200 lines
8.9 KiB
Markdown
200 lines
8.9 KiB
Markdown
# Extension Developer FAQ
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**# # # Work in Progress # # #**
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### Changes in IDF compared to non-OS/RTOS SDK
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This is a non-exhaustive list, obviously, but some key points are:
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- **No more `c_types.h`**. Standard C types are finally the norm.
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- `stdint.h` for all your `[u]intX_t` needs
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- `stdbool.h` for bool (note `true`/`false` vs old `TRUE`/`FALSE`)
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- `stddef.h` for `size_t`
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- **A real C library**. All the `os_`, `ets_` and `c_` prefixes for
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standard library functions are gone (except for the special case
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c_getenv, for now). stdout/stdin are wired up to the UART0 console.
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The NodeMCU vfs layer is not currently hooked up to the C library,
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but that would be a nice thing to do.
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- **Everything builds on at least C99 level**, with plenty of warnings
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enabled. Fix the code so it doesn't produce warnings - don't turn
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off the warnings! Yes, there *may* be exceptions, but they're rare.
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- **`user_config.h` is no more**. All configuration is now handled
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via Kconfig (`make menuconfig` to configure). From the developer
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perspective, simply include `sdkconfig.h` and test the
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corresponding CONFIG_YOUR_FEATURE macro. The `platform.h` header
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is guaranteed to include `sdkconfig.h`, btw.
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- **`user_modules.h` is also gone**. Module selection is now done
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via Kconfig. Rather than adding a #define to `user_modules.h`,
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add an option in `components/modules/Kconfig` of the form
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`NODEMCU_CMODULE_XYZ`, and the existing `NODEMCU_MODULE()` macros
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will take care of the rest. Example Kconfig entry:
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```
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config NODEMCU_CMODULE_XYZ
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bool "Xyz module"
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default "y"
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help
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Includes the XYZ module. Provides features X, Y and Z.
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```
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- **Preemptive multithreading**. The network stack and other drivers
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now run in their own threads with private stacks. This makes for
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a more robust architecture, but does mean proper synchronization
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*MUST* be employed between the threads. This includes between
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API callbacks and main Lua thread.
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Note that many API callbacks have turned into events in the IDF,
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and NodeMCU handle those in the context of the main Lua thread.
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- **Logical flash partitions**. Rather than hardcoding assumptions of
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flash area usage, there is now an actual logical partition table
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kept on the flash.
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### NodeMCU task paradigm
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NodeMCU uses a task based approach for scheduling work to run within
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the Lua VM. This interface is defined in `task/task.h`, and comprises
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three aspects:
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- Task registration (via `task_getid()`)
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- Task posting (via `task_post()` and associated macros)
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- Task processing (via `task_pump_messages()`)
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This NodeMCU task API is designed to complement the Lua library model, so
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that a library can declare one or more task handlers and that both ISRs
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and library functions can then post a message for delivery to a task handler.
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Note that NodeMCU tasks must not be confused with the FreeRTOS tasks.
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A FreeRTOS task is fully preemptible thread of execution managed by the
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OS, while a NodeMCU task is a non-preemptive\* a callback invoked by the
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Lua FreeRTOS task. It effectively implements cooperative multitasking.
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To reduce confusion, from here on FreeRTOS tasks will be referred to as
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threads, and NodeMCU tasks simply as tasks. Most NodeMCU developers
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will not need to concern themselves with threads unless they're doing
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low-level driver development.
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The Lua runtime is NOT reentrant, and hence any code which calls any
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Lua API must run within the Lua task context. _ISRs, other threads and API
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callbacks must not access the Lua API or Lua resources._ This typically
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means that messages need to be posted using the NodeMCU task API for
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handling within the correct thread context. Depending on the scenario,
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data may need to be put on a FreeRTOS queue to transfer ownership safely
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between the threads, or posted directly across with the NodeMCU task API.
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The application has no control over the relative time ordering of
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tasks and API callbacks, and no assumptions can be made about whether a
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task and any posted successors will run consecutively.
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\*) Non-preemptive in the sense that other NodeMCU tasks will not preempt it.
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The RTOS may still preempt the task to run ISRs or other threads.
