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Improve orchestrate_tasks example with shared state and better documentation
Add mutex-protected shared system state Improve task coordination and signaling Add more documentation
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@ -1,20 +1,18 @@
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//! This example demonstrates some approaches to communicate between tasks in order to orchestrate the state of the system.
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//!
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//! The system consists of several tasks:
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//! - Three tasks that generate random numbers at different intervals (simulating i.e. sensor readings)
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//! - A task that monitors USB power connection (hardware event handling)
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//! - A task that reads system voltage (ADC sampling)
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//! - A consumer task that processes all this information
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//!
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//! The system maintains state in a single place, wrapped in a Mutex.
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//!
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//! We demonstrate how to:
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//! - use a channel to send messages between tasks, in this case here in order to have one task control the state of the system.
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//! - use a signal to terminate a task.
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//! - use command channels to send commands to another task.
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//! - use different ways to receive messages, from a straightforwar awaiting on one channel to a more complex awaiting on multiple futures.
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//!
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//! There are more patterns to orchestrate tasks, this is just one example.
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//!
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//! We will use these tasks to generate example "state information":
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//! - a task that generates random numbers in intervals of 60s
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//! - a task that generates random numbers in intervals of 30s
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//! - a task that generates random numbers in intervals of 90s
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//! - a task that notifies about being attached/disattached from usb power
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//! - a task that measures vsys voltage in intervals of 30s
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//! - a task that consumes the state information and reacts to it
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//! - use a mutex to maintain shared state between tasks
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//! - use a channel to send events between tasks
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//! - use an orchestrator task to coordinate tasks and handle state transitions
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//! - use signals to notify about state changes and terminate tasks
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#![no_std]
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#![no_main]
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@ -28,15 +26,12 @@ use embassy_rp::clocks::RoscRng;
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use embassy_rp::gpio::{Input, Pull};
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use embassy_rp::{bind_interrupts, peripherals};
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use embassy_sync::blocking_mutex::raw::CriticalSectionRawMutex;
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use embassy_sync::{channel, signal};
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use embassy_sync::{channel, mutex::Mutex, signal};
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use embassy_time::{Duration, Timer};
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use rand::RngCore;
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use {defmt_rtt as _, panic_probe as _};
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// This is just some preparation, see example `assign_resources.rs` for more information on this. We prep the rresources that we will be using in different tasks.
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// **Note**: This will not work with a board that has a wifi chip, because the wifi chip uses pins 24 and 29 for its own purposes. A way around this in software
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// is not trivial, at least if you intend to use wifi, too. Workaround is to wire from vsys and vbus pins to appropriate pins on the board through a voltage divider. Then use those pins.
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// For this example it will not matter much, the concept of what we are showing remains valid.
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// Hardware resource assignment. See other examples for different ways of doing this.
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assign_resources! {
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vsys: Vsys {
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adc: ADC,
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@ -47,228 +42,233 @@ assign_resources! {
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},
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}
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// Interrupt binding - required for hardware peripherals like ADC
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bind_interrupts!(struct Irqs {
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ADC_IRQ_FIFO => InterruptHandler;
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});
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/// This is the type of Events that we will send from the worker tasks to the orchestrating task.
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/// Events that worker tasks send to the orchestrator
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enum Events {
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UsbPowered(bool),
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VsysVoltage(f32),
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FirstRandomSeed(u32),
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SecondRandomSeed(u32),
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ThirdRandomSeed(u32),
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ResetFirstRandomSeed,
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UsbPowered(bool), // USB connection state changed
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VsysVoltage(f32), // New voltage reading
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FirstRandomSeed(u32), // Random number from 30s timer
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SecondRandomSeed(u32), // Random number from 60s timer
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ThirdRandomSeed(u32), // Random number from 90s timer
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ResetFirstRandomSeed, // Signal to reset the first counter
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}
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/// This is the type of Commands that we will send from the orchestrating task to the worker tasks.
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/// Note that we are lazy here and only have one command, you might want to have more.
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/// Commands that can control task behavior.
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/// Currently only used to stop tasks, but could be extended for other controls.
