nodemcu-firmware/docs/modules/console.md

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# Console Module
| Since | Origin / Contributor | Maintainer | Source |
| :----- | :-------------------- | :---------- | :------ |
| 2024-10-22 | [jmattsson](https://github.com/jmattsson) | [jmattsson](https://github.com/jmattsson) | [console.c](../../components/modules/console.c)|
The `console` modules allows direct access to the system console. The system
console has typically been a UART, but by now several options are available
across the ESP32 range of SoCs, including UART, USB-Serial-JTAG and USB CDC-ACM.
By default the system console is linked up to provide an interactive Lua
shell (REPL — Read-Execute-Print Loop). It also provides a hook for listening
in on the data received on the console programatically, and the interactivity
may also be disabled (and re-enabled) programatically if so desired.
## console.on()
Used to register or deregister a callback function to handle console events.
#### Syntax
`console.on(method, [number/end_char], [function])`
#### Parameters
- `method`. One of
- "data" for bytes received on the console
- "error" if an error condition is encountered on the console
- `number/end_char`. Only for event `data`.
- if pass in a number n, the callback will called when n chars are received.
- if n=0, will receive every char in buffer.
- if pass in a one char string "c", the callback will called when "c" is encounterd, or max n=255 received.
- `function` callback function.
- event "data" has a callback like this: `function(data) end`
- event "error" has a callback like this: `function(err) end`
To unregister the callback, specify `nil` as the function.
#### Returns
`nil`
#### Example
```lua
-- when 4 chars is received.
console.on("data", 4, function(data)
print("received from console:", data)
if data=="quit" then
console.on("data", 0, nil)
end
end)
-- when '\r' is received.
console.on("data", "\r", function(data)
print("received from console:", data)
if data=="quit\r" then
console.on("data", 0, nil)
end
end)
-- error handler
console.on("error", function(err)
print("error on console:", err)
end)
```
## console.mode()
Controls the interactivity of the console.
#### Syntax
`console.mode(mode)`
#### Parameters
- `mode` One of
- `console.INTERACTIVE` automatically pass console data to the Lua VM
for execution. This is the default mode.
- `console.NONINTERACTIVE` disables the automatic passing of console data
to the Lua VM. The data only goes to the registered "data" callback,
if any.
#### Returns
`nil`
#### Example
Implement a REL instead of the usual REPL
```lua
console.on("data", "\r", function(line) node.input(line.."\r\n") end)
console.mode(console.NONINTERACTIVE)
```
Receive potentially binary data on the console, and process it without letting
it reach the Lua interpreter.
```lua
-- Instantiate a stream handling function that processes a classic framing
-- protocol: <STX><escaped-data><ETX> where <escaped-data> has the
-- STX, ETX and DLE symbols escaped as <DLE><STX>, <DLE><ETX>, <DLE><DLE>.
-- The chunk_cb gets called incrementally with partial stream data which is
-- effectively unescaped. When the end of frame is encountered, the done_cb
-- gets invoked.
function transmission_receiver(chunk_cb, done_cb)
local inframe = false
local escaped = false
local done = false
local STX = 2
local ETX = 3
local DLE = 16
local function dispatch(data, i, j)
if (j - i) < 0 then return end
chunk_cb(data:sub(i, j))
end
return function(data)
if done then return end
local from
local to
for i = 1, #data
do
local b = data:byte(i)
if inframe
then
if not from then from = i end -- first valid byte
if escaped
then
escaped = false
else
if b == DLE
then
escaped = true
dispatch(data, from, i-1)
from = nil
elseif b == ETX
then
done = true
to = i-1
break
end
end
else -- look for an (unescaped) STX to sync frame start
if b == DLE then escaped = true
elseif b == STX and not escaped then inframe = true
else escaped = false
end
end
-- else ignore byte outside of framing
end
if from then dispatch(data, from, to or #data) end
if done then done_cb() end
end
end
function print_hex(chunk)
for i = 1, #chunk
do
print(string.format("%02x ", chunk:sub(i,i)))
end
end
function resume_interactive()
console.on("data", 0, nil)
console.mode(console.INTERACTIVE)
end
-- The 0 may be adjusted upwards for improved efficiency, but be mindful to
-- always send enough data to reach the ETX marker.
console.on("data", 0, transmission_receiver(print_hex, resume_interactive))
console.mode(console.NONINTERACTIVE)
```
Example C program for encoding data suitable for the above.
```C
#include <stdio.h>
#define STX 0x02
#define ETX 0x03
#define DLE 0x10
int main(int argc, char *argv[])
{
putchar(STX);
int ch;
while ((ch = getchar()) != EOF)
{
switch(ch)
{
case STX: case ETX: case DLE: putchar(DLE); break;
default: break;
}
putchar(ch);
}
putchar(ETX);
return 0;
}
```
## console.write()
Provides ability to write raw, unformatted data to the console.
#### Syntax
`console.write(str_or_num [, str2_or_num ...])`
#### Parameters
- `str_or_num` Either
- A string to write to the console. May contain binary data.
- A number representing the character code to write the console.
Multiple parameters may be given, and they will be written in sequence.
#### Returns
`nil`
#### Example
Write "Hello world!\n" to the console, in a roundabout manner
```lua
console.write("Hello", 0x20, "world", 0x21, "\n")
```