Prusa-Firmware-MMU/tests/unit/logic/homing/test_homing.cpp

154 lines
5.4 KiB
C++

#include "catch2/catch.hpp"
#include "../../../../src/modules/buttons.h"
#include "../../../../src/modules/finda.h"
#include "../../../../src/modules/fsensor.h"
#include "../../../../src/modules/globals.h"
#include "../../../../src/modules/idler.h"
#include "../../../../src/modules/leds.h"
#include "../../../../src/modules/motion.h"
#include "../../../../src/modules/permanent_storage.h"
#include "../../../../src/modules/selector.h"
#include "../../../../src/logic/home.h"
#include "../../../../src/logic/load_filament.h"
#include "../../../../src/logic/unload_filament.h"
#include "../../modules/stubs/stub_adc.h"
#include "../stubs/main_loop_stub.h"
#include "../stubs/stub_motion.h"
using Catch::Matchers::Equals;
#include "../helpers/helpers.ipp"
bool SuccessfulHome(uint8_t slot) {
// prepare startup conditions
ForceReinitAllAutomata();
// change the startup to what we need here
EnsureActiveSlotIndex(slot, mg::FilamentLoadState::AtPulley);
// set FINDA OFF + debounce
SetFINDAStateAndDebounce(false);
logic::Home h;
REQUIRE(VerifyState(h, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), slot, false, false, ml::off, ml::off, ErrorCode::OK, ProgressCode::OK));
h.Reset(0);
REQUIRE(VerifyState(h, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), slot, false, false, ml::off, ml::off, ErrorCode::RUNNING, ProgressCode::Homing));
REQUIRE_FALSE(mi::idler.HomingValid());
REQUIRE_FALSE(ms::selector.HomingValid());
SimulateIdlerAndSelectorHoming();
REQUIRE(WhileTopState(h, ProgressCode::Homing, 5000));
REQUIRE(VerifyState(h, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), slot, false, false, ml::off, ml::off, ErrorCode::OK, ProgressCode::OK));
REQUIRE(mi::idler.HomingValid());
REQUIRE(ms::selector.HomingValid());
return true;
}
TEST_CASE("homing::successful_run", "[homing]") {
for (uint8_t slot = 0; slot < config::toolCount; ++slot) {
REQUIRE(SuccessfulHome(slot));
}
}
bool SelectorFailedRetry() {
// prepare startup conditions
ForceReinitAllAutomata();
// change the startup to what we need here
EnsureActiveSlotIndex(0, mg::FilamentLoadState::AtPulley);
// set FINDA OFF + debounce
SetFINDAStateAndDebounce(false);
logic::Home h;
REQUIRE(VerifyState(h, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), 0, false, false, ml::off, ml::off, ErrorCode::OK, ProgressCode::OK));
h.Reset(0);
REQUIRE(VerifyState(h, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), 0, false, false, ml::off, ml::off, ErrorCode::RUNNING, ProgressCode::Homing));
REQUIRE_FALSE(mi::idler.HomingValid());
REQUIRE_FALSE(ms::selector.HomingValid());
{
// do 5 steps until we trigger the simulated stallguard
for (uint8_t i = 0; i < 5; ++i) {
main_loop();
}
mm::TriggerStallGuard(mm::Selector);
mm::TriggerStallGuard(mm::Idler);
main_loop();
mm::motion.StallGuardReset(mm::Selector);
mm::motion.StallGuardReset(mm::Idler);
}
// now do a correct amount of steps of each axis towards the other end
uint32_t idlerSteps = mm::unitToSteps<mm::I_pos_t>(config::idlerLimits.lenght);
// now do LESS steps than expected to simulate something is blocking the selector
uint32_t selectorSteps = mm::unitToSteps<mm::S_pos_t>(config::selectorLimits.lenght) + 1;
uint32_t selectorTriggerShort = std::min(idlerSteps, selectorSteps) / 2;
uint32_t maxSteps = selectorTriggerShort + 1;
{
for (uint32_t i = 0; i < maxSteps; ++i) {
main_loop();
if (i == selectorTriggerShort) {
mm::TriggerStallGuard(mm::Selector);
} else {
mm::motion.StallGuardReset(mm::Selector);
}
}
// make sure the Idler finishes its homing procedure (makes further checks much easier)
for (uint32_t i = maxSteps; i < idlerSteps + 1; ++i) {
main_loop();
if (i == idlerSteps) {
mm::TriggerStallGuard(mm::Idler);
} else {
mm::motion.StallGuardReset(mm::Idler);
}
}
// now the Selector shall perform a move into their parking positions
while (ms::selector.State() != mm::MovableBase::HomingFailed)
main_loop();
}
REQUIRE(WhileTopState(h, ProgressCode::Homing, 5));
REQUIRE(mi::idler.HomingValid());
// cannot check the whole environment easily, the selector's and idler's positions are elsewhere
REQUIRE(h.Error() == ErrorCode::HOMING_SELECTOR_FAILED);
REQUIRE(h.State() == ProgressCode::ERRWaitingForUser);
// do a few steps before pushing the button
WhileTopState(h, ProgressCode::ERRWaitingForUser, 5);
PressButtonAndDebounce(h, mb::Middle);
// it shall start homing again
REQUIRE(h.Error() == ErrorCode::RUNNING);
REQUIRE(h.State() == ProgressCode::Homing);
REQUIRE_FALSE(ms::selector.HomingValid());
SimulateSelectorHoming();
REQUIRE(WhileTopState(h, ProgressCode::Homing, 5000));
REQUIRE(VerifyState(h, mg::FilamentLoadState::AtPulley, mi::Idler::IdleSlotIndex(), 0, false, false, ml::off, ml::off, ErrorCode::OK, ProgressCode::OK));
REQUIRE(mi::idler.HomingValid());
REQUIRE(ms::selector.HomingValid());
return true;
}
TEST_CASE("homing::selector_failed_retry", "[homing]") {
REQUIRE(SelectorFailedRetry());
}