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basic1/.claude/skills/sd_card_best_practices.md
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Adolfo Reyna 518bc054c4 Fix SPI bus contention crash on serial game upload
Serial uploader was crashing the Pico when launching games because
it accessed SD card (SPI) while Core 1 was refreshing display (also SPI).
Display and SD card share the same SPI bus and cannot be accessed
simultaneously.

Split game launch into prepare and execute phases:
- prepare: Re-scan games directory (safe, SD access done immediately)
- execute: Load Lua script from SD (deferred until display is idle)

Main loop now checks !is_refresh_in_progress() before completing
launch, preventing SPI conflicts.

Also updated SD card best practices skill to document SPI bus
contention as the #1 most critical issue to avoid.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-02-12 23:25:31 -05:00

485 lines
13 KiB
Markdown

# SD Card Best Practices for RP2350 + FatFS
This document captures critical best practices for working with SD card operations in this project, based on lessons learned during development.
## 1. SPI Bus Contention (CRITICAL)
### ⚠️ CRITICAL: Display and SD Card Share the Same SPI Bus
**The display and SD card use the same SPI bus and CANNOT be accessed simultaneously.** Attempting to do so will cause the Pico to crash or behave unpredictably.
### Real-World Example: Game Launch Crash
The serial uploader originally crashed when launching games because:
1. `SerialUploader::launch_game()` writes file to SD (SPI)
2. Immediately calls `select_game_by_name()`
3. `LuaGame::load_script()` reads from SD (SPI)
4. **Meanwhile**, Core 1 is refreshing the display (also SPI)
5. **CRASH** due to simultaneous SPI access
### Solution: Wait for Display to Be Idle
Before any SD card operation that isn't already protected, ensure no display refresh is in progress:
```cpp
// In main loop:
if (serial_uploader.wants_to_launch_game() && !is_refresh_in_progress()) {
// Safe to launch now - no SPI conflict with display
bool game_launched = serial_uploader.complete_launch();
// ...
}
```
### Key Patterns for Avoiding Contention
**Pattern 1: Check `is_refresh_in_progress()` before SD operations**
```cpp
if (!is_refresh_in_progress()) {
uint prev_speed = sd_card_set_spi_speed();
// SD card operations
sd_card_restore_spi_speed(prev_speed);
}
```
**Pattern 2: Split operations into "prepare" and "execute" phases**
```cpp
// Phase 1: Prepare (safe, no SD access)
void prepare_operation() {
state = READY_TO_EXECUTE;
}
// Phase 2: Execute (only when !is_refresh_in_progress())
bool execute_operation() {
uint prev_speed = sd_card_set_spi_speed();
// SD card operations here
sd_card_restore_spi_speed(prev_speed);
}
```
**Pattern 3: Keep main loop responsive**
```cpp
while (1) {
// Check if we need to do SD operation
if (needs_sd_operation && !is_refresh_in_progress()) {
perform_sd_operation();
}
// Don't sleep if waiting for SD operation window
bool stay_awake = pending_refresh || needs_sd_operation;
if (!stay_awake) {
__wfi(); // Sleep until interrupt
}
}
```
### When This Matters Most
- **Game loading**: Reading Lua scripts from SD during game launch
- **Serial uploads**: Writing files and immediately loading them
- **Save/load operations**: Writing game state to SD
- **Directory scanning**: Re-scanning games while display is active
### The Core Architecture
This project uses **dual-core display refresh**:
- **Core 0**: Main logic, input processing, game updates, SD card operations
- **Core 1**: Display refresh (writes framebuffer to display via SPI)
Core 1 runs asynchronously, so you must explicitly check `is_refresh_in_progress()` before SD operations.
## 2. SPI Speed Management
### Critical Rule: Always Set SD Card Speed Before Operations
The display and SD card share the same SPI bus but operate at different speeds:
- **Display**: 32 MHz (fast)
- **SD Card**: 12.5 MHz (slower, more reliable)
**ALWAYS wrap SD card operations with speed switching:**
```cpp
// Save current speed and switch to SD card speed
uint prev_speed = sd_card_set_spi_speed();
// ... SD card operations here ...
// f_open(), f_write(), f_read(), f_readdir(), etc.
// Restore previous speed for display
sd_card_restore_spi_speed(prev_speed);
```
