start_time = millis(); // Use a StaticVector instead of std::vector to avoid heap allocation // since we know the actual size at compile time StaticVector pending_components; // Copy all components in reverse order // Reverse order matches the behavior of run_safe_shutdown_hooks() above and ensures // components are torn down in the opposite order of their setup_priority (which is // used to sort components during Application::setup()) size_t num_components = this->components_.size(); for (size_t i = 0; i < num_components; ++i) { pending_components[i] = this->components_[num_components - 1 - i]; } uint32_t now = start_time; size_t pending_count = num_components; // Teardown Algorithm // ================== // We iterate through pending components, calling teardown() on each. // Components that return false (need more time) are copied forward // in the array. Components that return true (finished) are skipped. // // The compaction happens in-place during iteration: // - still_pending tracks the write position (where to put next pending component) // - i tracks the read position (which component we're testing) // - When teardown() returns false, we copy component[i] to component[still_pending] // - When teardown() returns true, we just skip it (don't increment still_pending) // // Example with 4 components where B can teardown immediately: // // Start: // pending_components: [A, B, C, D] // pending_count: 4 ^----------^ // // Iteration 1: // i=0: A needs more time → keep at pos 0 (no copy needed) // i=1: B finished → skip // i=2: C needs more time → copy to pos 1 // i=3: D needs more time → copy to pos 2 // // After iteration 1: // pending_components: [A, C, D | D] // pending_count: 3 ^--------^ // // Iteration 2: // i=0: A finished → skip // i=1: C needs more time → copy to pos 0 // i=2: D finished → skip // // After iteration 2: // pending_components: [C | C, D, D] (positions 1-3 have old values) // pending_count: 1 ^--^ while (pending_count > 0 && (now - start_time) < timeout_ms) { // Feed watchdog during teardown to prevent triggering this->feed_wdt(now); // Process components and compact the array, keeping only those still pending size_t still_pending = 0; for (size_t i = 0; i < pending_count; ++i) { if (!pending_components[i]->teardown()) { // Component still needs time, copy it forward if (still_pending != i) { pending_components[still_pending] = pending_components[i]; } ++still_pending; } // Component finished teardown, skip it (don't increment still_pending) } pending_count = still_pending; // Give some time for I/O operations if components are still pending if (pending_count > 0) { this->yield_with_select_(1); } // Update time for next iteration now = millis(); } if (pending_count > 0) { // Note: At this point, connections are either disconnected or in a bad state, // so this warning will only appear via serial rather than being transmitted to clients for (size_t i = 0; i < pending_count; ++i) { ESP_LOGW(TAG, "%s did not complete teardown within %" PRIu32 " ms", LOG_STR_ARG(pending_components[i]->get_component_log_str()), timeout_ms); } } } void Application::calculate_looping_components_() { // Count total components that need looping size_t total_looping = 0; for (auto *obj : this->components_) { if (obj->has_overridden_loop()) { total_looping++; } } // Initialize FixedVector with exact size - no reallocation possible this->looping_components_.init(total_looping); // Add all components with loop override that aren't already LOOP_DONE // Some components (like logger) may call disable_loop() during initialization // before setup runs, so we need to respect their LOOP_DONE state this->add_looping_components_by_state_(false); this->looping_components_active_end_ = this->looping_components_.size(); // Then add any components that are already LOOP_DONE to the inactive section // This handles components that called disable_loop() during initialization this->add_looping_components_by_state_(true); } void Application::add_looping_components_by_state_(bool match_loop_done) { for (auto *obj : this->components_) { if (obj->has_overridden_loop() && ((obj->get_component_state() & COMPONENT_STATE_MASK) == COMPONENT_STATE_LOOP_DONE) == match_loop_done) { this->looping_components_.push_back(obj); } } } void