2022-05-02 13:08:07 +01:00
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## TargetController
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The TargetController component possesses full control of the connected hardware (debug tool and target). Execution of
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user-space device drivers takes place here. All interactions with the connected hardware go through the
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TargetController. It runs on a dedicated thread (see `Applciation::startTargetController()`). The source code for the
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TargetController component can be found in src/TargetController. The entry point is `TargetControllerComponent::run()`.
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### Interfacing with the TargetController - The command-response mechanism
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Other components within Bloom can interface with the TargetController via the provided command-response mechanism.
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Simply put, when another component within Bloom needs to interact with the connected hardware, it will send a command to
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the TargetController, and wait for a response. The TargetController will action the command and deliver the necessary
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response.
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All TargetController commands can be found in [src/TargetController/Commands](./Commands), and are derived from the
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[`TargetController::Commands::Command`](./Commands/Command.hpp) base class. Responses can be found in
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[src/TargetController/Responses](./Responses), and are derived from the
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[`TargetController::Responses::Response`](./Responses/Response.hpp) base class.
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**NOTE:** Components within Bloom do not typically concern themselves with the TargetController command-response
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mechanism. Instead, they use the `TargetControllerService` class, which encapsulates the command-response mechanism and
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provides a simplified means for interaction with the connected hardware. For more, see
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[The TargetControllerService class](#the-TargetControllerService-class) section below.
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2023-08-20 15:50:05 +01:00
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Commands can be sent to the TargetController via the [`TargetController::CommandManager`](./CommandManager.hpp)
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class.
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For example, to read memory from the connected target, we would send the
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[`TargetController::Commands::ReadTargetMemory`](./Commands/ReadTargetMemory.hpp) command:
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2022-05-02 13:08:07 +01:00
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```c++
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auto tcCommandManager = TargetController::CommandManager{};
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auto readMemoryCommand = std::make_unique<TargetController::Commands::ReadTargetMemory>(
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addressSpaceDescriptor,
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memorySegmentDecriptor,
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someStartAddress,
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bytesToRead
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);
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const auto readMemoryResponse = tcCommandManager.sendCommandAndWaitForResponse(
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std::move(readMemoryCommand),
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std::chrono::milliseconds{1000} // Response timeout
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);
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const auto& data = readMemoryResponse->data;
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```
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`readMemoryResponse` will be of type `std::unique_ptr<TargetController::Responses::TargetMemoryRead>`.
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The `CommandManager::sendCommandAndWaitForResponse<CommandType>(std::unique_ptr<CommandType> command, std::chrono::milliseconds timeout)`
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member function is a template function. It will issue the command to the TargetController and wait for a response, or
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until a timeout has been reached. Because it is a template function, it is able to resolve the appropriate response
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type at compile-time (see the `SuccessResponseType` alias in some command classes). If the TargetController responds
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with an error, or the timeout is reached, `CommandManager::sendCommandAndWaitForResponse()` will throw an exception.
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2022-12-26 21:27:19 +00:00
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#### The TargetControllerService class
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The `TargetControllerService` class encapsulates the TargetController's command-response mechanism and provides a
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2022-05-02 13:08:07 +01:00
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simplified means for other components to interact with the connected hardware. Iterating on the example above, to read
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memory from the target:
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```c++
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const auto tcService = Services::TargetControllerService{};
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const auto data = tcService.readMemory(
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addressSpaceDescriptor,
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memorySegmentDecriptor,
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someStartAddress,
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bytesToRead
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);
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```
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2022-12-26 21:27:19 +00:00
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The `TargetControllerService` class does not require any dependencies at construction. It can be constructed in
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different threads and used freely to gain access to the connected hardware, from any component within Bloom.
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2022-12-26 21:27:19 +00:00
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All components within Bloom should use the `TargetControllerService` class to interact with the connected hardware. They
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**should not** directly issue commands via the `TargetController::CommandManager`, unless there is a very good
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reason to do so.
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#### Atomic operations
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In some instances, we need the TargetController to service a series of commands without any interruptions (servicing of
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other commands).
