Bump to v1.9.0 (#1157)

* update v2 partition table readme

* feat: Add user only tool

* Add image cache

* smaller cache and buffer, more heap

* use MAIN_EVENT_CLOCK_TICK to avoid audio glitches

* fix: esp_psram_get_size not found in c3

* Bump to 1.9.0
This commit is contained in:
Xiaoxia
2025-09-04 12:30:26 +08:00
committed by GitHub
parent 3e37551923
commit 5d3f597137
12 changed files with 163 additions and 53 deletions

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@@ -49,7 +49,7 @@ Application::Application() {
esp_timer_create_args_t clock_timer_args = {
.callback = [](void* arg) {
Application* app = (Application*)arg;
app->OnClockTimer();
xEventGroupSetBits(app->event_group_, MAIN_EVENT_CLOCK_TICK);
},
.arg = this,
.dispatch_method = ESP_TIMER_TASK,
@@ -496,6 +496,8 @@ void Application::Start() {
});
bool protocol_started = protocol_->Start();
// Print heap stats
SystemInfo::PrintHeapStats();
SetDeviceState(kDeviceStateIdle);
has_server_time_ = ota.HasServerTime();
@@ -506,23 +508,6 @@ void Application::Start() {
// Play the success sound to indicate the device is ready
audio_service_.PlaySound(Lang::Sounds::OGG_SUCCESS);
}
// Print heap stats
SystemInfo::PrintHeapStats();
}
void Application::OnClockTimer() {
clock_ticks_++;
auto display = Board::GetInstance().GetDisplay();
display->UpdateStatusBar();
// Print the debug info every 10 seconds
if (clock_ticks_ % 10 == 0) {
// SystemInfo::PrintTaskCpuUsage(pdMS_TO_TICKS(1000));
// SystemInfo::PrintTaskList();
SystemInfo::PrintHeapStats();
}
}
// Add a async task to MainLoop
@@ -546,7 +531,9 @@ void Application::MainEventLoop() {
MAIN_EVENT_SEND_AUDIO |
MAIN_EVENT_WAKE_WORD_DETECTED |
MAIN_EVENT_VAD_CHANGE |
MAIN_EVENT_CLOCK_TICK |
MAIN_EVENT_ERROR, pdTRUE, pdFALSE, portMAX_DELAY);
if (bits & MAIN_EVENT_ERROR) {
SetDeviceState(kDeviceStateIdle);
Alert(Lang::Strings::ERROR, last_error_message_.c_str(), "circle_xmark", Lang::Sounds::OGG_EXCLAMATION);
@@ -579,6 +566,19 @@ void Application::MainEventLoop() {
task();
}
}
if (bits & MAIN_EVENT_CLOCK_TICK) {
clock_ticks_++;
auto display = Board::GetInstance().GetDisplay();
display->UpdateStatusBar();
// Print the debug info every 10 seconds
if (clock_ticks_ % 10 == 0) {
// SystemInfo::PrintTaskCpuUsage(pdMS_TO_TICKS(1000));
// SystemInfo::PrintTaskList();
SystemInfo::PrintHeapStats();
}
}
}
}

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@@ -16,12 +16,15 @@
#include "audio_service.h"
#include "device_state_event.h"
#define MAIN_EVENT_SCHEDULE (1 << 0)
#define MAIN_EVENT_SEND_AUDIO (1 << 1)
#define MAIN_EVENT_WAKE_WORD_DETECTED (1 << 2)
#define MAIN_EVENT_VAD_CHANGE (1 << 3)
#define MAIN_EVENT_ERROR (1 << 4)
#define MAIN_EVENT_CHECK_NEW_VERSION_DONE (1 << 5)
#define MAIN_EVENT_CLOCK_TICK (1 << 6)
enum AecMode {
kAecOff,
@@ -83,7 +86,6 @@ private:
void OnWakeWordDetected();
void CheckNewVersion(Ota& ota);
void ShowActivationCode(const std::string& code, const std::string& message);
void OnClockTimer();
void SetListeningMode(ListeningMode mode);
};

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@@ -111,7 +111,7 @@ void AudioService::Start() {
AudioService* audio_service = (AudioService*)arg;
audio_service->AudioOutputTask();
vTaskDelete(NULL);
}, "audio_output", 2048 * 2, this, 3, &audio_output_task_handle_);
}, "audio_output", 2048 * 2, this, 4, &audio_output_task_handle_);
#else
/* Start the audio input task */
xTaskCreate([](void* arg) {
@@ -125,7 +125,7 @@ void AudioService::Start() {
AudioService* audio_service = (AudioService*)arg;
audio_service->AudioOutputTask();
vTaskDelete(NULL);
}, "audio_output", 2048, this, 3, &audio_output_task_handle_);
}, "audio_output", 2048, this, 4, &audio_output_task_handle_);
#endif
/* Start the opus codec task */

