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280 lines
13 KiB
Markdown
280 lines
13 KiB
Markdown
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# UI Layout Lifecycle
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## Overview
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There can be at most one UI layout running. The running layout is stored in
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`ui.CURRENT_LAYOUT`. The value of this attribute must only be managed internally by the
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layout objects themselves.
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There are two kinds of layouts. The `Layout` class represents the normal kind of layout
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which can accept user interaction or timer events. Such layout can return a _result_
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of the interaction, retrievable from the `Layout.get_result()` async method. Typically,
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calling code will block on an `await` for the result.
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`ProgressLayout` represents loaders for long-running operations. It does not respond to
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events and cannot return a result. Calling code will start the progress layout in the
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background, call to it to update progress via `ProgressLayout.report()`, and then stop
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it when done.
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## Python layout object lifecycle
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A newly created layout object is in **READY** state. It does not accept events, has no
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background tasks, does not draw on screen.
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When started, it moves into **RUNNING** state. It is drawn on screen (with backlight
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on), accepts events, and runs background tasks. The value of `ui.CURRENT_LAYOUT` is set
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to the running layout object.
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(This implies that at most one layout can be in **RUNNING** state.)
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Layout in **RUNNING** state may stop and return a result, either in response to a user
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interaction event (touch, button click, USB) or an internal timer firing. This moves it
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into a **FINISHED** state. It is no longer shown on screen (backlight is off unless
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another layout turns it on again), does not accept events, and does not run background
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tasks.
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A layout in a **FINISHED** state has a **result** value, available for pickup by
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awaiting `get_result()`.
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Stopping a layout before returning a result, or retrieving a result of a **FINISHED**
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layout, will move it back to **READY** state.
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### State transitions
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```
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+-------+ start() +-----------+ <event> +------------+
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| READY | -----------> | RUNNING | ------------> | FINISHED |
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+-------+ +-----------+ +------------+
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^ ^ | |
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| +------- stop() -------+ |
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+--------------------- get_result() -------------------+
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```
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Calling `start()` checks if other layout is running, and if it is, stops it first. Then
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it performs the setup and moves layout into **RUNNING** state.
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(At most one layout can be in **RUNNING** state at one time. That means that before a
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layout moves to **RUNNING**, the previously running layout must move out.)
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When layout is in **RUNNING** state, calling `start()` is a no-op. When layout is in
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**FINISHED** state, calling `start()` fails an assertion.
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After `start()` returns, the layout is in **RUNNING** state. It will stay in this state
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until it returns a result, or is stopped.
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Calling `stop()` on a **READY** or **FINISHED** layout is a no-op. Calling `stop()` on a
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**RUNNING** layout will shut down any tasks waiting on the layout's result, and move to
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**READY** state.
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After `stop()` returns, the layout is not in **RUNNING** state and the current layout is
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no longer this layout.
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Awaiting `get_result()` will resume the lifecycle from its current stage, that is:
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* in **READY** state, starts the layout and waits for its result
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* in **RUNNING** state, waits for the result
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* in **FINISHED** state, returns the result
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After `get_result()` returns, the layout is in **READY** state.
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All state transitions are synchronous -- so, in terms of trezor-core's cooperative
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multitasking, effectively atomic.
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## Global layout lifecycle
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When Trezor boots, `ui.CURRENT_LAYOUT is None`. The screen backlight is on and displays
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the "filled lock" welcome screen with model name.
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When a layout is started, the backlight is turned on and the layout is drawn on screen.
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`ui.CURRENT_LAYOUT` is the instance of the layout.
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When a layout is stopped, the backlight is turned off and `ui.CURRENT_LAYOUT` is set to
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`None`.
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Between two different layouts, there is always an interval where backlight is off and
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the value of `ui.CURRENT_LAYOUT` is `None`. This state may not be visible from the
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outside; it is possible to synchronously go from `A -> None -> B`. However, there MUST
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be a `None` inbetween in all cases.
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## Rust layout object lifecycle
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A layout on the Rust side is represented by the trait `Layout`, whose `event()` method
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returns a value of type `Option<LayoutState>`. If this event caused a state transition,
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the new state is returned.
