First stable compilation with ModbusRTU and ModbusTCP

This commit is contained in:
2025-09-14 12:01:55 -05:00
commit ac20b82496
59 changed files with 6841 additions and 0 deletions

167
lib/Core/States/State.h Normal file
View File

@@ -0,0 +1,167 @@
/**
* @file State.h
* @brief Defines the abstract base class for all device states.
* @author Emmanuel Hernandez Cruz
* @date 2025-09-04
*
* This file contains the definition of the abstract State class, which is a base
* to implement the State Pattern. Concrete states (Standby, Running, Random, Fail, etc.)
* will inherit from this class.
*/
#ifndef State_h
#define State_h
#include <string>
#include <Arduino.h>
#include <map>
#include "Strategies/Strategy_PID.h"
#include "Categories/ModbusFloatDecorator.h"
#include "Categories/ModbusPoint.h"
// Forward Declarations
template<typename T>class Equipment;
class Strategy_Behavior;
/**
* @class State
* @brief Abstract base class for a state in the State design pattern.
*
* This class defines the interface for all concrete states. It manages a
* collection of "strategies" that define how Modbus points behave while the
* equipment is in this state.
*/
template<typename T>
class State{
public:
/**
* @brief Virtual destructor.
* Cleans up all associated Strategy_Behavior objects.
*/
virtual ~State();
/**
* @brief Executes the state's logic for one update cycle.
* This method applies the state's strategies and checks for transitions.
* @param equipment Pointer to the Equipment instance.
* @return A pointer to a new State if a transition should occur, otherwise nullptr.
*/
virtual State* update(Equipment<T>* equipment) = 0;
/**
* @brief Logic to execute once when entering this state.
* @param equipment Pointer to the Equipment instance.
*/
virtual void enterState(Equipment<T>* equipment) {}
/**
* @brief Logic to execute once when exiting this state.
* @param equipment Pointer to the Equipment instance.
*/
virtual void exitState(Equipment<T>* equipment) {}
/**
* @brief Logic to apply all strategies created.
* @param equipment Pointer to the Equipment instance.
*/
virtual void _applyStrategies(Equipment<T>* equipment);
protected:
/**
* @brief Adds a behavior strategy for a specific Modbus point.
* @param pointDescription The description of the Modbus point to apply the strategy to.
* @param strategy A pointer to the Strategy_Behavior object. The State will take ownership.
*/
float getPointValue(Equipment<T>* equipment, const std::string& pointName);
void setPointValue(Equipment<T>* equipment, const std::string& pointName, float value);
void addStrategy(const std::string& pointDescription, Strategy_Behavior* strategy);
std::map<std::string, Strategy_Behavior*> _strategies;
};
template<typename T>
State<T>::~State(){
for (auto const& pair : this->_strategies) {
delete pair.second; // 'second' is the pointer to Strategy_Behavior
}
}
/**
* @brief Adds a new strategy to the state's behavior map.
*
* The State object takes ownership of the strategy pointer and will be
* responsible for its deletion.
*
* @param pointDescription The description of the Modbus point this strategy applies to.
* @param strategy A pointer to a Strategy_Behavior object.
*/
template<typename T>
void State<T>::addStrategy(const std::string& pointDescription, Strategy_Behavior* strategy){
this->_strategies[pointDescription] = strategy;
}
template<typename T>
float State<T>::getPointValue(Equipment<T>* equipment, const std::string& pointName) {
ModbusPoint<T>* point = equipment->getModbusPoint(pointName);
if (!point) return 0.0f;
if (point->getType() == PointType::FLOAT) {
// If it's a float, cast and get the full float value
return static_cast<ModbusFloatDecorator<T>*>(point)->getFloatValue();
} else {
// Otherwise, get the standard integer value
return static_cast<float>(point->getValue());
}
}
template<typename T>
void State<T>::setPointValue(Equipment<T>* equipment, const std::string& pointName, float value) {
ModbusPoint<T>* point = equipment->getModbusPoint(pointName);
if (!point) return;
if (point->getType() == PointType::FLOAT) {
static_cast<ModbusFloatDecorator<T>*>(point)->setFloatValue(value);
} else {
point->setValue(round(value));
}
}
/**
* @brief Applies all registered strategies for the current state.
*
* This helper method iterates through all strategies associated with this state.
* For each strategy that is ready to run (based on its internal timer), it
* retrieves the corresponding Modbus point and applies the new value.
* It handles both integer and float point types.
*
* @param equipment A pointer to the main Equipment object.
*/
template<typename T>
void State<T>::_applyStrategies(Equipment<T>* equipment) {
unsigned long currentTime = millis();
// Use the C++11 compatible for-loop for std::map
for (auto const& pair : this->_strategies) {
const std::string& description = pair.first;
Strategy_Behavior* strategy = pair.second;
if (strategy->isReady(currentTime)) {
ModbusPoint<T>* outputPoint = equipment->getModbusPoint(description);
if (!outputPoint) continue;
float inputValue;
if (strategy->isPID()) {
PIDStrategy* pid = static_cast<PIDStrategy*>(strategy);
inputValue = getPointValue(equipment, pid->getInputSensorName());
ModbusPoint<T>* PIDsetpoint = equipment->getModbusPoint(pid->getSetpointName());
if (PIDsetpoint) {
pid->setSetpoint(PIDsetpoint->getValue());
}
} else {
inputValue = getPointValue(equipment, description);
}
float newValue = strategy->execute(inputValue);
setPointValue(equipment, description, newValue);
}
}
}
#endif

