518bc054c4
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>
485 lines
13 KiB
Markdown
485 lines
13 KiB
Markdown
# SD Card Best Practices for RP2350 + FatFS
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This document captures critical best practices for working with SD card operations in this project, based on lessons learned during development.
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## 1. SPI Bus Contention (CRITICAL)
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### ⚠️ CRITICAL: Display and SD Card Share the Same SPI Bus
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**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.
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### Real-World Example: Game Launch Crash
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The serial uploader originally crashed when launching games because:
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1. `SerialUploader::launch_game()` writes file to SD (SPI)
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2. Immediately calls `select_game_by_name()`
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3. `LuaGame::load_script()` reads from SD (SPI)
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4. **Meanwhile**, Core 1 is refreshing the display (also SPI)
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5. **CRASH** due to simultaneous SPI access
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### Solution: Wait for Display to Be Idle
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Before any SD card operation that isn't already protected, ensure no display refresh is in progress:
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```cpp
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// In main loop:
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if (serial_uploader.wants_to_launch_game() && !is_refresh_in_progress()) {
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// Safe to launch now - no SPI conflict with display
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bool game_launched = serial_uploader.complete_launch();
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// ...
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}
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```
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### Key Patterns for Avoiding Contention
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**Pattern 1: Check `is_refresh_in_progress()` before SD operations**
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```cpp
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if (!is_refresh_in_progress()) {
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uint prev_speed = sd_card_set_spi_speed();
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// SD card operations
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sd_card_restore_spi_speed(prev_speed);
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}
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```
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**Pattern 2: Split operations into "prepare" and "execute" phases**
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```cpp
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// Phase 1: Prepare (safe, no SD access)
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void prepare_operation() {
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state = READY_TO_EXECUTE;
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}
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// Phase 2: Execute (only when !is_refresh_in_progress())
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bool execute_operation() {
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uint prev_speed = sd_card_set_spi_speed();
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// SD card operations here
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sd_card_restore_spi_speed(prev_speed);
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}
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```
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**Pattern 3: Keep main loop responsive**
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```cpp
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while (1) {
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// Check if we need to do SD operation
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if (needs_sd_operation && !is_refresh_in_progress()) {
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perform_sd_operation();
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}
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// Don't sleep if waiting for SD operation window
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bool stay_awake = pending_refresh || needs_sd_operation;
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if (!stay_awake) {
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__wfi(); // Sleep until interrupt
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}
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}
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```
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### When This Matters Most
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- **Game loading**: Reading Lua scripts from SD during game launch
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- **Serial uploads**: Writing files and immediately loading them
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- **Save/load operations**: Writing game state to SD
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- **Directory scanning**: Re-scanning games while display is active
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### The Core Architecture
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This project uses **dual-core display refresh**:
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- **Core 0**: Main logic, input processing, game updates, SD card operations
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- **Core 1**: Display refresh (writes framebuffer to display via SPI)
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Core 1 runs asynchronously, so you must explicitly check `is_refresh_in_progress()` before SD operations.
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## 2. SPI Speed Management
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### Critical Rule: Always Set SD Card Speed Before Operations
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The display and SD card share the same SPI bus but operate at different speeds:
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- **Display**: 32 MHz (fast)
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- **SD Card**: 12.5 MHz (slower, more reliable)
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**ALWAYS wrap SD card operations with speed switching:**
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```cpp
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// Save current speed and switch to SD card speed
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uint prev_speed = sd_card_set_spi_speed();
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// ... SD card operations here ...
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// f_open(), f_write(), f_read(), f_readdir(), etc.
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// Restore previous speed for display
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sd_card_restore_spi_speed(prev_speed);
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```
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### Why This Matters
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Running SD card operations at the wrong SPI speed causes:
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- Unreliable reads/writes
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- Corrupted data
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- `FR_DISK_ERR` errors from FatFS
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- Hardware-level protocol failures (0xFF data responses)
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### Where Speed Switching is Already Handled
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These functions handle SPI speed internally (you don't need to wrap them):
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- `LuaGameLoader::register_all_games()`
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- All functions in `sd_card.c` (low-level operations)
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### Where You MUST Handle Speed Switching
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Any code that calls FatFS functions directly:
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- `f_open()`, `f_close()`
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- `f_read()`, `f_write()`
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- `f_opendir()`, `f_readdir()`, `f_closedir()`
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- `f_stat()`, `f_mkdir()`, `f_unlink()`
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- `f_getfree()`, `f_sync()`
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## 2. SD Card Write Protocol
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### The Data Response Polling Issue
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When writing to SD card with `CMD24` (write single block), the data response token may not arrive immediately. You must poll for it:
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```cpp
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// After sending data block and CRC:
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uint8_t response = 0xFF;
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for (int i = 0; i < 10; i++) {
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response = sd_card_transfer(0xFF);
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if (response != 0xFF) {
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break; // Got the response
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}
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}
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// Check if data was accepted
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if ((response & 0x1F) != SD_DATA_ACCEPTED) {
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// Write failed
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}
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```
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**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).
