Files
xiaozhi-esp32/main/application.h
T
3e78cd73bd v2.4.0: Migrate to IDF 6.0 (#2120)
* Migrate board builds to ESP-IDF 6.0.1

* Document upstream IDF 6 CI blockers

* Use IDF 6 patched registry components

* Fix board-specific ESP-IDF 6 build errors

* Fix remaining ESP-IDF 6 board builds

* Document final ESP-IDF 6 matrix results [skip ci]

* update IDF 6 component releases

* rebase IDF 6 migration and use upstream SSCMA

* Enhance audio input management in AudioService

- Introduced AS_EVENT_AUDIO_INPUT_STOP_REQUEST to manage audio input stopping more effectively.
- Updated AudioService::Start() to clear the new stop request event.
- Modified AudioService::AudioInputTask() to handle the stop request and ensure proper input disabling.
- Adjusted AdcPdmAudioCodec::Start() to reflect lazy input opening, ensuring start/stop operations run in the same task.

* Refactor audio codec management and configuration

- Added output_device_opened_ flag to track the state of the output device in Es8388 and Es8389 codecs.
- Updated EnableOutput method to prevent unnecessary device reopening and added mute functionality to manage audio output more effectively.
- Enhanced error handling in Es8311AudioCodec by ensuring proper closure and deletion of the codec device.
- Adjusted sample rates in board configurations for atk-dnesp32s3-box2 to 24000 Hz and introduced AUDIO_CODEC_USE_MCLK for improved clock management.

* Update build configurations and documentation for ESP-IDF 6 compatibility

- Added container specification for the build workflow using espressif/idf:v6.0.1.
- Updated the version of the espressif/esp_video component to ^2.3.0.
- Enhanced documentation to clarify the support status of ESP32-P4 variants, specifying that legacy Rev < 3 variants are excluded from the IDF 6 matrix.
- Adjusted board configurations to include IDF version constraints and necessary SDK configurations for legacy support.
- Improved handling of YUV formats in EspVideo to maintain compatibility with previous versions.

* Implement playback drained event handling in Application

- Added MAIN_EVENT_PLAYBACK_DRAINED to manage playback state transitions.
- Introduced callbacks for playback drained events in AudioService to trigger listening state changes.
- Refactored Application::Run() to handle deferred listening start based on playback queue status.
- Enhanced audio processing logic to prevent audio truncation during state changes.
- Updated related methods to ensure proper wake word detection configuration during listening mode.

* Fix variant selection shell in CI

* Update project version to 2.4.0 and adjust component dependencies

- Bump project version in CMakeLists.txt to 2.4.0.
- Change espressif/esp_video component version to ^2.0.1 in idf_component.yml.
- Modify AUDIO_INPUT_REFERENCE setting in config.h to false for m5stack-core-s3.
- Remove unnecessary infinite loops in xmini_c3_board.cc during initialization.

