* ui & config
* bump flash version
* compaction
* s
* make things happy
* fsio too
* OK, well those defaults were insane
* b
* why are these defaults insane
* adjust cylinder offset ui
* s
* cleanup
This exposed a buffer overrun, so double the size of the buffer (to account for 720 degree engine
cycle vs 360 degree crank events).
Also use proper numeric limits when computing min/max.
Finally, add a lock around the call to cyclic_buffer that actually caused the contention.
* overflow detector
* type list dynamic allocate
* fix the buffer length
* comment
* pr fb
* sanitize sim
* fix sim sanitizer bug
* didn't mean to turn off optimization for sim
* asan can do that, if you turn it on!
* cleaning
* Basic framework for high pressure fuel pump control
* Many changes
Move calculations to fast callback
Move main object into Engine
Respond to pin changes without requiring a reboot
* Use EngineModule for HpfpController
Schedule pin off after executing pin on so we are sure it ends, even if the motor stops.
Test scheduling.
Less RAM use by only having one event and reordering fields.
* Make scheduling test actually useful - need non-0 activation angle.
Co-authored-by: rusefillc <48498823+rusefillc@users.noreply.github.com>
* delimeter is not comma
* do it in config txt
* use txt
* s
* string
* compat
* also, spelling is hard
* use new name
* use new name
* generate enough for happy console
* use an even less common character
Co-authored-by: Matthew Kennedy <makenne@microsoft.com>
engineModules.get<FOO>(). becomes modules<FOO>()->
I believe the new API is more conducive to supporting arrays, by doing std::array<T, N> or
std::array<Mockable<T>, N>, with the support of a helper class.
* Create a base class EngineModule for that contains various useful callbacks.
This cleans up the API by not requiring the notifiers to know about who wants callbacks. The only
place you need to update to add a module is in one place.
* Add mockability.
* Convert InjectorModel to a Mockable EngineModule
* Programmatically remove EnginePtr/inject, EXPAND_Engine, and WITH_ENGINE_TEST_HELPER*
for i in ": public EnginePtr " ", public EnginePtr" "EXPAND_Engine;" "EXPAND_Engine"; do
git grep -l "$i" | xargs sed -i "s/$i//g"
done
git grep -l "inject" | xargs sed -i "/inject[(][)]/d"
for i in WITH_ENGINE_TEST_HELPER_SENS WITH_ENGINE_TEST_HELPER_BOARD_CALLBACK WITH_ENGINE_TEST_HELPER; do
git grep -l "$i" | xargs sed -i "s/$i/EngineTestHelper eth/g"
done
git checkout firmware/controllers/core/engine_ptr.h
git checkout unit_tests/global.h
* Review fixups.
* static functions with (void)
* more
* Revert "more"
This reverts commit 246e53441f935451437df186ac92d7df26b62fb6.
* s
Co-authored-by: Matthew Kennedy <makenne@microsoft.com>
The last version is already much better than the original, mostly because it doesn't call
CriticalSectionLocker, which has a ton of overhead due to debug tracking. But this version is
another 4 instructions / 12 bytes shorter. Does as much match in 32-bit land as possible, and
avoids math operations that span 64-bits (i.e. either operate on the lower half or upper half, but
not both). The result is only 3 instructions not including the necessary 4 loads (ptr to now, now,
ptr to upper, upper), 1 store (upper), and 1 return/branch.
Disallow scaled_channel for float. I can't think of a reason to allow it, and it gets in the way
of rounding.
Add separate template param to setTable; let the compiler sort out whether assignment can happen
between TElement and VElement without forcing them to be the same at function call time.
Remove some implicit C array to pointer conversions in Map3D by adding
(), *, and & where appropriate. This allows us to remove getBinPtr.
Call interpolate3d from Map3d so there's no code duplication.
* scale map Y axis
* allow different row/col types
* scaled channel detector
* interpolation
* looks like this actually works
* tests, no manual scaling
* comment
* wiring
* static
* implementation
* comment
* unit tests happy
* guard
* guard smarter, not harder
* guard smarter not harder
* guard even smarter, not even harder
* don't need that