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### Wait for Card Ready After CMD24
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After sending the write command and before sending data:
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```cpp
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// After CMD24 command:
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uint8_t ready_byte;
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do {
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ready_byte = sd_card_transfer(0xFF);
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timeout_count++;
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if (timeout_count > 1000) {
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return false; // Timeout
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}
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} while (ready_byte != 0xFF);
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```
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This ensures the card is ready to receive the data block.
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## 3. FatFS Best Practices
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### Always Check Return Codes
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```cpp
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FRESULT fr = f_open(&fil, path, FA_CREATE_ALWAYS | FA_WRITE);
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if (fr != FR_OK) {
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printf("ERROR: f_open failed: %d\n", fr);
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// Clean up and return
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return false;
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}
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```
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Common FatFS error codes:
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- `FR_OK (0)`: Success
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- `FR_DISK_ERR (1)`: Low-level disk error (often SPI speed issue)
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- `FR_NOT_READY (3)`: Card not initialized
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- `FR_NO_FILE (4)`: File not found
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- `FR_NO_PATH (5)`: Path not found
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- `FR_EXIST (8)`: File/directory already exists
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### Use FA_CREATE_ALWAYS to Overwrite
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For rapid iteration (like our serial uploader):
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```cpp
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f_open(&fil, path, FA_CREATE_ALWAYS | FA_WRITE);
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```
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This overwrites existing files, perfect for development.
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### Write in Chunks for Large Files
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For files larger than 512 bytes, write in chunks:
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```cpp
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const uint32_t CHUNK_SIZE = 512;
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uint32_t total_written = 0;
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while (total_written < total_size) {
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uint32_t chunk_size = min(CHUNK_SIZE, total_size - total_written);
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UINT bytes_written;
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fr = f_write(&fil, buffer + total_written, chunk_size, &bytes_written);
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if (fr != FR_OK || bytes_written != chunk_size) {
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// Handle error
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break;
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}
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total_written += bytes_written;
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}
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```
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### Always Sync and Close
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```cpp
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f_sync(&fil); // Ensure data is written to card
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f_close(&fil); // Close file and update directory
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```
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Skipping `f_sync()` can lead to data loss if power is lost.
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## 4. Memory Management
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### Clean Up After Re-scanning
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When re-scanning games (like after upload), clean up old data:
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```cpp
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// Clear game launcher entries
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game_launcher->clear_games();
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// Clear Lua game factory data
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LuaGameLoader::clear_factory_data();
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// Re-scan
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LuaGameLoader::register_all_games(game_launcher);
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```
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**Why:** Without cleanup, you get duplicate registrations and memory leaks.
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### Delete Old Game Instances Before Creating New Ones
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```cpp
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if (selected_game) {
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delete selected_game;
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selected_game = nullptr;
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}
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// Now create new game
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selected_game = factory(width, height, renderer, gui, input_manager);
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```
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**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.
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## 5. Debugging Tips
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### Add Targeted Debug Output
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When debugging SD operations, add prints at key points:
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```cpp
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printf("✓ Wrote %u bytes to %s\n", bytes_written, filepath);
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```
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But avoid spamming the console - it slows down operations significantly.
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### Check Hardware Layer First
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If FatFS returns `FR_DISK_ERR`, the issue is usually at the hardware level:
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1. Check SPI speed (most common issue)
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2. Check SD card write protection
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3. Check physical SD card connection
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4. Verify SD card is properly initialized
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### Use Root Directory for Testing
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When debugging writes, test with root directory first:
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```cpp
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FIL test_file;
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if (f_open(&test_file, "/test.txt", FA_CREATE_ALWAYS | FA_WRITE) == FR_OK) {
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printf("Root write OK\n");
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f_close(&test_file);
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f_unlink("/test.txt");
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}
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```
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This isolates directory-related issues.
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## 6. Common Pitfalls
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### ❌ DON'T: Access SD Card During Display Refresh (MOST CRITICAL)
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```cpp
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// BAD - Will crash the Pico!
