// Author: cirakg & claude ai // Summary: Resumable jobs: long work split into small steps so no single event trips the watchdog. // // Connect IQ kills code that runs too long without returning to the system // ("Watchdog Tripped"). The device files allow 120,000 bytecodes per event on // the Forerunner 255/255S and 240,000 on the other targets; the simulator does // not enforce this in test runs, so the only protection is design: anything // that can take long (key derivation, SHA-512 batches, 2D barcode encoding, // large imports) is a Job whose step() does a bounded amount of work. // // Steps are sized for the Forerunner 255/255S (the only 512 KB targets). // Every 768 KB target allows twice as much per event // (tools/gen_products.py --check fails if a product breaks that rule), so // JobRunner runs two steps per tick there, which halves the time of an // import or a large QR code. // // JobRunner drives a job from a timer and calls back when it is done. // Tests call Jobs.runToCompletion() instead, synchronously. import Toybox.Lang; import Toybox.System; import Toybox.Timer; module Jobs { // Base class for resumable work. class Job { function initialize() { } // Do at most `budget` units of work. Returns true when the job is done. function step(budget as Number) as Boolean { return true; } } // Run a job to the end without yielding. Only for tests and work that is // known to be small. function runToCompletion(job as Job, budget as Number) as Void { while (!job.step(budget)) { } } // Drives a job from a timer: one step of `budget` units every TICK_MS. class JobRunner { // Pause between steps, so the UI stays responsive. static const TICK_MS = 50; private var _job as Job; private var _budget as Number; private var _onDone as Method() as Void; private var _timer as Timer.Timer?; function initialize(job as Job, budget as Number, onDone as Method() as Void) { _job = job; _budget = budget; _onDone = onDone; } // Start stepping; the first step runs on the first tick. function start() as Void { var timer = new Timer.Timer(); timer.start(method(:onTick), TICK_MS, true); _timer = timer; } // Stop without finishing (for example, when the user leaves the screen). function cancel() as Void { var timer = _timer; if (timer != null) { timer.stop(); _timer = null; } } function onTick() as Void { for (var i = 0; i < stepsPerTick(); i++) { if (_job.step(_budget)) { cancel(); _onDone.invoke(); return; } } } } // App memory above this means a 240,000-bytecode watchdog. const LARGE_WATCH_MEMORY = 600000; var _stepsPerTick as Number = 0; // 1 on the 512 KB watches (120,000 bytecodes per event), 2 elsewhere. function stepsPerTick() as Number { if (_stepsPerTick == 0) { _stepsPerTick = System.getSystemStats().totalMemory > LARGE_WATCH_MEMORY ? 2 : 1; } return _stepsPerTick; } }