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@@ -89,6 +89,7 @@ bool Esp32Camera::Capture() {
encoder_thread_.join();
}
auto start_time = esp_timer_get_time();
int frames_to_get = 2;
// Try to get a stable frame
for (int i = 0; i < frames_to_get; i++) {
@@ -101,6 +102,8 @@ bool Esp32Camera::Capture() {
return false;
}
}
auto end_time = esp_timer_get_time();
ESP_LOGI(TAG, "Camera captured %d frames in %d ms", frames_to_get, int((end_time - start_time) / 1000));
// 如果预览图片 buffer 为空,则跳过预览
// 但仍返回 true因为此时图像可以上传至服务器

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@@ -1,4 +1,6 @@
#include "lcd_display.h"
#include "assets/lang_config.h"
#include "settings.h"
#include <vector>
#include <algorithm>
@@ -6,10 +8,8 @@
#include <esp_log.h>
#include <esp_err.h>
#include <esp_lvgl_port.h>
#include <esp_heap_caps.h>
#include "assets/lang_config.h"
#include <esp_psram.h>
#include <cstring>
#include "settings.h"
#include "board.h"
@@ -102,10 +102,21 @@ SpiLcdDisplay::SpiLcdDisplay(esp_lcd_panel_io_handle_t panel_io, esp_lcd_panel_h
ESP_LOGI(TAG, "Initialize LVGL library");
lv_init();
#if CONFIG_SPIRAM
// lv image cache, currently only PNG is supported
size_t psram_size_mb = esp_psram_get_size() / 1024 / 1024;
if (psram_size_mb >= 8) {
lv_image_cache_resize(2 * 1024 * 1024, true);
ESP_LOGI(TAG, "Use 2MB of PSRAM for image cache");
} else if (psram_size_mb >= 2) {
lv_image_cache_resize(512 * 1024, true);
ESP_LOGI(TAG, "Use 512KB of PSRAM for image cache");
}
#endif
ESP_LOGI(TAG, "Initialize LVGL port");
lvgl_port_cfg_t port_cfg = ESP_LVGL_PORT_INIT_CONFIG();
port_cfg.task_priority = 1;
port_cfg.timer_period_ms = 40;
lvgl_port_init(&port_cfg);
ESP_LOGI(TAG, "Adding LCD display");
@@ -625,6 +636,9 @@ void LcdDisplay::SetPreviewImage(const lv_img_dsc_t* img_dsc) {
// Create the image object inside the bubble
lv_obj_t* preview_image = lv_image_create(img_bubble);
// Create the image object inside the bubble
lv_obj_t* preview_image = lv_image_create(img_bubble);
// Copy the image descriptor and data to avoid source data changes
lv_img_dsc_t* copied_img_dsc = (lv_img_dsc_t*)heap_caps_malloc(sizeof(lv_img_dsc_t), MALLOC_CAP_8BIT);
if (copied_img_dsc == nullptr) {
@@ -816,8 +830,10 @@ void LcdDisplay::SetPreviewImage(const lv_img_dsc_t* img_dsc) {
if (img_dsc != nullptr) {
// 设置图片源并显示预览图片
lv_image_set_src(preview_image_, img_dsc);
if (img_dsc->header.w > 0) {
// zoom factor 0.5
lv_image_set_scale(preview_image_, 128 * width_ / img_dsc->header.w);
}
lv_obj_remove_flag(preview_image_, LV_OBJ_FLAG_HIDDEN);
// 隐藏emotion_label_
if (emotion_label_ != nullptr) {

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@@ -23,7 +23,6 @@ OledDisplay::OledDisplay(esp_lcd_panel_io_handle_t panel_io, esp_lcd_panel_handl
lvgl_port_cfg_t port_cfg = ESP_LVGL_PORT_INIT_CONFIG();
port_cfg.task_priority = 1;
port_cfg.task_stack = 6144;
port_cfg.timer_period_ms = 40;
lvgl_port_init(&port_cfg);
ESP_LOGI(TAG, "Adding OLED display");

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@@ -15,8 +15,8 @@ dependencies:
78/esp_lcd_nv3023: ~1.0.0
78/esp-wifi-connect: ~2.5.2
78/esp-opus-encoder: ~2.4.1
78/esp-ml307: ~3.3.0
78/xiaozhi-fonts: ~1.5.0
78/esp-ml307: ~3.3.1
78/xiaozhi-fonts: ~1.5.2
espressif/led_strip: ~3.0.1
espressif/esp_codec_dev: ~1.4.0
espressif/esp-sr: ~2.1.5

