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>
60 lines
1.5 KiB
C++
60 lines
1.5 KiB
C++
#ifndef SERIAL_UPLOADER_H
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#define SERIAL_UPLOADER_H
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#include <cstdint>
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#include "ff.h"
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class GameLauncher;
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class SerialUploader {
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public:
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SerialUploader(GameLauncher* launcher);
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// Process incoming serial data (call this frequently in main loop)
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// Returns true if a game was launched
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bool process();
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// Check if uploader wants to launch a game (after upload complete)
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bool wants_to_launch_game() const { return state == LAUNCHING_GAME; }
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// Complete the game launch (call only when safe - no display refresh in progress)
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// Returns true if launch succeeded
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bool complete_launch();
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// Get the filename of the last uploaded game (without .lua extension)
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const char* get_last_uploaded_filename() const { return last_uploaded_name; }
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private:
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enum State {
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IDLE,
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RECEIVING_FILENAME,
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RECEIVING_SIZE,
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RECEIVING_DATA,
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WRITING_FILE,
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LAUNCHING_GAME
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};
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State state;
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GameLauncher* game_launcher;
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// Upload state
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char filename[64];
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char last_uploaded_name[64]; // Game name without .lua extension
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uint32_t file_size;
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uint32_t bytes_received;
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uint8_t* file_buffer;
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// Base64 decoding buffer
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char base64_buffer[4];
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int base64_index;
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// Helper methods
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void reset();
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bool write_file_to_sd();
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void launch_game();
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uint8_t decode_base64_char(char c);
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void decode_base64_block(const char* input, uint8_t* output);
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};
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#endif // SERIAL_UPLOADER_H
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