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#### Task registration
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Each module which wishes to receive events and process those within the
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context of the Lua thread need to register their callback. This is done
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by calling `task_get_id(module_callback_fn)`. A non-zero return value
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indicates successful registration, and the returned handle can be used
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to post events to this task. The task registration is typically done in
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the module\_init function.
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#### Task posting
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To signal a task, a message is posted to it using
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`task_post(prio, handle, param)` or the helper macros `task_post_low()/task_post_medium()/task_post_high()`. Each message carries a single parameter value
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of type `intptr_t` and may be used to carry either pointers or raw values.
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Each task defines its own schema depending on its needs.
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Note that the message queues can theoretically fill up, and this is reported
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by a `false` return value from the `task_post()` call. In this case no
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message was posted. In most cases nothing much can be done, and the best
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approach may be to simply ignore the failure and drop the data. Be careful
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not to accidentally leak memory in this circumstance however! A good
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habit would be to do something like this:
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```
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char *buf = malloc (len);
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// do something with buf...
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if (!task_post_medium(handle, buf))
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free (buf);
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```
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The `task_post*()` function and macros can be safely called from any ISR or
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thread.
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#### Task processing and priorities
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The Lua runtime executes in a single thread, and at its root level runs
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the task message processing loop. Task messages arrive on three queues,
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one for each priority level. The queues are services in order of their
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priority, so while a higher-priority queue contains messages, no
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lower-priority messages will be delivered. It is thus quite possible to
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jam up the Lua runtime by continually posting high-priority messages.
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Don't do that.
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Unless there are particular reasons not to, messages should be posted
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with medium priority. This is the friendly, cooperative level. If something
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is time sensitive (e.g. audio buffer running low), high priority may be
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warranted. The low priority level is intended for background processing
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during otherwise idle time.
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### Processing system events
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The IDF is quite flexible in how system events may be handled, and NodeMCU
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takes advantage of this to get all system events handled by the main Lua
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thread. Event listening registration is very similar to module registration,
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and happens at link-time. The following snippet shows how to use this:
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```
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#include "nodemcu_esp_event.h"
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static void on_got_ip (const system_event_t *evt)
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{
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// Do stuff, maybe invoke a Lua callback
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}
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// Register for the event SYSTEM_EVENT_STA_GOT_IP (see esp_event.h for list).
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NODEMCU_ESP_EVENT(SYSTEM_EVENT_STA_GOT_IP, on_got_ip);
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```
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### Memory allocation in modules
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There are three main ways of allocating memory when writing modules for
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NodeMCU - stack (for temporaries), heap, and Lua heap. Using the stack
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is the same as for other embedded development, i.e. feel free to put
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small(ish) temporary objects there, but don't expect to get away with
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hundreds of bytes on the stack. Under good circumstances RTOS will detect
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a stack overflow and throw an error, under less good circumstances anything
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can happen.
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Heap allocation is through the standard C malloc and friends. Their use
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is best limited to third-party libraries which do not allow for custom
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allocators. Also, if dynamic memory allocation is done in a thread other
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than the main Lua thread, this is the only available option.
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The best way to allocate memory in a module however, is to use the luaM
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memory allocation routines. What makes this the best option is that an
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allocation made this way may trigger a garbage collection. Where a regular
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C malloc might have failed due to out of memory, the Lua allocation can
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succeed by virtue of freeing up memory first. The downside of course is
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that this is only possible to do while running in the main Lua thread.
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Note that memory allocated via e.g. `luaM_malloc()` is not subject to
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garbage collection, it behaves just like memory from the C `malloc()`,
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and must be explicitly free'd via `luaM_free()`.
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A quick example:
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```
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static int some_func (lua_State *L)
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{
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char *buf = luaM_malloc (L, 512);
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int result = calc_using_large_buf (buf, 1, 2, 3);
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lua_pushinteger (L, result);
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luaM_free (buf);
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return 1;
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}
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```
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#### Caution
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Do note that `luaM_malloc()` raises a Lua error on allocation failure, and
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will exit the calling function right then and there. This can lead to
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resource leaks if care is not taken, though in most cases a failure
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will result in a Lua panic and require a reboot.
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On the upside, there is never a need to test the return value from
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`luaM_malloc()` for NULL, as on failure the function does not return.
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