diff --git a/hardware/BBB/145-digital-in.html b/hardware/BBB/145-digital-in.html index 1beb2c70..8a5fc409 100644 --- a/hardware/BBB/145-digital-in.html +++ b/hardware/BBB/145-digital-in.html @@ -14,7 +14,7 @@ limitations under the License. --> - + - - + - + + + + + + + + + + + diff --git a/hardware/BBB/145-digital-in.js b/hardware/BBB/145-digital-in.js index 6bb59dbb..2d928728 100644 --- a/hardware/BBB/145-digital-in.js +++ b/hardware/BBB/145-digital-in.js @@ -24,7 +24,7 @@ try { require("util").log("[145-digital-in] Error: cannot find module 'bonescript'"); } -// The node constructor +// discrete-in node constructor function DiscreteInputNode(n) { RED.nodes.createNode(this, n); @@ -36,38 +36,68 @@ function DiscreteInputNode(n) { else this.activeState = 1; this.updateInterval = n.updateInterval * 1000; // How often to send totalActiveTime messages + this.debounce = n.debounce; // Enable switch contact debouncing algorithm this.interruptAttached = false; // Flag: should we detach interrupt when we are closed? this.intervalId = null; // Remember the timer ID so we can delete it when we are closed this.currentState = 0; // The pin input state "1" or "0" this.lastActiveTime = NaN; // The date (in ms since epoch) when the pin last went high + // switch to process.hrtime() this.totalActiveTime = 0; // The total time in ms that the pin has been high (since reset) this.starting = true; + this.debouncing = false; // True after a change of state while waiting for the 7ms debounce time to elapse // Define 'node' to allow us to access 'this' from within callbacks (the 'var' is essential - // otherwise there is only one global 'node' for all instances of DiscreteInputNode!) var node = this; - // This function is called whenever the input pin changes state. We update the currentState - // and the ActiveTime variables, and send a message on the first output with the new state - // Note: this function gets called spuriously when the interrupt is first enabled: in this - // case x.value is undefined - we must test for this + // This function is called by the input pin change-of-state interrupt. If + // debounce is disabled, send the output message. Otherwise, if we are + // currently debouncing, ignore this interrupt. If we are not debouncing, + // schedule a re-read of the input pin in 7ms time, and set the debouncing flag + // Note: this function gets called spuriously when the interrupt is first enabled: + // in this case x.value is undefined - we must test for this var interruptCallback = function (x) { - if (x.value != undefined && node.currentState !== Number(x.value)) { - node.currentState = Number(x.value); - var now = Date.now(); - if (node.currentState === node.activeState) { - node.lastActiveTime = now; - } else if (!isNaN(node.lastActiveTime)) { - node.totalActiveTime += now - node.lastActiveTime; + if (x.value !== undefined && node.currentState !== Number(x.value)) { + if (node.debounce) { + if (node.debouncing === false) { + node.debouncing = true; + setTimeout(function () { bonescript.digitalRead(node.pin, debounceCallback); }, 7); + } + } else { + sendStateMessage(x); } - var msg = {}; - msg.topic = node.topic; - msg.payload = node.currentState; - node.send([msg, null]); } }; + // This function is called approx 7ms after a potential change-of-state which we + // are debouncing. Terminate the debounce, and send a message if the state has + // actually changed + var debounceCallback = function (x) { + node.debouncing = false; + if (x.value !== undefined && node.currentState !== Number(x.value)) { + sendStateMessage(x); + } + }; + + // This function is called when either the interruptCallback or the debounceCallback + // have determined we have a 'genuine' change of state. Update the currentState and + // ActiveTime variables, and send a message on the first output with the new state + var sendStateMessage = function (x) { + node.currentState = Number(x.value); + var now = Date.now(); + // switch to process.hrtime() + if (node.currentState === node.activeState) { + node.lastActiveTime = now; + } else if (!isNaN(node.lastActiveTime)) { + node.totalActiveTime += now - node.lastActiveTime; + } + var msg = {}; + msg.topic = node.topic; + msg.payload = node.currentState; + node.send([msg, null]); + }; + // This function is called by the timer. It updates the ActiveTime variables, and sends a // message on the second output with the latest value of the total active time, in seconds var timerCallback = function () { @@ -75,21 +105,31 @@ function DiscreteInputNode(n) { var now = Date.now(); node.totalActiveTime += now - node.lastActiveTime; node.lastActiveTime = now; + // switch to process.hrtime() } var msg = {}; msg.topic = node.topic; msg.payload = node.totalActiveTime / 1000; node.send([null, msg]); - // Re-synchronise the pin state if we have missed a state change interrupt for some reason - bonescript.digitalRead(node.pin, interruptCallback); + // Re-synchronise the pin state if we have missed a state change interrupt for some + // reason, and we are not in the process of debouncing one + if (node.debouncing === false) { + bonescript.digitalRead(node.pin, interruptCallback); + } }; - // This