Application::disable_component_loop_(Component *component) { // This method must be reentrant - components can disable themselves during their own loop() call // Linear search to find component in active section // Most configs have 10-30 looping components (30 is on the high end) // O(n) is acceptable here as we optimize for memory, not complexity for (uint16_t i = 0; i < this->looping_components_active_end_; i++) { if (this->looping_components_[i] == component) { // Move last active component to this position this->looping_components_active_end_--; if (i != this->looping_components_active_end_) { std::swap(this->looping_components_[i], this->looping_components_[this->looping_components_active_end_]); // If we're currently iterating and just swapped the current position if (this->in_loop_ && i == this->current_loop_index_) { // Decrement so we'll process the swapped component next this->current_loop_index_--; // Update the loop start time to current time so the swapped component // gets correct timing instead of inheriting stale timing. // This prevents integer underflow in timing calculations by ensuring // the swapped component starts with a fresh timing reference, avoiding // errors caused by stale or wrapped timing values. this->loop_component_start_time_ = millis(); } } return; } } } void Application::activate_looping_component_(uint16_t index) { // Helper to move component from inactive to active section if (index != this->looping_components_active_end_) { std::swap(this->looping_components_[index], this->looping_components_[this->looping_components_active_end_]); } this->looping_components_active_end_++; } void Application::enable_component_loop_(Component *component) { // This method is only called when component state is LOOP_DONE, so we know // the component must be in the inactive section (if it exists in looping_components_) // Only search the inactive portion for better performance // With typical 0-5 inactive components, O(k) is much faster than O(n) const uint16_t size = this->looping_components_.size(); for (uint16_t i = this->looping_components_active_end_; i < size; i++) { if (this->looping_components_[i] == component) { // Found in inactive section - move to active this->activate_looping_component_(i); return; } } // Component not found in looping_components_ - this is normal for components // that don't have loop() or were not included in the partitioned vector } void Application::enable_pending_loops_() { // Process components that requested enable_loop from ISR context // Only iterate through inactive looping_components_ (typically 0-5) instead of all components // // Race condition handling: // 1. We check if component is already in LOOP state first - if so, just clear the flag // This handles reentrancy where enable_loop() was called between ISR and processing // 2. We only clear pending_enable_loop_ after checking state, preventing lost requests // 3. If any components aren't in LOOP_DONE state, we set has_pending_enable_loop_requests_ // back to true to ensure we check again next iteration // 4. ISRs can safely set flags at any time - worst case is we process them next iteration // 5. The global flag (has_pending_enable_loop_requests_) is cleared before this method, // so any ISR that fires during processing will be caught in the next loop const uint16_t size = this->looping_components_.size(); bool has_pending = false; for (uint16_t i = this->looping_components_active_end_; i < size; i++) { Component *component = this->looping_components_[i]; if (!component->pending_enable_loop_) { continue; // Skip components without pending requests } // Check current state uint8_t state = component->component_state_ & COMPONENT_STATE_MASK; // If already in LOOP state, nothing to do - clear flag and continue if (state == COMPONENT_STATE_LOOP) { component->pending_enable_loop_ = false; continue; } // If not in LOOP_DONE state, can't enable yet - keep flag set if (state != COMPONENT_STATE_LOOP_DONE) { has_pending = true; // Keep tracking this component continue; // Keep the flag set - try again next iteration } // Clear the pending flag and enable the loop component->pending_enable_loop_ = false; ESP_LOGVV(TAG, "%s loop enabled