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enum Commands {
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/// This command will stop the appropriate worker task
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/// Signals a task to stop execution
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Stop,
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}
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/// This is the state of the system, we will use this to orchestrate the system. This is a simple example, in a real world application this would be more complex.
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#[derive(Default, Debug, Clone, Format)]
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/// The central state of our system, shared between tasks.
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#[derive(Clone, Format)]
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struct State {
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usb_powered: bool,
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vsys_voltage: f32,
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first_random_seed: u32,
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second_random_seed: u32,
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third_random_seed: u32,
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first_random_seed_task_running: bool,
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times_we_got_first_random_seed: u8,
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maximum_times_we_want_first_random_seed: u8,
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}
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/// A formatted view of the system status, used for logging. Used for the below `get_system_summary` fn.
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#[derive(Format)]
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struct SystemStatus {
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power_source: &'static str,
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voltage: f32,
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}
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impl State {
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fn new() -> Self {
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const fn new() -> Self {
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Self {
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usb_powered: false,
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vsys_voltage: 0.0,
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first_random_seed: 0,
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second_random_seed: 0,
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third_random_seed: 0,
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first_random_seed_task_running: false,
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times_we_got_first_random_seed: 0,
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maximum_times_we_want_first_random_seed: 3,
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}
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}
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/// Returns a formatted summary of power state and voltage.
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/// Shows how to create methods that work with shared state.
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fn get_system_summary(&self) -> SystemStatus {
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SystemStatus {
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power_source: if self.usb_powered {
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"USB powered"
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} else {
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"Battery powered"
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},
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voltage: self.vsys_voltage,
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}
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}
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}
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/// Channel for the events that we want the orchestrator to react to, all state events are of the type Enum Events.
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/// We use a channel with an arbitrary size of 10, the precise size of the queue depends on your use case. This depends on how many events we
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/// expect to be generated in a given time frame and how fast the orchestrator can react to them. And then if we rather want the senders to wait for
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/// new slots in the queue or if we want the orchestrator to have a backlog of events to process. In this case here we expect to always be enough slots
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/// in the queue, so the worker tasks can in all nominal cases send their events and continue with their work without waiting.
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/// For the events we - in this case here - do not want to loose any events, so a channel is a good choice. See embassy_sync docs for other options.
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/// The shared state protected by a mutex
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static SYSTEM_STATE: Mutex<CriticalSectionRawMutex, State> = Mutex::new(State::new());
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/// Channel for events from worker tasks to the orchestrator
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static EVENT_CHANNEL: channel::Channel<CriticalSectionRawMutex, Events, 10> = channel::Channel::new();
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/// Signal for stopping the first random signal task. We use a signal here, because we need no queue. It is suffiient to have one signal active.
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/// Signal used to stop the first random number task
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static STOP_FIRST_RANDOM_SIGNAL: signal::Signal<CriticalSectionRawMutex, Commands> = signal::Signal::new();
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/// Channel for the state that we want the consumer task to react to. We use a channel here, because we want to have a queue of state changes, although
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/// we want the queue to be of size 1, because we want to finish rwacting to the state change before the next one comes in. This is just a design choice
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/// and depends on your use case.
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static CONSUMER_CHANNEL: channel::Channel<CriticalSectionRawMutex, State, 1> = channel::Channel::new();
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/// Signal for notifying about state changes
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static STATE_CHANGED: signal::Signal<CriticalSectionRawMutex, ()> = signal::Signal::new();
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// And now we can put all this into use
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/// This is the main task, that will not do very much besides spawning the other tasks. This is a design choice, you could do the
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/// orchestrating here. This is to show that we do not need a main loop here, the system will run indefinitely as long as at least one task is running.
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#[embassy_executor::main]
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async fn main(spawner: Spawner) {
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// initialize the peripherals
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let p = embassy_rp::init(Default::default());
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// split the resources, for convenience - see above
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let r = split_resources! {p};
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// spawn the tasks
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spawner.spawn(orchestrate(spawner)).unwrap();
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spawner.spawn(random_60s(spawner)).unwrap();
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spawner.spawn(random_90s(spawner)).unwrap();
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// `random_30s` is not spawned here, butin the orchestrate task depending on state
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spawner.spawn(usb_power(spawner, r.vbus)).unwrap();
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spawner.spawn(vsys_voltage(spawner, r.vsys)).unwrap();
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spawner.spawn(consumer(spawner)).unwrap();
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}
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/// This is the task handling the system state and orchestrating the other tasks. WEe can regard this as the "main loop" of the system.