function is called when we receive an input message. Clear the ActiveTime variables - // (so we start counting from zero again) - var inputCallback = function (msg) { - node.totalActiveTime = 0; + // This function is called when we receive an input message. If the topic is "load" + // set the totalActiveTime to the numeric value of the payload, if possible. Otherwise + // clear the totalActiveTime (so we start counting from zero again) + var inputCallback = function (ipMsg) { + if (String(ipMsg.topic).search("load") < 0 || isFinite(ipMsg.payload) == false) { + node.totalActiveTime = 0; + } else { + node.totalActiveTime = Number(ipMsg.payload); + } if (node.currentState === node.activeState) { node.lastActiveTime = Date.now(); + // switch to process.hrtime() } if (node.starting) { node.starting = false; @@ -113,6 +153,7 @@ function DiscreteInputNode(n) { node.currentState = Number(x.value); if (node.currentState === node.activeState) { node.lastActiveTime = Date.now(); + // switch to process.hrtime() } // Attempt to attach a change-of-state interrupt handler to the pin. If we succeed, // set the input event and interval handlers, then send an initial message with the @@ -132,8 +173,89 @@ function DiscreteInputNode(n) { } } +// Node constructor for pulse-in +// The node constructor +function PulseInputNode(n) { + RED.nodes.createNode(this, n); + + // Store local copies of the node configuration (as defined in the .html) + this.topic = n.topic; // the topic is not currently used + this.pin = n.pin; // The Beaglebone Black pin identifying string + this.updateInterval = n.updateInterval * 1000; // How often to send totalActiveTime messages + this.countType = n.countType; + this.countUnit = n.countUnit; + this.countRate = n.countRate; + + this.interruptAttached = false; // Flag: should we detach interrupt when we are closed? + this.intervalId = null; // Remember the timer ID so we can delete it when we are closed + + this.pulseTime = [[NaN, NaN], [NaN, NaN]]; + this.pulseCount = 0; + + // Define 'node' to allow us to access 'this' from within callbacks (the 'var' is essential - + // otherwise there is only one global 'node' for all instances of DiscreteInputNode!) + var node = this; + + var interruptCallback = function (x) { + node.pulseTime = node.pulseTime[[1], process.hrtime()]; + node.pulseCount = node.pulseCount + 1; + }; + + var inputCallback = function (msg) { + if (String(msg.topic).search("load") < 0 || isFinite(msg.payload) == false) { + node.pulseCount = 0; + } else { + node.pulseCount = Number(msg.payload); + } + }; + + var timerCallback = function () { + var now = process.hrtime(); + var lastTime = pulseTime[1][0] - pulseTime[0][0] + (pulseTime[1][1] - pulseTime[0][1]) / 1e9; + var thisTime = now[0] - pulseTime[1][0] + (now[1] - pulseTime[1][1]) / 1e9; + var msg = [{ topic:node.topic }, { topic:node.topic }]; + msg[0].payload = node.countUnit * node.pulseCount; + msg[1].payload = node.countRate / Math.max(thisTime, lastTime); + node.send(msg); + }; + + // If we have a valid pin, set it as an input and read the (digital) state + if (["P8_7", "P8_8", "P8_9", "P8_10", "P8_11", "P8_12", "P8_13", "P8_14", "P8_15", + "P8_16", "P8_17", "P8_18", "P8_19", "P8_26", "P9_11", "P9_12", "P9_13", "P9_14", + "P9_15", "P9_16", "P9_17", "P9_18", "P9_21", "P9_22", "P9_23", "P9_24", "P9_26", + "P9_27", "P9_30", "P9_41", "P9_42"].indexOf(node.pin) >= 0) { + // Don't set up interrupts & intervals until after the close event handler has been installed + process.nextTick(function () { + bonescript.pinMode(node.pin, bonescript.INPUT); + bonescript.digitalRead(node.pin, function (x) { + // Initialise the currentState based on the value read + node.currentState = Number(x.value); + // Attempt to attach a change-of-state interrupt handler to the pin. If we succeed, + // set the input event and interval handlers, then send an initial message with the + // pin state on the first output + var interruptType; + if (node.countType == "pulse") { + interruptType = bonescript.FALLING ; + } else { + interruptType = bonescript.CHANGE; + } + if (bonescript.attachInterrupt(node.pin, true, interruptType, interruptCallback)) { + node.interruptAttached = true; + node.on("input", inputCallback); + node.intervalId = setInterval(timerCallback, node.updateInterval); + } else { + node.error("Failed to attach interrupt"); + } + }); + }); + } else { + node.error("Unconfigured input pin"); + } +} + // Register the node by name. This must be called before overriding any of the Node functions. RED.nodes.registerType("discrete-in", DiscreteInputNode); +RED.nodes.registerType("pulse-in", PulseInputNode); // On close, detach the interrupt (if we attached one) and clear the interval (if we set one) DiscreteInputNode.prototype.close = function () { @@ -144,3 +266,13 @@ DiscreteInputNode.prototype.close = function () { clearInterval(this.intervalId); } }; + +// On close, detach the interrupt (if we attached one) and clear the interval (if we set one) +PulseInputNode.prototype.close = function () { + if (this.interruptAttached) { + bonescript.detachInterrupt(this.pin); + } + if (this.intervalId !== null) { + clearInterval(this.intervalId); + } +};