View File

@@ -0,0 +1,50 @@
/**
* @file State_Fail.h
* @brief Defines the FailState class for the device.
* @author Emmanuel Hernandez Cruz
* @date 2025-09-05
*
* This file contains the definition for the FailState, which represents
* a state where the equipment has encountered an error or fault condition.
*/
#ifndef Fail_State_h
#define Fail_State_h
#include "State.h" // Include the base class header
#include <vector>
#include <string>
template<typename T> class Equipment;
/**
* @class FailState
* @brief Represents a failure or alarm state of the equipment.
*
* In this state, the equipment is in a non-operational fault condition.
* It can be configured to apply specific strategies to its Modbus points to
* simulate a particular failure scenario (e.g., setting alarm bits, stopping fans).
* It waits for a command to transition to another state, such as returning to
* Standby after the fault is cleared.
*/
template<typename T>
class FailState : public State<T> {
public:
/**
* @brief Constructs a new FailState object.
* This is where strategies for failure behavior would be initialized.
*/
FailState(const std::vector<std::string>& activeAlarms);
/**
* @brief Executes the fail state's logic for one update cycle.
* This method applies the state's strategies and checks for a state transition command.
* @param equipment Pointer to the Equipment instance.
* @return A pointer to a new State if a transition should occur, otherwise nullptr.
*/
State<T>* update(Equipment<T>* equipment) override;
/** @brief Logic to execute once when entering the fail state. */
void enterState(Equipment<T>* equipment) override;
/** @brief Logic to execute once when exiting the fail state. */
void exitState(Equipment<T>* equipment) override;
};
#endif

View File

@@ -0,0 +1,47 @@
/**
* @file State_Running.h
* @brief Defines the RunningState class for the device.
* @author Emmanuel Hernandez Cruz
* @date 2025-09-05
*
* This file contains the definition for the RunningState, which represents
* the state where the equipment is actively performing its primary function.
*/
#ifndef Running_State_h
#define Running_State_h
#include "State.h" // Include the base class header
template<typename T> class Equipment;
/**
* @class RunningState
* @brief Represents the active running state of the equipment.
*
* In this state, the equipment is fully operational and performing its main
* tasks. It applies a set of predefined strategies to its Modbus points to
* simulate active behavior (e.g., fans running at various speeds) and waits
* for a command to transition to another state.
*/
template<typename T>
class RunningState : public State<T> {
public:
/**
* @brief Constructs a new RunningState object.
* Initializes the strategies for various Modbus points that are active
* during the running state, such as setting fan speed behaviors.
*/
RunningState();
/**
* @brief Executes the running state's logic for one update cycle.
* This method applies the state's strategies and checks for a state transition command.
* @param equipment Pointer to the Equipment instance.
* @return A pointer to a new State if a transition should occur, otherwise nullptr.
*/
State<T>* update(Equipment<T>* equipment) override;
/** @brief Logic to execute once when entering the running state. */
void enterState(Equipment<T>* equipment) override;
/** @brief Logic to execute once when exiting the running state. */
void exitState(Equipment<T>* equipment) override;
};
#endif

View File

@@ -0,0 +1,48 @@
/**
* @file State_Standby.h
* @brief Defines the StandbyState class for the device.
* @author Emmanuel Hernandez Cruz
* @date 2025-09-05
*
* This file contains the definition for the StandbyState, which represents
* the state where the equipment is idle but ready to start. It defines
* specific behaviors for Modbus points while in this state.
*/
#ifndef Standby_State_h
#define Standby_State_h
#include "State.h" // Include the base class header
template<typename T> class Equipment;
/**
* @class StandbyState
* @brief Represents the standby state of the equipment.
*
* In this state, the equipment is operational but not actively running its
* primary function. It applies a set of predefined strategies to its Modbus
* points to simulate standby behavior and waits for a command to transition
* to another state (e.g., Running).
*/
template<typename T>
class StandbyState : public State<T> {
public:
/**
* @brief Constructs a new StandbyState object.
* Initializes the strategies for various Modbus points that are active
* during the standby state.
*/
StandbyState();
/**
* @brief Executes the standby state's logic for one update cycle.
* This method applies the state's strategies and checks for a state transition command.
* @param equipment Pointer to the Equipment instance.
* @return A pointer to a new State if a transition should occur, otherwise nullptr.
*/
State<T>* update(Equipment<T>* equipment) override;
/** @brief Logic to execute once when entering the standby state. */
void enterState(Equipment<T>* equipment) override;
/** @brief Logic to execute once when exiting the standby state. */
void exitState(Equipment<T>* equipment) override;
};
#endif