---------

Co-authored-by: Xiaoxia <terrence.huang@tenclass.com>
2026-07-17 13:41:52 +08:00

198 lines
6.0 KiB
C++

#ifndef _APPLICATION_H_
#define _APPLICATION_H_
#include <freertos/FreeRTOS.h>
#include <freertos/event_groups.h>
#include <freertos/task.h>
#include <esp_timer.h>
#include <string>
#include <mutex>
#include <deque>
#include <memory>
#include <functional>
#include "protocol.h"
#include "ota.h"
#include "audio_service.h"
#include "device_state.h"
#include "device_state_machine.h"
// Main event bits
#define MAIN_EVENT_SCHEDULE (1 << 0)
#define MAIN_EVENT_SEND_AUDIO (1 << 1)
#define MAIN_EVENT_WAKE_WORD_DETECTED (1 << 2)
#define MAIN_EVENT_VAD_CHANGE (1 << 3)
#define MAIN_EVENT_ERROR (1 << 4)
#define MAIN_EVENT_ACTIVATION_DONE (1 << 5)
#define MAIN_EVENT_CLOCK_TICK (1 << 6)
#define MAIN_EVENT_NETWORK_CONNECTED (1 << 7)
#define MAIN_EVENT_NETWORK_DISCONNECTED (1 << 8)
#define MAIN_EVENT_TOGGLE_CHAT (1 << 9)
#define MAIN_EVENT_START_LISTENING (1 << 10)
#define MAIN_EVENT_STOP_LISTENING (1 << 11)
#define MAIN_EVENT_STATE_CHANGED (1 << 12)
#define MAIN_EVENT_PLAYBACK_DRAINED (1 << 13)
enum AecMode {
kAecOff,
kAecOnDeviceSide,
kAecOnServerSide,
};
class Application {
public:
static Application& GetInstance() {
static Application instance;
return instance;
}
// Delete copy constructor and assignment operator
Application(const Application&) = delete;
Application& operator=(const Application&) = delete;
/**
* Initialize the application
* This sets up display, audio, network callbacks, etc.
* Network connection starts asynchronously.
*/
void Initialize();
/**
* Run the main event loop
* This function runs in the main task and never returns.
* It handles all events including network, state changes, and user interactions.
*/
void Run();
DeviceState GetDeviceState() const { return state_machine_.GetState(); }
bool IsVoiceDetected() const { return audio_service_.IsVoiceDetected(); }
/**
* Request state transition
* Returns true if transition was successful
*/
bool SetDeviceState(DeviceState state);
/**
* Schedule a callback to be executed in the main task
*/
void Schedule(std::function<void()>&& callback);
/**
* Alert with status, message, emotion and optional sound
*/
void Alert(const char* status, const char* message, const char* emotion = "", const std::string_view& sound = "");
void DismissAlert();
void AbortSpeaking(AbortReason reason);
/**
* Toggle chat state (event-based, thread-safe)
* Sends MAIN_EVENT_TOGGLE_CHAT to be handled in Run()
*/
void ToggleChatState();
/**
* Start listening (event-based, thread-safe)
* Sends MAIN_EVENT_START_LISTENING to be handled in Run()
*/
void StartListening();
/**
* Stop listening (event-based, thread-safe)
* Sends MAIN_EVENT_STOP_LISTENING to be handled in Run()
*/
void StopListening();
void Reboot();
void WakeWordInvoke(const std::string& wake_word);
bool UpgradeFirmware(const std::string& url, const std::string& version = "");
bool CanEnterSleepMode();
void SendMcpMessage(const std::string& payload);
void RegisterMcpBroadcastCallback(std::function<void(const std::string&)> callback);
void SetAecMode(AecMode mode);
AecMode GetAecMode() const { return aec_mode_; }
void PlaySound(const std::string_view& sound);
AudioService& GetAudioService() { return audio_service_; }
/**
* Reset protocol resources (thread-safe)
* Can be called from any task to release resources allocated after network connected
* This includes closing audio channel, resetting protocol and ota objects
*/
void ResetProtocol();
private:
Application();
~Application();
std::mutex mutex_;
std::deque<std::function<void()>> main_tasks_;
std::unique_ptr<Protocol> protocol_;
EventGroupHandle_t event_group_ = nullptr;
esp_timer_handle_t clock_timer_handle_ = nullptr;
DeviceStateMachine state_machine_;
ListeningMode listening_mode_ = kListeningModeAutoStop;
AecMode aec_mode_ = kAecOff;
std::string last_error_message_;
AudioService audio_service_;
std::unique_ptr<Ota> ota_;
std::function<void(const std::string&)> mcp_broadcast_callback_;
bool has_server_time_ = false;
bool aborted_ = false;
bool assets_version_checked_ = false;
bool play_popup_on_listening_ = false; // Flag to play popup sound after state changes to listening
bool pending_listening_start_ = false; // Waiting for playback to drain before starting listening (auto mode)
int clock_ticks_ = 0;
TaskHandle_t activation_task_handle_ = nullptr;
// Event handlers
void HandleStateChangedEvent();
void HandleToggleChatEvent();
void HandleStartListeningEvent();
void HandleStopListeningEvent();
void HandleNetworkConnectedEvent();
void HandleNetworkDisconnectedEvent();
void HandleActivationDoneEvent();
void HandleWakeWordDetectedEvent();
void ContinueOpenAudioChannel(ListeningMode mode);
void ContinueWakeWordInvoke(const std::string& wake_word);
void StartListeningAudio();
void ConfigureWakeWordForListening();
// Activation task (runs in background)
void ActivationTask();
// Helper methods
void CheckAssetsVersion();
void CheckNewVersion();
void InitializeProtocol();
void ShowActivationCode(const std::string& code, const std::string& message);
void SetListeningMode(ListeningMode mode);
ListeningMode GetDefaultListeningMode() const;
// State change handler called by state machine
void OnStateChanged(DeviceState old_state, DeviceState new_state);
};
class TaskPriorityReset {
public:
TaskPriorityReset(BaseType_t priority) {
original_priority_ = uxTaskPriorityGet(NULL);
vTaskPrioritySet(NULL, priority);
}
~TaskPriorityReset() {
vTaskPrioritySet(NULL, original_priority_);
}
private:
BaseType_t original_priority_;
};
#endif // _APPLICATION_H_