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@@ -29,12 +29,17 @@ McpServer::~McpServer() {
}
void McpServer::AddCommonTools() {
// To speed up the response time, we add the common tools to the beginning of
// *Important* To speed up the response time, we add the common tools to the beginning of
// the tools list to utilize the prompt cache.
// **重要** 为了提升响应速度,我们把常用的工具放在前面,利用 prompt cache 的特性。
// Backup the original tools list and restore it after adding the common tools.
auto original_tools = std::move(tools_);
auto& board = Board::GetInstance();
// Do not add custom tools here.
// Custom tools must be added in the board's InitializeTools function.
AddTool("self.get_device_status",
"Provides the real-time information of the device, including the current status of the audio speaker, screen, battery, network, etc.\n"
"Use this tool for: \n"
@@ -122,6 +127,12 @@ void McpServer::AddTool(const std::string& name, const std::string& description,
AddTool(new McpTool(name, description, properties, callback));
}
void McpServer::AddUserOnlyTool(const std::string& name, const std::string& description, const PropertyList& properties, std::function<ReturnValue(const PropertyList&)> callback) {
auto tool = new McpTool(name, description, properties, callback);
tool->set_user_only(true);
AddTool(tool);
}
void McpServer::ParseMessage(const std::string& message) {
cJSON* json = cJSON_Parse(message.c_str());
if (json == nullptr) {

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@@ -177,6 +177,7 @@ private:
std::string description_;
PropertyList properties_;
std::function<ReturnValue(const PropertyList&)> callback_;
bool user_only_ = false;
public:
McpTool(const std::string& name,
@@ -188,9 +189,11 @@ public:
properties_(properties),
callback_(callback) {}
void set_user_only(bool user_only) { user_only_ = user_only; }
inline const std::string& name() const { return name_; }
inline const std::string& description() const { return description_; }
inline const PropertyList& properties() const { return properties_; }
inline bool user_only() const { return user_only_; }
std::string to_json() const {
std::vector<std::string> required = properties_.GetRequired();
@@ -215,6 +218,15 @@ public:
cJSON_AddItemToObject(json, "inputSchema", input_schema);
// Add audience annotation if the tool is user only (invisible to AI)
if (user_only_) {
cJSON *annotations = cJSON_CreateObject();
cJSON *audience = cJSON_CreateArray();
cJSON_AddItemToArray(audience, cJSON_CreateString("user"));
cJSON_AddItemToObject(annotations, "audience", audience);
cJSON_AddItemToObject(json, "annotations", annotations);
}
char *json_str = cJSON_PrintUnformatted(json);
std::string result(json_str);
cJSON_free(json_str);
@@ -259,6 +271,7 @@ public:
void AddCommonTools();
void AddTool(McpTool* tool);
void AddTool(const std::string& name, const std::string& description, const PropertyList& properties, std::function<ReturnValue(const PropertyList&)> callback);
void AddUserOnlyTool(const std::string& name, const std::string& description, const PropertyList& properties, std::function<ReturnValue(const PropertyList&)> callback);
void ParseMessage(const cJSON* json);
void ParseMessage(const std::string& message);