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/// Main task that processes all events and updates system state.
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#[embassy_executor::task]
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async fn orchestrate(_spawner: Spawner) {
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let mut state = State::new();
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// we need to have a receiver for the events
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async fn orchestrate(spawner: Spawner) {
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let receiver = EVENT_CHANNEL.receiver();
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// and we need a sender for the consumer task
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let state_sender = CONSUMER_CHANNEL.sender();
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loop {
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// we await on the receiver, this will block until a new event is available
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// as an alternative to this, we could also await on multiple channels, this would block until at least one of the channels has an event
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// see the embassy_futures docs: https://docs.embassy.dev/embassy-futures/git/default/select/index.html
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// The task random_30s does a select, if you want to have a look at that.
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// Another reason to use select may also be that we want to have a timeout, so we can react to the absence of events within a time frame.
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// We keep it simple here.
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// Do nothing until we receive any event
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let event = receiver.receive().await;
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// react to the events
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match event {
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Events::UsbPowered(usb_powered) => {
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// update the state and/or react to the event here
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state.usb_powered = usb_powered;
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info!("Usb powered: {}", usb_powered);
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}
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Events::VsysVoltage(voltage) => {
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// update the state and/or react to the event here
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state.vsys_voltage = voltage;
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info!("Vsys voltage: {}", voltage);
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}
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Events::FirstRandomSeed(seed) => {
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// update the state and/or react to the event here
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state.first_random_seed = seed;
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// here we change some meta state, we count how many times we got the first random seed
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state.times_we_got_first_random_seed += 1;
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info!(
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"First random seed: {}, and that was iteration {} of receiving this.",
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seed, &state.times_we_got_first_random_seed
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);
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}
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Events::SecondRandomSeed(seed) => {
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// update the state and/or react to the event here
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state.second_random_seed = seed;
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info!("Second random seed: {}", seed);
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}
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Events::ThirdRandomSeed(seed) => {
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// update the state and/or react to the event here
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state.third_random_seed = seed;
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info!("Third random seed: {}", seed);
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}
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Events::ResetFirstRandomSeed => {
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// update the state and/or react to the event here
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state.times_we_got_first_random_seed = 0;
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state.first_random_seed = 0;
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info!("Resetting the first random seed counter");
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}
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}
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// we now have an altered state
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// there is a crate for detecting field changes on crates.io (https://crates.io/crates/fieldset) that might be useful here
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// for now we just keep it simple
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// Scope in which we want to lock the system state. As an alternative we could also call `drop` on the state
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{
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let mut state = SYSTEM_STATE.lock().await;
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// we send the state to the consumer task
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// since the channel has a size of 1, this will block until the consumer task has received the state, which is what we want here in this example
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// **Note:** It is bad design to send too much data between tasks, with no clear definition of what "too much" is. In this example we send the
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// whole state, in a real world application you might want to send only the data, that is relevant to the consumer task AND only when it has changed.
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// We keep it simple here.
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state_sender.send(state.clone()).await;
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}
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}
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/// This task will consume the state information and react to it. This is a simple example, in a real world application this would be more complex
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/// and we could have multiple consumer tasks, each reacting to different parts of the state.