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Layout can be in one of four states:
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* `Initial`: the layout is freshly constructed. This is never returned as a result of
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`event()`.
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* `Attached`: the layout is running. Its timers have been started and it is accepting
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events. The state transition carries an `Option<ButtonRequest>`. If set, this is the
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ButtonRequest that should be sent to the host, as an indication that the layout is
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ready.
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* `Transitioning`: the layout is running, but not ready to receive events; either a
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transition-in or a transition-out animation is running.<br>
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The enum value carries an `AttachType`, indicating which direction the transition is
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going. If this is an outgoing transition, the runtime is supposed to pass the
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attach type to the next layout, so that it can properly transition-in.
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* `Done`: the layout has finished running. All its timers should be stopped, and there
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is a return value available via the `value()` method.
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We currently _do not keep precise track_ of transitioning animations; it would be a lot
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of effort to factor the code properly, while the only use case is debuglink state
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tracking, which works well enough as-is.
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### Simple layouts
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Layouts that are not flows (i.e., have only one screen) are implemented as `Components`
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with a `ComponentMsgObj` implementation. They are wrapped in a `RootComponent` struct
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which essentially _simulates_ the layout lifecycle, in the following manner:
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1. At start, the layout is `Initial`.
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2. After processing the `Attach` event, the layout is `Attached`. The ButtonRequest
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value is picked up from `ctx.button_request()`.
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3. When `Component::event()` returns non-`None` value, the layout is `Done`. The return
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value is converted to `Obj` via `ComponentMsgObj::msg_try_into_obj()` and cached as
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`value` on the `RootComponent`.
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### Flows
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Flow layouts in `mercury` are implemented as a `SwipeFlow` struct, which implements
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`Layout` directly.
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A flow lifecycle works like this:
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1. At start, the layout is `Initial`.
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2. After processing the `Attach` event, the layout is `Attached`. The ButtonRequest
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value is picked up from `ctx.button_request()`.
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3. When the flow controller returns a transition from a _swipe_ event, the layout goes
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directly to `Attached` state. This is because at that point the transition animation
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is already finished.
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4. When the flow controller returns a transition from a _non-swipe_ event (e.g., a
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button click), the flow controller starts an automatic transition-out animation, and
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the layout goes to `Transitioning` state, with the transition direction set to the
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swipe animation direction.
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5. When the flow controller returns a `Return` decision, the layout goes to `Done`.
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Transition-in animations are currently not tracked properly. This is fine for tests
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because animations are disabled there, but it may break at some point. Correctly
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tracking transitions would require a more significant refactor of the flow controllers.
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Transition-out animations are partially tracked, when the animation is directed by the
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`FlowState` object. In some cases (such as when a swipe is triggered), the animation is
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instead controlled by the destination screen, in which case they are not tracked.
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## Button requests
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A `ButtonRequest` MUST be sent while the corresponding layout is already in **RUNNING**
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state. That is, in particular, the value of `ui.CURRENT_LAYOUT` is of the corresponding
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layout.
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The best choice is to always use the `interact()` function to take care of
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`ButtonRequest`s. Explicitly sending `ButtonRequest`s is not supported.
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`ButtonRequest`s sent from Rust get sent as part of the `Attached` state transition,
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which can only happen when the layout is already running.
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TODO: instead of relying on `interact()`, it may be better to pass the `ButtonRequest`
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inside the layout object and enqueue it so that when the respective Rust layout is
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`Attached`, the outside-provided `ButtonRequest` is used.
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## Debuglink
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We assume that only one caller is using the debuglink and that debuglink commands are
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strongly ordered on the caller side. On the firmware side, we impose strong ordering on
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the received debuglink calls based on the time of arrival.
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There are two layout-relevant debuglink commands.
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### `DebugLinkDecision`
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Caller can send a decision to the **RUNNING** and `Attached` layout. This injects an
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event into the layout. In response, the layout can move to a **FINISHED** state.