from ISR", LOG_STR_ARG(component->get_component_log_str())); component->component_state_ &= ~COMPONENT_STATE_MASK; component->component_state_ |= COMPONENT_STATE_LOOP; // Move to active section this->activate_looping_component_(i); } // If we couldn't process some requests, ensure we check again next iteration if (has_pending) { this->has_pending_enable_loop_requests_ = true; } } void Application::before_loop_tasks_(uint32_t loop_start_time) { #if defined(USE_SOCKET_SELECT_SUPPORT) && defined(USE_WAKE_LOOP_THREADSAFE) // Drain wake notifications first to clear socket for next wake this->drain_wake_notifications_(); #endif // Process scheduled tasks this->scheduler.call(loop_start_time); // Feed the watchdog timer this->feed_wdt(loop_start_time); // Process any pending enable_loop requests from ISRs // This must be done before marking in_loop_ = true to avoid race conditions if (this->has_pending_enable_loop_requests_) { // Clear flag BEFORE processing to avoid race condition // If ISR sets it during processing, we'll catch it next loop iteration // This is safe because: // 1. Each component has its own pending_enable_loop_ flag that we check // 2. If we can't process a component (wrong state), enable_pending_loops_() // will set this flag back to true // 3. Any new ISR requests during processing will set the flag again this->has_pending_enable_loop_requests_ = false; this->enable_pending_loops_(); } // Mark that we're in the loop for safe reentrant modifications this->in_loop_ = true; } void Application::after_loop_tasks_() { // Clear the in_loop_ flag to indicate we're done processing components this->in_loop_ = false; } #ifdef USE_SOCKET_SELECT_SUPPORT bool Application::register_socket_fd(int fd) { // WARNING: This function is NOT thread-safe and must only be called from the main loop // It modifies socket_fds_ and related variables without locking if (fd < 0) return false; #ifndef USE_ESP32 // Only check on non-ESP32 platforms // On ESP32 (both Arduino and ESP-IDF), CONFIG_LWIP_MAX_SOCKETS is always <= FD_SETSIZE by design // (LWIP_SOCKET_OFFSET = FD_SETSIZE - CONFIG_LWIP_MAX_SOCKETS per lwipopts.h) // Other platforms may not have this guarantee if (fd >= FD_SETSIZE) { ESP_LOGE(TAG, "fd %d exceeds FD_SETSIZE %d", fd, FD_SETSIZE); return false; } #endif this->socket_fds_.push_back(fd); this->socket_fds_changed_ = true; if (fd > this->max_fd_) { this->max_fd_ = fd; } return true; } void Application::unregister_socket_fd(int fd) { // WARNING: This function is NOT thread-safe and must only be called from the main loop // It modifies socket_fds_ and related variables without locking if (fd < 0) return; for (size_t i = 0; i < this->socket_fds_.size(); i++) { if (this->socket_fds_[i] != fd) continue; // Swap with last element and pop - O(1) removal since order doesn't matter if (i < this->socket_fds_.size() - 1) this->socket_fds_[i] = this->socket_fds_.back(); this->socket_fds_.pop_back(); this->socket_fds_changed_ = true; // Only recalculate max_fd if we removed the current max if (fd == this->max_fd_) { this->max_fd_ = -1; for (int sock_fd : this->socket_fds_) { if (sock_fd > this->max_fd_) this->max_fd_ = sock_fd; } } return; } } bool Application::is_socket_ready(int fd) const { // This function is thread-safe for reading the result of select() // However, it should only be called after select() has been executed in the main loop // The read_fds_ is only modified by select() in the main loop if (fd < 0 || fd >= FD_SETSIZE) return false; return FD_ISSET(fd, &this->read_fds_); } #endif void Application::yield_with_select_(uint32_t delay_ms) { // Delay while monitoring sockets. When delay_ms is 0, always yield() to ensure other tasks run // since select() with 0 timeout only polls without yielding. #ifdef USE_SOCKET_SELECT_SUPPORT if (!this->socket_fds_.empty()) { // Update fd_set if socket list has changed if (this->socket_fds_changed_) { FD_ZERO(&this->base_read_fds_); // fd bounds are already validated in register_socket_fd() or guaranteed by platform design: // - ESP32: LwIP guarantees fd < FD_SETSIZE by design (LWIP_SOCKET_OFFSET = FD_SETSIZE - CONFIG_LWIP_MAX_SOCKETS) // - Other platforms: register_socket_fd() validates fd < FD_SETSIZE for (int fd : this->socket_fds_) { FD_SET(fd, &this->base_read_fds_); } this->socket_fds_changed_ = false; } // Copy base fd_set before each select this->read_fds_ = this->base_read_fds_; // Convert delay_ms to timeval struct timeval tv; tv.tv_sec = delay_ms / 1000; tv.tv_usec = (delay_ms - tv.tv_sec * 1000) * 1000; // Call select with timeout #if defined(USE_SOCKET_IMPL_LWIP_SOCKETS) || (defined(USE_ESP32) && defined(USE_SOCKET_IMPL_BSD_SOCKETS)) int ret = lwip_select(this->max_fd_ + 1, &this->read_fds_, nullptr, nullptr, &tv); #else int ret = ::select(this->max_fd_ + 1, &this->read_fds_, nullptr, nullptr, &tv); #endif // Process select() result: // ret < 0: error (except EINTR which is normal) // ret > 0: socket(s) have data ready - normal and expected // ret == 0: timeout occurred - normal and expected if (ret < 0 && errno != EINTR) { // Actual error - log and fall back to delay ESP_LOGW(TAG, "select() failed with errno %d", errno); delay(delay_ms); } // When delay_ms is 0, we need to yield since select(0) doesn't yield if (delay_ms == 0) { yield(); } } else { // No sockets registered, use regular delay delay(delay_ms); } #elif defined(USE_ESP8266) && defined(USE_SOCKET_IMPL_LWIP_TCP) // No select support but can wake on socket activity via esp_schedule() socket::socket_delay(delay_ms); #else // No select support, use regular delay delay(delay_ms); #endif } Application App; // NOLINT(cppcoreguidelines-avoid-non-const-global-variables) #if defined(USE_SOCKET_SELECT_SUPPORT) && defined(USE_WAKE_LOOP_THREADSAFE) void Application::setup_wake_loop_threadsafe_() { // Create UDP socket for wake notifications this->wake_socket_fd_ = lwip_socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP); if (this->wake_socket_fd_ < 0) { ESP_LOGW(TAG, "Wake socket create failed: %d", errno); return; } // Bind to loopback with auto-assigned port struct sockaddr_in addr = {}; addr.sin_family = AF_INET; addr.sin_addr.s_addr = lwip_htonl(INADDR_LOOPBACK); addr.sin_port = 0; // Auto-assign port if (lwip_bind(this->wake_socket_fd_, (struct sockaddr *) &addr, sizeof(addr)) < 0) { ESP_LOGW(TAG, "Wake socket bind failed: %d", errno); lwip_close(this->wake_socket_fd_); this->wake_socket_fd_ = -1; return; } // Get the assigned address and connect to it // Connecting a UDP socket allows using send() instead of sendto() for better performance struct sockaddr_in wake_addr; socklen_t len = sizeof(wake_addr); if (lwip_getsockname(this->wake_socket_fd_, (struct sockaddr *) &wake_addr, &len) < 0) { ESP_LOGW(TAG, "Wake socket address failed: %d", errno); lwip_close(this->wake_socket_fd_); this->wake_socket_fd_ = -1; return; } // Connect to self (loopback) - allows using send() instead of sendto() // After connect(), no need to store wake_addr - the socket remembers it if (lwip_connect(this->wake_socket_fd_, (struct sockaddr *) &wake_addr, sizeof(wake_addr)) < 0) { ESP_LOGW(TAG, "Wake socket connect failed: %d", errno); lwip_close(this->wake_socket_fd_); this->wake_socket_fd_ = -1; return; } // Set non-blocking mode int flags = lwip_fcntl(this->wake_socket_fd_, F_GETFL, 0); lwip_fcntl(this->wake_socket_fd_, F_SETFL, flags | O_NONBLOCK); // Register with application's select() loop if (!this->register_socket_fd(this->wake_socket_fd_)) { ESP_LOGW(TAG, "Wake socket register failed"); lwip_close(this->wake_socket_fd_); this->wake_socket_fd_ = -1; return; } } void Application::wake_loop_threadsafe() { // Called from FreeRTOS task context when events need immediate processing // Wakes up lwip_select() in main loop by writing to connected loopback socket if (this->wake_socket_fd_ >= 0) { const char dummy = 1; // Non-blocking send - if it fails (unlikely), select() will wake on timeout anyway // No error checking needed: we control both ends of this loopback socket. // This is safe to call from FreeRTOS tasks - send() is thread-safe in lwip // Socket is already connected to loopback address, so send() is faster than sendto() lwip_send(this->wake_socket_fd_, &dummy, 1, 0); } } #endif // defined(USE_SOCKET_SELECT_SUPPORT) && defined(USE_WAKE_LOOP_THREADSAFE) void Application::get_build_time_string(std::span buffer) { ESPHOME_strncpy_P(buffer.data(), ESPHOME_BUILD_TIME_STR, buffer.size()); buffer[buffer.size() - 1] = '\0'; } } // namespace esphome