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#[embassy_executor::task]
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async fn consumer(spawner: Spawner) {
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// we need to have a receiver for the state
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let receiver = CONSUMER_CHANNEL.receiver();
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let sender = EVENT_CHANNEL.sender();
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loop {
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// we await on the receiver, this will block until a new state is available
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let state = receiver.receive().await;
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// react to the state, in this case here we just log it
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info!("The consumer has reveived this state: {:?}", &state);
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// here we react to the state, in this case here we want to start or stop the first random signal task depending on the state of the system
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match state.times_we_got_first_random_seed {
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max if max == state.maximum_times_we_want_first_random_seed => {
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info!("Stopping the first random signal task");
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// we send a command to the task
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STOP_FIRST_RANDOM_SIGNAL.signal(Commands::Stop);
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// we notify the orchestrator that we have sent the command
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sender.send(Events::ResetFirstRandomSeed).await;
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}
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0 => {
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// we start the task, which presents us with an interesting problem, because we may return here before the task has started
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// here we just try and log if the task has started, in a real world application you might want to handle this more gracefully
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info!("Starting the first random signal task");
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match spawner.spawn(random_30s(spawner)) {
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Ok(_) => info!("Successfully spawned random_30s task"),
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Err(e) => info!("Failed to spawn random_30s task: {:?}", e),
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match event {
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Events::UsbPowered(usb_powered) => {
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state.usb_powered = usb_powered;
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info!("Usb powered: {}", usb_powered);
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info!("System summary: {}", state.get_system_summary());
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}
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Events::VsysVoltage(voltage) => {
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state.vsys_voltage = voltage;
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info!("Vsys voltage: {}", voltage);
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}
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Events::FirstRandomSeed(seed) => {
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state.first_random_seed = seed;
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state.times_we_got_first_random_seed += 1;
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info!(
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"First random seed: {}, and that was iteration {} of receiving this.",
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seed, &state.times_we_got_first_random_seed
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);
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}
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Events::SecondRandomSeed(seed) => {
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state.second_random_seed = seed;
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info!("Second random seed: {}", seed);
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}
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Events::ThirdRandomSeed(seed) => {
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state.third_random_seed = seed;
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info!("Third random seed: {}", seed);
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}
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Events::ResetFirstRandomSeed => {
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state.times_we_got_first_random_seed = 0;
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state.first_random_seed = 0;
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info!("Resetting the first random seed counter");
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}
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}
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_ => {}
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// Handle task orchestration based on state
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// Just placed as an example here, could be hooked into the event system, puton a timer, ...
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match state.times_we_got_first_random_seed {
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max if max == state.maximum_times_we_want_first_random_seed => {
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info!("Stopping the first random signal task");
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STOP_FIRST_RANDOM_SIGNAL.signal(Commands::Stop);
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EVENT_CHANNEL.sender().send(Events::ResetFirstRandomSeed).await;
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}
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0 => {
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let respawn_first_random_seed_task = !state.first_random_seed_task_running;
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// Deliberately dropping the Mutex lock here to release it before a lengthy operation
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drop(state);
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if respawn_first_random_seed_task {
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info!("(Re)-Starting the first random signal task");
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spawner.spawn(random_30s(spawner)).unwrap();
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}
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}
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_ => {}
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}
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}
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STATE_CHANGED.signal(());
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}
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}
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/// This task will generate random numbers in intervals of 30s
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/// The task will terminate after it has received a command signal to stop, see the orchestrate task for that.
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/// Note that we are not spawning this task from main, as we will show how such a task can be spawned and closed dynamically.
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/// Task that monitors state changes and logs system status.
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#[embassy_executor::task]
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async fn consumer(_spawner: Spawner) {
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loop {
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// Wait for state change notification
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STATE_CHANGED.wait().await;
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let state = SYSTEM_STATE.lock().await;
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info!(
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"State update - {} | Seeds - First: {} (count: {}/{}, running: {}), Second: {}, Third: {}",
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state.get_system_summary(),
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state.first_random_seed,
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state.times_we_got_first_random_seed,
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state.maximum_times_we_want_first_random_seed,
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state.first_random_seed_task_running,
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state.second_random_seed,
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state.third_random_seed
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);
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}
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}
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/// Task that generates random numbers every 30 seconds until stopped.
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/// Shows how to handle both timer events and stop signals.
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/// As an example of some routine we want to be on or off depending on other needs.
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#[embassy_executor::task]
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async fn random_30s(_spawner: Spawner) {
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{
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let mut state = SYSTEM_STATE.lock().await;
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state.first_random_seed_task_running = true;
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}
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let mut rng = RoscRng;
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let sender = EVENT_CHANNEL.sender();
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loop {
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// we either await on the timer or the signal, whichever comes first.
