fix(npc): gateway scene notify non-blocking
The scene->gateway POST ran synchronously (2 s timeout) on the scene transition, so an offline gateway lagged EVERY scene change by 2 s. Fire it on a detached one-shot task instead, so the game's scene transitions never wait on the network. Frees the heap scene copy and self-deletes. Builds clean.
This commit was merged in pull request #31.
This commit is contained in:
@@ -17,11 +17,14 @@
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#include "npc_engine.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "esp_err.h"
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#include "esp_http_client.h"
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#include "esp_log.h"
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#include "freertos/FreeRTOS.h"
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#include "freertos/task.h"
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#include "media_manager.h"
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#include "hints_client.h"
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@@ -39,11 +42,12 @@ void npc_engine_set_gateway(const char *base_url, const char *token) {
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if (token) snprintf(s_gw_token, sizeof(s_gw_token), "%s", token);
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}
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// Fire a one-shot POST {gateway}/game/step?scene=<scene>. Short timeout,
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// best-effort: the puzzle progresses fine without it, it only keeps the phone
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// NPCs' hints in sync with the current scene. Never propagates failure.
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static void notify_gateway_scene(const char *scene) {
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if (!s_gw_url[0] || !scene || !scene[0]) return;
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// One-shot worker: POST {gateway}/game/step?scene=<scene> then self-delete.
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// Runs on its own task so a slow/unreachable gateway NEVER stalls the scene
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// transition (the game must not lag 2 s on every scene change if the gateway is
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// offline). `arg` is a heap copy of the scene, freed here. Best-effort.
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static void gw_notify_task(void *arg) {
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char *scene = (char *) arg;
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char url[256];
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snprintf(url, sizeof(url), "%s/game/step?scene=%s", s_gw_url, scene);
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esp_http_client_config_t cfg = {
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@@ -52,20 +56,37 @@ static void notify_gateway_scene(const char *scene) {
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.timeout_ms = 2000,
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};
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esp_http_client_handle_t cli = esp_http_client_init(&cfg);
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if (!cli) return;
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if (s_gw_token[0]) {
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char auth[112];
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snprintf(auth, sizeof(auth), "Bearer %s", s_gw_token);
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esp_http_client_set_header(cli, "Authorization", auth);
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if (cli) {
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if (s_gw_token[0]) {
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char auth[112];
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snprintf(auth, sizeof(auth), "Bearer %s", s_gw_token);
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esp_http_client_set_header(cli, "Authorization", auth);
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}
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esp_err_t err = esp_http_client_perform(cli);
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if (err != ESP_OK) {
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ESP_LOGW(TAG, "gateway /game/step notify failed: %s", esp_err_to_name(err));
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} else {
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ESP_LOGI(TAG, "gateway scene -> %s (HTTP %d)", scene,
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esp_http_client_get_status_code(cli));
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}
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esp_http_client_cleanup(cli);
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}
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esp_err_t err = esp_http_client_perform(cli);
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if (err != ESP_OK) {
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ESP_LOGW(TAG, "gateway /game/step notify failed: %s", esp_err_to_name(err));
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} else {
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ESP_LOGI(TAG, "gateway scene -> %s (HTTP %d)", scene,
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esp_http_client_get_status_code(cli));
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free(scene);
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vTaskDelete(NULL);
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}
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// Fire-and-forget the gateway scene notification on a detached task so a scene
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// change is never blocked by the network. No-op if no gateway configured.
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static void notify_gateway_scene(const char *scene) {
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if (!s_gw_url[0] || !scene || !scene[0]) return;
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size_t n = strlen(scene) + 1;
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char *copy = malloc(n);
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if (!copy) return;
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memcpy(copy, scene, n);
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if (xTaskCreate(gw_notify_task, "gw_notify", 4096, copy, 3, NULL) != pdPASS) {
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ESP_LOGW(TAG, "gw_notify task spawn failed");
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free(copy);
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}
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esp_http_client_cleanup(cli);
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}
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// ─── Core: scene/trigger/mood lookup tables (verbatim Arduino) ──────────────
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