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The TargetController allows for operations to be performed within "atomic sessions". Simply put, when the
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TargetController starts a new atomic session, any commands that are part of the session will be placed into a dedicated
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queue. When an atomic session is active, the TargetController will only process commands in the dedicated queue.
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All other commands will be processed once the atomic session has ended.
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2023-06-01 22:16:21 +01:00
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##### Atomic sessions with the TargetControllerService
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2024-09-08 19:22:29 +01:00
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The `TargetControllerService` provides an RAII wrapper for atomic sessions.
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2023-06-01 22:16:21 +01:00
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The `TargetControllerService::makeAtomicSession()` member function returns an `TargetControllerService::AtomicSession`
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RAII object, which starts an atomic session with the TargetController, at construction, and ends the session at
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destruction. This allows us to perform operations within an atomic session, in an exception-safe manner:
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```c++
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auto tcService = Services::TargetControllerService{};
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{
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const auto atomicSession = tcService.makeAtomicSession();
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/*
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* These operations will take place in the atomic session - the TC will **NOT** service any other commands until
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* these commands have been processed (and the atomic session has ended).
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*/
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tcService.writeMemory(...);
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tcService.readMemory(...);
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tcService.getProgramCounter();
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/*
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* Note: The TC does **NOT** support nested atomic sessions. Attempting to start another session in this block will
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* result in an exception being thrown.
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*/
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{
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const auto nestedAtomicSession = tcService.makeAtomicSession(); // This will fail - a session is already active.
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}
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/*
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* Also note: When using TargetControllerService::makeAtomicSession(), the returned AtomicSession object is tied to
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* the TargetControllerService object that created it (in this example: tcService).
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*
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* So if you have **another** TargetControllerService object in this block, any operations performed via that
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* object will **NOT** be part of the atomic session, and, they will deadlock the TC. So don't ever do this.
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* You should never need more than one TargetControllerService object in a single block.
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*/
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// Don't ever do this.
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auto anotherTcService = Services::TargetControllerService{};
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// These operations will **NOT** be part of the atomic session, and they will cause a deadlock and timeout.
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anotherTcService.writeMemory(...);
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anotherTcService.readMemory(...);
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/*
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* One more thing: The AtomicSession object should **NEVER** outlive the TargetControllerService object that
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* created it.
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*
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* If this happens, the AtomicSession will have a dangling reference, which will result in UB.
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*/
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}
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// At this point, the atomic session will have ended. The TC will now process any other commands in the queue.
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tcService.readMemory(...); // Will not be part of the atomic session
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```
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2024-09-08 19:22:29 +01:00
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### Target state observation
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The TargetController provides access to the target's current state, via the `GetTargetState` command, which will return
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an instance of the [`TargetState`](../Targets/TargetState.hpp) struct. This struct holds the execution state
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(`TargetExecutionState`), the mode (programming/debugging, `TargetMode`), and the program counter.
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The `TargetControllerService::getTargetState()` member function should be used to obtain the target's current state:
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```c++
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const auto targetState = tcService.getTargetState();
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if (targetState.executionState == TargetExecutionState::STOPPED) {
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// ...
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}
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```
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#### Real-time, on-demand, thread-safe access to the target's current state - the master `TargetState` object
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All members of the `TargetState` struct are accessible via atomic operations (that is, all members are of `std::atomic<...>`
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type). This means that we can access a single instance of the `TargetState` struct across multiple threads, in a
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thread-safe manner.
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The "master" `TargetState` object is simply an instance of the `TargetState` struct that is owned and managed by the
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TargetController (`TargetControllerComponent::targetState`). It holds the current state of the target, at all times.
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When servicing the `GetTargetState` command, the TargetController returns a const reference to the master `TargetState`
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object. This means that, if the caller of `TargetControllerService::getTargetState()` needs real-time, on-demand access
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to the target's current state, it can gain this by simply accepting a const reference of the master `TargetState`
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object:
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```c++
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const auto& targetState = tcService.getTargetState();
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/*
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* In the previous example, we used `const auto targetState = tcService.getTargetState();`, which made a copy of the
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* master TargetState object. That copy would not be managed by the TargetController, and would only hold the state of
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* the target at the point when `tcService.getTargetState()` returned a value.