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If a `DebugLinkDecision` is received while a layout is not **RUNNING** or not
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`Attached`, debuglink pauses until some layout becomes ready to receive decisions.
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A next debug command is read only after a `DebugLinkDecision` is fully processed. This
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means that:
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* if the decision caused the layout to stop, subsequent debug commands will be received
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by the next layout up,
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* if the decision caused the layout to transition, subsequent debug commands will be
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received by the respective layout when the transition is done, and
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* if the decision did not cause the layout to change state, subsequent debug commands
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will be received by the same layout.
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### `DebugLinkGetState`
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Caller can read the contents of the **RUNNING** layout.
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There are three available waiting behaviors:
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* `IMMEDIATE` (default) returns the contents of the layout that is currently
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**RUNNING**, or empty response if no layout is running. Rust layout lifecycle state is
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not taken into account.
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* `NEXT_LAYOUT` waits for the layout to change before returning -- that is, waits until
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the next time a **RUNNING** layout transitions into an `Attached` state:
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- If no layout is running, waits until one is started.
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- If a layout is running but not attached, waits until it is attached.
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- If a layout is running and attached, waits until the layout stops or becomes
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attached again.
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* `CURRENT_LAYOUT` waits until a layout is running and attached, and returns its
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contents. If no layout is running or it is not attached, the behavior is the same as
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`NEXT_LAYOUT`. If a layout is running and attached, the behavior is the same as
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`IMMEDIATE`.
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When received after a `ButtonRequest` has been sent, the modes guarantee the following:
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* `IMMEDIATE` and `CURRENT_LAYOUT`: return the contents of the layout corresponding to
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the button request (unless the layout has already been terminated by a timer event or
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user interaction, in which case the result is undefined).
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* `NEXT_LAYOUT`: waits until the layout corresponding to `ButtonRequest` changes.
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When received after a `DebugLinkDecision` has been received, the behavior is:
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* `IMMEDIATE`: If the layout did not shut down (e.g., when paginating), returns the
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contents of the layout as modified by the decision. If the layout shut down, the
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result is not guaranteed.
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* `CURRENT_LAYOUT`: Returns the layout that is the result of the decision.
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* `NEXT_LAYOUT`: No guarantees.
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While `DebugLinkGetState` is waiting, **no other debug commands are processed**. In
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particular, it is impossible to start waiting and then send a `DebugLinkDecision` to
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cause the layout to change. Doing so will result in a deadlock.
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(TODO it _might_ be possible to lift this restriction.)
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If a layout is shut down by a `DebugLinkDecision`, and the firmware expects more
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messages, a new layout might not come up until those messages are exchanged. Calling
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`DebugLinkGetState` except in `IMMEDIATE` mode will block the debuglink until the new
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layout comes up. If the calling code is waiting for a `DebugLinkGetState` to return, it
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will deadlock.
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(Firmware tries to detect the above condition and sends an error over debuglink if the
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wait state is `CURRENT_LAYOUT` and there is no current layout for more than 3 seconds.)
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## Synchronizing
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`ButtonRequest` is a synchronization event. After a `ButtonRequest` has been sent from
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firmware, all debug commands are guaranteed to hit the layout corresponding to the
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`ButtonRequest` (unless the layout is terminated by a timer event or user interaction).
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`DebugLinkDecision` is also a synchronization event. After a `DebugLinkDecision` has
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been received by the firmware, all debug commands are guaranteed to hit the layout
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that is the "result" of the decision.
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In order to synchronize on a homescreen, it is possible to either:
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* invoke any workflow that triggers a `ButtonRequest`, and follow it until end
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(`Ping(button_protection=True)` would work fine), or
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* poll `DebugLinkGetState` until the layout is `Homescreen`. Typically, running
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`DebugLinkGetState(wait_layout=CURRENT_LAYOUT)` will work on the first try if you are
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close enough to homescreen (such as after completing a workflow).
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`wait_layout=NEXT_LAYOUT` _cannot_ be used for synchronization, because it always
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returns the _next_ layout. If the current one is already homescreen, it will wait
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forever.
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