186 lines
6.0 KiB
C++
186 lines
6.0 KiB
C++
#include "catch2/catch.hpp"
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#include "../../../../src/modules/buttons.h"
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#include "../../../../src/modules/finda.h"
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#include "../../../../src/modules/fsensor.h"
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#include "../../../../src/modules/globals.h"
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#include "../../../../src/modules/idler.h"
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#include "../../../../src/modules/leds.h"
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#include "../../../../src/modules/motion.h"
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#include "../../../../src/modules/permanent_storage.h"
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#include "../../../../src/modules/selector.h"
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#include "../../../../src/logic/home.h"
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#include "../../../../src/logic/move_selector.h"
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#include "../../../../src/logic/load_filament.h"
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#include "../../../../src/logic/unload_filament.h"
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#include "../../modules/stubs/stub_adc.h"
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#include "../stubs/homing.h"
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#include "../stubs/main_loop_stub.h"
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#include "../stubs/stub_motion.h"
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using Catch::Matchers::Equals;
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#include "../helpers/helpers.ipp"
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bool SuccessfulHome(uint8_t slot) {
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// prepare startup conditions
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ForceReinitAllAutomata();
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// change the startup to what we need here
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EnsureActiveSlotIndex(slot, mg::FilamentLoadState::AtPulley);
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// set FINDA OFF + debounce
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SetFINDAStateAndDebounce(false);
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logic::Home h;
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REQUIRE(VerifyState(h, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), slot, false, false, ml::off, ml::off, ErrorCode::OK, ProgressCode::OK));
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h.Reset(0);
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REQUIRE(VerifyState(h, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), slot, false, false, ml::off, ml::off, ErrorCode::RUNNING, ProgressCode::Homing));
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REQUIRE_FALSE(mi::idler.HomingValid());
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REQUIRE_FALSE(ms::selector.HomingValid());
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SimulateIdlerAndSelectorHoming(h);
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REQUIRE(WhileTopState(h, ProgressCode::Homing, 5000));
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REQUIRE(VerifyState(h, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), slot, false, false, ml::off, ml::off, ErrorCode::OK, ProgressCode::OK));
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REQUIRE(mi::idler.HomingValid());
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REQUIRE(ms::selector.HomingValid());
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return true;
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}
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TEST_CASE("homing::successful_run", "[homing]") {
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for (uint8_t slot = 0; slot < config::toolCount; ++slot) {
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REQUIRE(SuccessfulHome(slot));
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}
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}
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bool SelectorFailedRetry() {
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// prepare startup conditions
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ForceReinitAllAutomata();
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// change the startup to what we need here
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EnsureActiveSlotIndex(0, mg::FilamentLoadState::AtPulley);
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// set FINDA OFF + debounce
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SetFINDAStateAndDebounce(false);
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logic::Home h;
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REQUIRE(VerifyState(h, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), 0, false, false, ml::off, ml::off, ErrorCode::OK, ProgressCode::OK));
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h.Reset(0);
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REQUIRE(VerifyState(h, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), 0, false, false, ml::off, ml::off, ErrorCode::RUNNING, ProgressCode::Homing));
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REQUIRE(SimulateFailedHomeFirstTime(h));
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for (uint8_t i = 0; i < 5; ++i) {
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REQUIRE(SimulateFailedHomeSelectorRepeated(h));
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}
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SimulateSelectorHoming(h);
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REQUIRE(WhileTopState(h, ProgressCode::Homing, 5000));
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REQUIRE(VerifyState(h, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), 0, false, false, ml::off, ml::off, ErrorCode::OK, ProgressCode::OK));
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REQUIRE(mi::idler.HomingValid());
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REQUIRE(ms::selector.HomingValid());
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return true;
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}
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TEST_CASE("homing::selector_failed_retry", "[homing]") {
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REQUIRE(SelectorFailedRetry());
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}
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bool SimulateFailedMoveFirstTime(logic::CommandBase &cb) {
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{
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// do 5 steps until we trigger the simulated stallguard
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for (uint8_t i = 0; i < 5; ++i) {
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main_loop();
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cb.Step();
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}
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mm::TriggerStallGuard(mm::Selector);
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main_loop();
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cb.Step();
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mm::motion.StallGuardReset(mm::Selector);
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}
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while (ms::selector.State() != mm::MovableBase::MoveFailed) {
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main_loop();
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cb.Step();
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}
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REQUIRE_FALSE(!WhileTopState(cb, ProgressCode::MovingSelector, 5));
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REQUIRE(cb.Error() == ErrorCode::MOVE_SELECTOR_FAILED);
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REQUIRE(cb.State() == ProgressCode::ERRWaitingForUser);
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REQUIRE_FALSE(mm::motion.Enabled(mm::Selector));
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// do a few steps before pushing the button
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WhileTopState(cb, ProgressCode::ERRWaitingForUser, 5);
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REQUIRE_FALSE(mm::motion.Enabled(mm::Selector));
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PressButtonAndDebounce(cb, mb::Middle);
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// it shall start homing again
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REQUIRE(cb.Error() == ErrorCode::RUNNING);
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REQUIRE(cb.State() == ProgressCode::Homing);
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REQUIRE_FALSE(ms::selector.HomingValid());
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REQUIRE(mm::motion.Enabled(mm::Selector));
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ClearButtons(cb);
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return true;
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}
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bool SelectorMoveFailedRetry(uint8_t fromSlot, uint8_t toSlot) {
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// prepare startup conditions
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ForceReinitAllAutomata();
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// change the startup to what we need here
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EnsureActiveSlotIndex(fromSlot, mg::FilamentLoadState::AtPulley);
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// set FINDA OFF + debounce
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SetFINDAStateAndDebounce(false);
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logic::MoveSelector ms;
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REQUIRE(VerifyState(ms, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), fromSlot, false, false, ml::off, ml::off, ErrorCode::OK, ProgressCode::OK));
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ms.Reset(toSlot);
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REQUIRE(VerifyState(ms, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), fromSlot, false, false, ml::off, ml::off, ErrorCode::RUNNING, ProgressCode::MovingSelector));
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REQUIRE(SimulateFailedMoveFirstTime(ms));
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// for (uint8_t i = 0; i < 5; ++i) {
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// REQUIRE(SimulateFailedHomeSelectorRepeated(h));
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// }
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// both selector and idler shall home
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SimulateIdlerAndSelectorHoming(ms);
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REQUIRE(WhileTopState(ms, ProgressCode::Homing, 5000));
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REQUIRE(VerifyState(ms, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), toSlot, false, false, ml::off, ml::off, ErrorCode::OK, ProgressCode::OK));
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REQUIRE(mi::idler.HomingValid());
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REQUIRE(ms::selector.HomingValid());
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return true;
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}
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TEST_CASE("moving::selector_stallguard", "[moving]") {
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for (uint8_t from = 0; from < config::toolCount; ++from) {
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for (uint8_t to = 0; to < config::toolCount; ++to) {
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if (from != to) {
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REQUIRE(SelectorMoveFailedRetry(from, to));
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}
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}
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}
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}
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