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@@ -1,46 +1,107 @@
# Version 2 Partition Table
This version introduces significant improvements over v1 by adding an `assets` partition to support network-loadable content.
This version introduces significant improvements over v1 by adding an `assets` partition to support network-loadable content and optimizing partition layouts for different flash sizes.
## Key Changes from v1
### Added Assets Partition
The v2 partition table includes a new `assets` partition that stores:
### Major Improvements
1. **Added Assets Partition**: New `assets` partition for network-loadable content
2. **Replaced Model Partition**: The old `model` partition (960KB) is replaced with a larger `assets` partition
3. **Optimized App Partitions**: Reduced application partition sizes to accommodate assets
4. **Enhanced Flexibility**: Support for dynamic content updates without reflashing
### Assets Partition Features
The `assets` partition stores:
- **Wake word models**: Customizable wake word models that can be loaded from the network
- **Theme files**: Complete theming system including:
- Fonts
- Audio effects
- Background images
- Fonts (text and icon fonts)
- Audio effects and sound files
- Background images and UI elements
- Custom emoji packs
- Language configuration files
- **Dynamic Content**: All content can be updated over-the-air via HTTP downloads
### Partition Layout Comparison
## Partition Layout Comparison
#### v1 Layout (16MB)
### v1 Layout (16MB)
- `nvs`: 16KB (non-volatile storage)
- `otadata`: 8KB (OTA data)
- `phy_init`: 4KB (PHY initialization data)
- `model`: 960KB (model storage)
- `model`: 960KB (model storage - fixed content)
- `ota_0`: 6MB (application partition 0)
- `ota_1`: 6MB (application partition 1)
#### v2 Layout (16MB)
### v2 Layout (16MB)
- `nvs`: 16KB (non-volatile storage)
- `otadata`: 8KB (OTA data)
- `phy_init`: 4KB (PHY initialization data)
- `model`: 960KB (model storage)
- `ota_0`: 4MB (application partition 0)
- `ota_1`: 4MB (application partition 1)
- `assets`: 7MB (network-loadable assets)
- `assets`: 8MB (network-loadable assets)
### Benefits
## Available Configurations
1. **Dynamic Content**: Users can download and update wake word models and themes without reflashing
2. **Reduced App Size**: Application partitions are smaller, allowing more space for assets
3. **Customization**: Support for custom themes and wake words enhances user experience
4. **Network Flexibility**: Assets can be updated independently of the main application
### 8MB Flash Devices (`8m.csv`)
- `nvs`: 16KB
- `otadata`: 8KB
- `phy_init`: 4KB
- `ota_0`: 3MB
- `ota_1`: 3MB
- `assets`: 2MB
### Available Configurations
### 16MB Flash Devices (`16m.csv`) - Standard
- `nvs`: 16KB
- `otadata`: 8KB
- `phy_init`: 4KB
- `ota_0`: 4MB
- `ota_1`: 4MB
- `assets`: 8MB
- `8m.csv`: For 8MB flash devices
- `16m.csv`: For 16MB flash devices (standard)
- `16m_c3.csv`: For 16MB flash devices with ESP32-C3 optimization
### 16MB Flash Devices (`16m_c3.csv`) - ESP32-C3 Optimized
- `nvs`: 16KB
- `otadata`: 8KB
- `phy_init`: 4KB
- `ota_0`: 4MB
- `ota_1`: 4MB
- `assets`: 4MB (4000K - limited by available mmap pages)
### 32MB Flash Devices (`32m.csv`)
- `nvsfactory`: 200KB
- `nvs`: 840KB
- `otadata`: 8KB
- `phy_init`: 4KB
- `ota_0`: 4MB
- `ota_1`: 4MB
- `assets`: 16MB
## Benefits
1. **Dynamic Content Management**: Users can download and update wake word models, themes, and other assets without reflashing the device
2. **Reduced App Size**: Application partitions are optimized, allowing more space for dynamic content
3. **Enhanced Customization**: Support for custom themes, wake words, and language packs enhances user experience
4. **Network Flexibility**: Assets can be updated independently of the main application firmware
5. **Better Resource Utilization**: Efficient use of flash memory with configurable asset storage
6. **OTA Asset Updates**: Assets can be updated over-the-air via HTTP downloads
## Technical Details
- **Partition Type**: Assets partition uses `spiffs` subtype for SPIFFS filesystem compatibility
- **Memory Mapping**: Assets are memory-mapped for efficient access during runtime
- **Checksum Validation**: Built-in integrity checking ensures asset data validity
- **Progressive Download**: Assets can be downloaded progressively with progress tracking
- **Fallback Support**: Graceful fallback to default assets if network updates fail
## Migration from v1
When upgrading from v1 to v2:
1. **Backup Important Data**: Ensure any important data in the old `model` partition is backed up
2. **Flash New Partition Table**: Use the appropriate v2 partition table for your flash size
3. **Download Assets**: The device will automatically download required assets on first boot
4. **Verify Functionality**: Ensure all features work correctly with the new partition layout
## Usage Notes
- The `assets` partition size varies by configuration to optimize for different flash sizes
- ESP32-C3 devices use a smaller assets partition (4MB) due to limited available mmap pages in the system
- 32MB devices get the largest assets partition (16MB) for maximum content storage
- All partition tables maintain proper alignment for optimal flash performance

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@@ -39,6 +39,10 @@ CONFIG_UART_ISR_IN_IRAM=y
# Fix ESP_SSL error
CONFIG_MBEDTLS_SSL_RENEGOTIATION=n
# ESP32 Camera
CONFIG_CAMERA_NO_AFFINITY=y
CONFIG_CAMERA_DMA_BUFFER_SIZE_MAX=8192
# LVGL 9.2.2
CONFIG_LV_OS_NONE=y
@@ -49,6 +53,8 @@ CONFIG_LV_USE_CLIB_SPRINTF=y
CONFIG_LV_USE_IMGFONT=y
CONFIG_LV_USE_ASSERT_STYLE=y
CONFIG_LV_USE_GIF=y
CONFIG_LV_USE_LODEPNG=y
CONFIG_LV_USE_TJPGD=y
# Use compressed font
CONFIG_LV_FONT_FMT_TXT_LARGE=y

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@@ -13,7 +13,6 @@ CONFIG_SPIRAM_MEMTEST=n
CONFIG_MBEDTLS_EXTERNAL_MEM_ALLOC=y
CONFIG_ESP32S3_INSTRUCTION_CACHE_32KB=y
CONFIG_ESP32S3_DATA_CACHE_64KB=y
CONFIG_ESP32S3_DATA_CACHE_LINE_64B=y
CONFIG_SR_WN_WN9_NIHAOXIAOZHI_TTS=y