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void launch_game() {
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scan_games(); // Reads SD card
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selected_game = create_game(); // Reads Lua script from SD
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}
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// Called directly without checking if display is refreshing
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```
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### ✅ DO: Wait for Display to Be Idle
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```cpp
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// GOOD - Wait for safe window
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if (!is_refresh_in_progress()) {
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uint prev_speed = sd_card_set_spi_speed();
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scan_games();
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selected_game = create_game();
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sd_card_restore_spi_speed(prev_speed);
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}
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```
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### ❌ DON'T: Forget SPI Speed Management
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```cpp
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// BAD - Will fail or be unreliable
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f_open(&fil, "/games/test.lua", FA_WRITE);
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```
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### ✅ DO: Always Switch Speeds
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```cpp
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// GOOD
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uint prev_speed = sd_card_set_spi_speed();
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f_open(&fil, "/games/test.lua", FA_WRITE);
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// ... operations ...
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sd_card_restore_spi_speed(prev_speed);
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```
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### ❌ DON'T: Assume Immediate Data Response
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```cpp
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// BAD - May get 0xFF (no response yet)
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uint8_t response = sd_card_transfer(0xFF);
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if (response != 0x05) {
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// Might incorrectly fail
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}
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```
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### ✅ DO: Poll for Data Response
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```cpp
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// GOOD - Poll until response arrives
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uint8_t response = 0xFF;
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for (int i = 0; i < 10; i++) {
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response = sd_card_transfer(0xFF);
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if (response != 0xFF) break;
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}
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```
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### ❌ DON'T: Skip Error Checking
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```cpp
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// BAD
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f_write(&fil, buffer, size, &bytes_written);
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f_close(&fil);
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```
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### ✅ DO: Check Every Return Value
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```cpp
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// GOOD
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if (f_write(&fil, buffer, size, &bytes_written) != FR_OK) {
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printf("Write failed\n");
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f_close(&fil);
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return false;
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}
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```
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### ❌ DON'T: Create New Games Without Cleanup
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```cpp
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// BAD - Memory leak and Lua state conflicts
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selected_game = new LuaGame(...);
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```
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### ✅ DO: Clean Up First
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```cpp
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// GOOD
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if (selected_game) {
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delete selected_game;
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selected_game = nullptr;
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}
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selected_game = new LuaGame(...);
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```
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## 7. Serial Upload Pattern
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The serial uploader demonstrates the complete pattern:
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```cpp
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bool SerialUploader::write_file_to_sd() {
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// 1. Validate input
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if (!file_buffer || bytes_received == 0) return false;
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// 2. Set SD card SPI speed
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uint prev_speed = sd_card_set_spi_speed();
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// 3. Ensure directory exists
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f_mkdir("/games");
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// 4. Open file (overwrite mode for iteration)
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FIL fil;
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FRESULT fr = f_open(&fil, filepath, FA_CREATE_ALWAYS | FA_WRITE);
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if (fr != FR_OK) {
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sd_card_restore_spi_speed(prev_speed);
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return false;
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}
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// 5. Write in chunks
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const uint32_t CHUNK_SIZE = 512;
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uint32_t total_written = 0;
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while (total_written < bytes_received) {
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uint32_t chunk = min(CHUNK_SIZE, bytes_received - total_written);
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UINT written;
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fr = f_write(&fil, file_buffer + total_written, chunk, &written);
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if (fr != FR_OK || written != chunk) {
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f_close(&fil);
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sd_card_restore_spi_speed(prev_speed);
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return false;
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}
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total_written += written;
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}
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// 6. Sync and close
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f_sync(&fil);
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f_close(&fil);
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// 7. Restore display SPI speed
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sd_card_restore_spi_speed(prev_speed);
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return true;
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}
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```
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## 9. Testing Checklist
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When implementing new SD card functionality:
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- [ ] **SPI bus contention checked** - verify `!is_refresh_in_progress()` before SD operations
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- [ ] SPI speed switching is in place
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- [ ] All FatFS return codes are checked
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- [ ] Files are properly closed after operations
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- [ ] Memory is cleaned up (no leaks)
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- [ ] Error messages are informative
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- [ ] Tested with both small and large files
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- [ ] Tested overwriting existing files
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- [ ] Tested with non-existent directories
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- [ ] Verified data integrity (read back after write)
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## Summary
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The most important rules:
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1. **⚠️ CRITICAL: Avoid SPI bus contention** - Check `!is_refresh_in_progress()` before SD operations (display and SD share SPI bus)
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2. **Always manage SPI speed** around FatFS operations
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3. **Poll for SD card responses** - don't assume immediate response
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4. **Check error codes** on every operation
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5. **Clean up memory** before creating new game instances
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6. **Write in chunks** for large files
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7. **Sync before closing** to ensure data is written
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Following these practices will save hours of debugging SD card issues!
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