mirror of
https://github.com/Threnklyn/esphome-dev.git
synced 2026-05-19 12:43:28 +02:00
da390d32f8
Try to fix issue #1105. Until now if an UpdateComponentAction, a LambdaAction, or any action that can contain those inside their "else" or "then" action lists, resulted in a call to script.stop on the script that contains them, the script would continue running, because they didn't implement a stop() method. Basically only the asynchronous ones did: DelayAction, WaitUntilAction and ScriptWaitAction. With this change num_running_ in Action replaces DelayAction::num_running_ and WaitUntilAction::triggered_ to provide the same is_running logic to other actions.
89 lines
1.9 KiB
C++
89 lines
1.9 KiB
C++
#pragma once
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#include "esphome/core/automation.h"
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namespace esphome {
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namespace script {
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class Script : public Trigger<> {
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public:
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void execute() {
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bool prev = this->in_stack_;
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this->in_stack_ = true;
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this->trigger();
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this->in_stack_ = prev;
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}
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bool script_is_running() { return this->in_stack_ || this->is_running(); }
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protected:
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bool in_stack_{false};
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};
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template<typename... Ts> class ScriptExecuteAction : public Action<Ts...> {
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public:
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ScriptExecuteAction(Script *script) : script_(script) {}
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void play(Ts... x) override { this->script_->trigger(); }
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protected:
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Script *script_;
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};
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template<typename... Ts> class ScriptStopAction : public Action<Ts...> {
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public:
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ScriptStopAction(Script *script) : script_(script) {}
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void play(Ts... x) override { this->script_->stop(); }
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protected:
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Script *script_;
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};
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template<typename... Ts> class IsRunningCondition : public Condition<Ts...> {
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public:
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explicit IsRunningCondition(Script *parent) : parent_(parent) {}
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bool check(Ts... x) override { return this->parent_->script_is_running(); }
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protected:
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Script *parent_;
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};
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template<typename... Ts> class ScriptWaitAction : public Action<Ts...>, public Component {
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public:
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ScriptWaitAction(Script *script) : script_(script) {}
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void play(Ts... x) override { /* ignore - see play_complex */
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}
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void play_complex(Ts... x) override {
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this->num_running_++;
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// Check if we can continue immediately.
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if (!this->script_->is_running()) {
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this->play_next(x...);
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return;
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}
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this->var_ = std::make_tuple(x...);
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this->loop();
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}
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void loop() override {
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if (this->num_running_ == 0)
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return;
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if (this->script_->is_running())
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return;
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this->play_next_tuple(this->var_);
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}
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float get_setup_priority() const override { return setup_priority::DATA; }
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protected:
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Script *script_;
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std::tuple<Ts...> var_{};
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};
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} // namespace script
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} // namespace esphome
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