### Why This Matters
Running SD card operations at the wrong SPI speed causes:
- Unreliable reads/writes
- Corrupted data
- `FR_DISK_ERR` errors from FatFS
- Hardware-level protocol failures (0xFF data responses)
### Where Speed Switching is Already Handled
These functions handle SPI speed internally (you don't need to wrap them):
- `LuaGameLoader::register_all_games()`
- All functions in `sd_card.c` (low-level operations)
### Where You MUST Handle Speed Switching
Any code that calls FatFS functions directly:
- `f_open()`, `f_close()`
- `f_read()`, `f_write()`
- `f_opendir()`, `f_readdir()`, `f_closedir()`
- `f_stat()`, `f_mkdir()`, `f_unlink()`
- `f_getfree()`, `f_sync()`
## 2. SD Card Write Protocol
### The Data Response Polling Issue
When writing to SD card with `CMD24` (write single block), the data response token may not arrive immediately. You must poll for it:
```cpp
// After sending data block and CRC:
uint8_t response = 0xFF;
for (int i = 0; i < 10; i++) {
response = sd_card_transfer(0xFF);
if (response != 0xFF) {
break; // Got the response
}
}
// Check if data was accepted
if ((response & 0x1F) != SD_DATA_ACCEPTED) {
// Write failed
}
```
**Why:** The SD card may need a few clock cycles before sending the data response token. Reading only once may return 0xFF (no response yet).
### Wait for Card Ready After CMD24
After sending the write command and before sending data:
```cpp
// After CMD24 command:
uint8_t ready_byte;
do {
ready_byte = sd_card_transfer(0xFF);
timeout_count++;
if (timeout_count > 1000) {
return false; // Timeout
}
} while (ready_byte != 0xFF);
```
This ensures the card is ready to receive the data block.
## 3. FatFS Best Practices
### Always Check Return Codes
```cpp
FRESULT fr = f_open(&fil, path, FA_CREATE_ALWAYS | FA_WRITE);
if (fr != FR_OK) {
printf("ERROR: f_open failed: %d\n", fr);
// Clean up and return
return false;
}
```
Common FatFS error codes:
- `FR_OK (0)`: Success
- `FR_DISK_ERR (1)`: Low-level disk error (often SPI speed issue)
- `FR_NOT_READY (3)`: Card not initialized
- `FR_NO_FILE (4)`: File not found
- `FR_NO_PATH (5)`: Path not found
- `FR_EXIST (8)`: File/directory already exists
### Use FA_CREATE_ALWAYS to Overwrite
For rapid iteration (like our serial uploader):
```cpp
f_open(&fil, path, FA_CREATE_ALWAYS | FA_WRITE);
```
This overwrites existing files, perfect for development.
### Write in Chunks for Large Files
For files larger than 512 bytes, write in chunks:
```cpp
const uint32_t CHUNK_SIZE = 512;
uint32_t total_written = 0;
while (total_written < total_size) {
uint32_t chunk_size = min(CHUNK_SIZE, total_size - total_written);
UINT bytes_written;
fr = f_write(&fil, buffer + total_written, chunk_size, &bytes_written);
if (fr != FR_OK || bytes_written != chunk_size) {
// Handle error
break;
}
total_written += bytes_written;
}
```
### Always Sync and Close
```cpp
f_sync(&fil); // Ensure data is written to card
f_close(&fil); // Close file and update directory
```
Skipping `f_sync()` can lead to data loss if power is lost.
## 4. Memory Management
### Clean Up After Re-scanning
When re-scanning games (like after upload), clean up old data:
```cpp
// Clear game launcher entries
game_launcher->clear_games();
// Clear Lua game factory data
LuaGameLoader::clear_factory_data();
// Re-scan
LuaGameLoader::register_all_games(game_launcher);
```
**Why:** Without cleanup, you get duplicate registrations and memory leaks.
### Delete Old Game Instances Before Creating New Ones
```cpp
if (selected_game) {
delete selected_game;
selected_game = nullptr;
}
// Now create new game
selected_game = factory(width, height, renderer, gui, input_manager);
```
**Critical for Lua games:** Each LuaGame has a Lua state. Not cleaning up the old one before creating a new one causes conflicts and freezes.
## 5. Debugging Tips
### Add Targeted Debug Output
When debugging SD operations, add prints at key points:
```cpp
printf("✓ Wrote %u bytes to %s\n", bytes_written, filepath);
```
But avoid spamming the console - it slows down operations significantly.
### Check Hardware Layer First
If FatFS returns `FR_DISK_ERR`, the issue is usually at the hardware level:
1. Check SPI speed (most common issue)
2. Check SD card write protection
3. Check physical SD card connection
4. Verify SD card is properly initialized
