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// 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;
}
}
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