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let futures = select(Timer::after(Duration::from_secs(30)), STOP_FIRST_RANDOM_SIGNAL.wait()).await;
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match futures {
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// Wait for either 30s timer or stop signal (like select() in Go)
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match select(Timer::after(Duration::from_secs(30)), STOP_FIRST_RANDOM_SIGNAL.wait()).await {
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Either::First(_) => {
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// we received are operating on the timer
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info!("30s are up, generating random number");
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let random_number = rng.next_u32();
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sender.send(Events::FirstRandomSeed(random_number)).await;
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}
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Either::Second(_) => {
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// we received the signal to stop
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info!("Received signal to stop, goodbye!");
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let mut state = SYSTEM_STATE.lock().await;
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state.first_random_seed_task_running = false;
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break;
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}
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}
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}
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}
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||||
/// This task will generate random numbers in intervals of 60s
|
||||
/// Task that generates random numbers every 60 seconds. As an example of some routine.
|
||||
#[embassy_executor::task]
|
||||
async fn random_60s(_spawner: Spawner) {
|
||||
let mut rng = RoscRng;
|
||||
let sender = EVENT_CHANNEL.sender();
|
||||
|
||||
loop {
|
||||
Timer::after(Duration::from_secs(60)).await;
|
||||
let random_number = rng.next_u32();
|
||||
@ -276,11 +276,12 @@ async fn random_60s(_spawner: Spawner) {
|
||||
}
|
||||
}
|
||||
|
||||
/// This task will generate random numbers in intervals of 90s
|
||||
/// Task that generates random numbers every 90 seconds. . As an example of some routine.
|
||||
#[embassy_executor::task]
|
||||
async fn random_90s(_spawner: Spawner) {
|
||||
let mut rng = RoscRng;
|
||||
let sender = EVENT_CHANNEL.sender();
|
||||
|
||||
loop {
|
||||
Timer::after(Duration::from_secs(90)).await;
|
||||
let random_number = rng.next_u32();
|
||||
@ -288,31 +289,30 @@ async fn random_90s(_spawner: Spawner) {
|
||||
}
|
||||
}
|
||||
|
||||
/// This task will notify if we are connected to usb power
|
||||
/// Task that monitors USB power connection. As an example of some Interrupt somewhere.
|
||||
#[embassy_executor::task]
|
||||
pub async fn usb_power(_spawner: Spawner, r: Vbus) {
|
||||
let mut vbus_in = Input::new(r.pin_24, Pull::None);
|
||||
let sender = EVENT_CHANNEL.sender();
|
||||
|
||||
loop {
|
||||
sender.send(Events::UsbPowered(vbus_in.is_high())).await;
|
||||
vbus_in.wait_for_any_edge().await;
|
||||
}
|
||||
}
|
||||
|
||||
/// This task will measure the vsys voltage in intervals of 30s
|
||||
/// Task that reads system voltage through ADC. As an example of some continuous sensor reading.
|
||||
#[embassy_executor::task]
|
||||
pub async fn vsys_voltage(_spawner: Spawner, r: Vsys) {
|
||||
let mut adc = Adc::new(r.adc, Irqs, Config::default());
|
||||
let vsys_in = r.pin_29;
|
||||
let mut channel = Channel::new_pin(vsys_in, Pull::None);
|
||||
let sender = EVENT_CHANNEL.sender();
|
||||
|
||||
loop {
|
||||
// read the adc value
|
||||
Timer::after(Duration::from_secs(30)).await;
|
||||
let adc_value = adc.read(&mut channel).await.unwrap();
|
||||
// convert the adc value to voltage.
|
||||
// 3.3 is the reference voltage, 3.0 is the factor for the inbuilt voltage divider and 4096 is the resolution of the adc
|
||||
let voltage = (adc_value as f32) * 3.3 * 3.0 / 4096.0;
|
||||
sender.send(Events::VsysVoltage(voltage)).await;
|
||||
Timer::after(Duration::from_secs(30)).await;
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user