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* 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>
146 lines
4.6 KiB
C++
146 lines
4.6 KiB
C++
#include "sleep_timer.h"
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#include "application.h"
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#include "board.h"
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#include "display.h"
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#include "settings.h"
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#include <esp_log.h>
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#include <esp_sleep.h>
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#include <esp_lvgl_port.h>
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#include <esp_idf_version.h>
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#include <inttypes.h>
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#define TAG "SleepTimer"
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SleepTimer::SleepTimer(int seconds_to_light_sleep, int seconds_to_deep_sleep)
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: seconds_to_light_sleep_(seconds_to_light_sleep), seconds_to_deep_sleep_(seconds_to_deep_sleep) {
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esp_timer_create_args_t timer_args = {
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.callback = [](void* arg) {
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auto self = static_cast<SleepTimer*>(arg);
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self->CheckTimer();
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},
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.arg = this,
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.dispatch_method = ESP_TIMER_TASK,
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.name = "sleep_timer",
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.skip_unhandled_events = true,
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};
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ESP_ERROR_CHECK(esp_timer_create(&timer_args, &sleep_timer_));
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}
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SleepTimer::~SleepTimer() {
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esp_timer_stop(sleep_timer_);
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esp_timer_delete(sleep_timer_);
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}
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void SleepTimer::SetEnabled(bool enabled) {
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if (enabled && !enabled_) {
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Settings settings("wifi", false);
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if (!settings.GetBool("sleep_mode", true)) {
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ESP_LOGI(TAG, "Power save timer is disabled by settings");
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return;
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}
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ticks_ = 0;
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enabled_ = enabled;
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ESP_ERROR_CHECK(esp_timer_start_periodic(sleep_timer_, 1000000));
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ESP_LOGI(TAG, "Sleep timer enabled");
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} else if (!enabled && enabled_) {
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ESP_ERROR_CHECK(esp_timer_stop(sleep_timer_));
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enabled_ = enabled;
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WakeUp();
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ESP_LOGI(TAG, "Sleep timer disabled");
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}
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}
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void SleepTimer::OnEnterLightSleepMode(std::function<void()> callback) {
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on_enter_light_sleep_mode_ = callback;
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}
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void SleepTimer::OnExitLightSleepMode(std::function<void()> callback) {
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on_exit_light_sleep_mode_ = callback;
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}
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void SleepTimer::OnEnterDeepSleepMode(std::function<void()> callback) {
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on_enter_deep_sleep_mode_ = callback;
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}
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void SleepTimer::CheckTimer() {
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auto& app = Application::GetInstance();
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if (!app.CanEnterSleepMode()) {
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ticks_ = 0;
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return;
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}
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ticks_++;
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if (seconds_to_light_sleep_ != -1 && ticks_ >= seconds_to_light_sleep_) {
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if (!in_light_sleep_mode_) {
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in_light_sleep_mode_ = true;
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if (on_enter_light_sleep_mode_) {
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on_enter_light_sleep_mode_();
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}
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auto& audio_service = app.GetAudioService();
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bool is_wake_word_running = audio_service.IsWakeWordRunning();
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if (is_wake_word_running) {
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audio_service.EnableWakeWordDetection(false);
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vTaskDelay(pdMS_TO_TICKS(100));
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}
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app.Schedule([this, &app]() {
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while (in_light_sleep_mode_) {
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auto& board = Board::GetInstance();
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board.GetDisplay()->UpdateStatusBar(true);
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lv_refr_now(nullptr);
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lvgl_port_stop();
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// 配置timer唤醒源(30秒后自动唤醒)
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esp_sleep_enable_timer_wakeup(30 * 1000000);
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// 进入light sleep模式
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esp_light_sleep_start();
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lvgl_port_resume();
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#if ESP_IDF_VERSION >= ESP_IDF_VERSION_VAL(6, 0, 0)
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// IDF 6 deprecates esp_sleep_get_wakeup_cause() in favor of
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// the bitmap-based API that can report simultaneous sources.
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auto wakeup_causes = esp_sleep_get_wakeup_causes();
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ESP_LOGI(TAG, "Wake up from light sleep, wakeup_causes: 0x%" PRIx32, wakeup_causes);
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if (!(wakeup_causes & (1UL << ESP_SLEEP_WAKEUP_TIMER))) {
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break;
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}
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#else
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auto wakeup_reason = esp_sleep_get_wakeup_cause();
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ESP_LOGI(TAG, "Wake up from light sleep, wakeup_reason: %d", wakeup_reason);
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if (wakeup_reason != ESP_SLEEP_WAKEUP_TIMER) {
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break;
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}
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#endif
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}
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WakeUp();
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});
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if (is_wake_word_running) {
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audio_service.EnableWakeWordDetection(true);
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}
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}
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}
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if (seconds_to_deep_sleep_ != -1 && ticks_ >= seconds_to_deep_sleep_) {
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if (on_enter_deep_sleep_mode_) {
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on_enter_deep_sleep_mode_();
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}
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esp_deep_sleep_start();
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}
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}
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void SleepTimer::WakeUp() {
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ticks_ = 0;
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if (in_light_sleep_mode_) {
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in_light_sleep_mode_ = false;
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if (on_exit_light_sleep_mode_) {
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on_exit_light_sleep_mode_();
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}
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}
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}
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