### Use Root Directory for Testing
When debugging writes, test with root directory first:
```cpp
FIL test_file;
if (f_open(&test_file, "/test.txt", FA_CREATE_ALWAYS | FA_WRITE) == FR_OK) {
printf("Root write OK\n");
f_close(&test_file);
f_unlink("/test.txt");
}
```
This isolates directory-related issues.
## 6. Common Pitfalls
### ❌ DON'T: Access SD Card During Display Refresh (MOST CRITICAL)
```cpp
// BAD - Will crash the Pico!
void launch_game() {
scan_games(); // Reads SD card
selected_game = create_game(); // Reads Lua script from SD
}
// Called directly without checking if display is refreshing
```
### ✅ DO: Wait for Display to Be Idle
```cpp
// GOOD - Wait for safe window
if (!is_refresh_in_progress()) {
uint prev_speed = sd_card_set_spi_speed();
scan_games();
selected_game = create_game();
sd_card_restore_spi_speed(prev_speed);
}
```
### ❌ DON'T: Forget SPI Speed Management
```cpp
// BAD - Will fail or be unreliable
f_open(&fil, "/games/test.lua", FA_WRITE);
```
### ✅ DO: Always Switch Speeds
```cpp
// GOOD
uint prev_speed = sd_card_set_spi_speed();
f_open(&fil, "/games/test.lua", FA_WRITE);
// ... operations ...
sd_card_restore_spi_speed(prev_speed);
```
### ❌ DON'T: Assume Immediate Data Response
```cpp
// BAD - May get 0xFF (no response yet)
uint8_t response = sd_card_transfer(0xFF);
if (response != 0x05) {
// Might incorrectly fail
}
```
### ✅ DO: Poll for Data Response
```cpp
// GOOD - Poll until response arrives
uint8_t response = 0xFF;
for (int i = 0; i < 10; i++) {
response = sd_card_transfer(0xFF);
if (response != 0xFF) break;
}
```
### ❌ DON'T: Skip Error Checking
```cpp
// BAD
f_write(&fil, buffer, size, &bytes_written);
f_close(&fil);
```
### ✅ DO: Check Every Return Value
```cpp
// GOOD
if (f_write(&fil, buffer, size, &bytes_written) != FR_OK) {
printf("Write failed\n");
f_close(&fil);
return false;
}
```
### ❌ DON'T: Create New Games Without Cleanup
```cpp
// BAD - Memory leak and Lua state conflicts
selected_game = new LuaGame(...);
```
### ✅ DO: Clean Up First
```cpp
// GOOD
if (selected_game) {
delete selected_game;
selected_game = nullptr;
}
selected_game = new LuaGame(...);
```
## 7. Serial Upload Pattern
The serial uploader demonstrates the complete pattern:
```cpp
bool SerialUploader::write_file_to_sd() {
// 1. Validate input
if (!file_buffer || bytes_received == 0) return false;
// 2. Set SD card SPI speed
uint prev_speed = sd_card_set_spi_speed();
// 3. Ensure directory exists
f_mkdir("/games");
// 4. Open file (overwrite mode for iteration)
FIL fil;
FRESULT fr = f_open(&fil, filepath, FA_CREATE_ALWAYS | FA_WRITE);
if (fr != FR_OK) {
sd_card_restore_spi_speed(prev_speed);
return false;
}
// 5. Write in chunks
const uint32_t CHUNK_SIZE = 512;
uint32_t total_written = 0;
while (total_written < bytes_received) {
uint32_t chunk = min(CHUNK_SIZE, bytes_received - total_written);
UINT written;
fr = f_write(&fil, file_buffer + total_written, chunk, &written);
if (fr != FR_OK || written != chunk) {
f_close(&fil);
sd_card_restore_spi_speed(prev_speed);
return false;
}
total_written += written;
}
// 6. Sync and close
f_sync(&fil);
f_close(&fil);
// 7. Restore display SPI speed
sd_card_restore_spi_speed(prev_speed);
return true;
}
```
## 9. Testing Checklist
When implementing new SD card functionality:
- [ ] **SPI bus contention checked** - verify `!is_refresh_in_progress()` before SD operations
- [ ] SPI speed switching is in place
- [ ] All FatFS return codes are checked
- [ ] Files are properly closed after operations
- [ ] Memory is cleaned up (no leaks)
- [ ] Error messages are informative
- [ ] Tested with both small and large files
- [ ] Tested overwriting existing files
- [ ] Tested with non-existent directories
- [ ] Verified data integrity (read back after write)
## Summary
The most important rules:
1. **⚠️ CRITICAL: Avoid SPI bus contention** - Check `!is_refresh_in_progress()` before SD operations (display and SD share SPI bus)
2. **Always manage SPI speed** around FatFS operations
3. **Poll for SD card responses** - don't assume immediate response
4. **Check error codes** on every operation
5. **Clean up memory** before creating new game instances
6. **Write in chunks** for large files
7. **Sync before closing** to ensure data is written
Following these practices will save hours of debugging SD card issues!