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*
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* In this example, `targetState` is a const reference to the master TargetState object - it will always hold the
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* target's current state.
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*
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* We can now observe the target's current state, without having to make any more calls to `TargetControllerService::getTargetState()`.
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*/
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if (targetState.executionState == TargetExecutionState::STOPPED) {
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tcService.resumeTargetExecution();
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/*
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* At this point, targetState.executionState == TargetExecutionState::RUNNING, because the master TargetState
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* object, which `targetState` references, will have been updated by the TargetController (as a result of the call
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* to `tcService.resumeTargetExecution()` above).
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*/
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}
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```
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The master `TargetState` object can be accessed freely by any other component within Bloom, just as long as the
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component doesn't outlive the TargetController (at the time of writing this, no component outlives the TargetController).
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Many Insight GUI widgets make use of the master `TargetState` object, as it allows for immediate access to the target's
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current state, without having to bother the TargetController via an InsightWorker task.
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#### Target state changed events
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When the target state changes, the TargetController will emit a `TargetStateChanged` event. The event object holds
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two `TargetState` objects: `TargetStateChanged::newState` and `TargetStateChanged::previousState`. Listeners can use
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these to determine what changed:
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```c++
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void onTargetStateChanged(const Events::TargetStateChanged& event) {
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using Targets::TargetExecutionState;
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if (event.previousState.executionState == event.newState.executionState) {
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// Target execution state has not changed. Probably a mode change
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}
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if (
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event.previousState.executionState == TargetExecutionState::STOPPED
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&& event.newState.executionState == TargetExecutionState::RUNNING
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) {
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// Target has just resumed execution...
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}
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if (
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event.previousState.executionState == TargetExecutionState::STEPPING
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&& event.newState.executionState == TargetExecutionState::STOPPED
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) {
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// Target has just finished stepping...
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}
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// ...
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}
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```
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2022-06-05 18:00:42 +01:00
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### Programming mode
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When a component needs to write to the target's program memory, it must enable programming mode on the target. This can
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be done by issuing the `EnableProgrammingMode` command to the TargetController (see
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`TargetControllerService::enableProgrammingMode()`).
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Once programming mode has been enabled, standard debugging operations such as program flow control and RAM access will
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become unavailable. The TargetController will reject any commands that involve these operations, until programming mode
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has been disabled. The [`Command::requiresDebugMode()`](./Commands/Command.hpp) virtual member function communicates a
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particular command's requirement for the target to **not** be in programming mode.
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For example, the `ResumeTargetExecution` command returns `true` here, as it attempts to control program flow on the
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target, which can only be done when the target is not in programming mode:
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```c++
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class ResumeTargetExecution: public Command
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{
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public:
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// ...
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[[nodiscard]] bool requiresDebugMode() const override {
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return true;
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}
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};
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```
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On the other hand, the `ReadTargetMemory` command will only return `true` if we're reading from RAM, as RAM is the
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only memory which isn't accessible when the target is in programming mode:
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```c++
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class ReadTargetMemory: public Command
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{
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public:
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Targets::TargetMemoryType memoryType;
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Targets::TargetMemoryAddress startAddress;
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Targets::TargetMemorySize bytes;
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// ...
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[[nodiscard]] bool requiresDebugMode() const override {
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return this->memoryType == Targets::TargetMemoryType::RAM;
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}
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};
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```
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The TargetController will emit `ProgrammingModeEnabled` and `ProgrammingModeDisabled` events when it enables/disables
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programming mode. Components should listen for these events to ensure that they disable any means for the user to trigger
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debugging operations whilst programming mode is enabled. For example, the Insight component will disable much of its
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GUI components when programming mode is enabled.
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It shouldn't be too much of a problem if a component attempts to perform a debug operation on the target whilst
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programming mode is enabled, as the TargetController will just respond with an error. But still, it would be best to
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avoid doing this where possible.
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2022-05-02 16:36:23 +01:00
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---
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2022-05-02 13:08:07 +01:00
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TODO: Cover debug tool & target drivers.
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