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fix(core): more deterministic behavior of progress callback from storage.c
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@ -477,7 +477,7 @@ static void ui_progress_add(uint32_t added_ms) { ui_total += added_ms; }
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static secbool ui_progress(void) {
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uint32_t now = hal_ticks_ms();
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if (ui_callback == NULL || ui_message == 0 || now < ui_next_update) {
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if (ui_callback == NULL || ui_message == NO_MSG || now < ui_next_update) {
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return secfalse;
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}
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@ -496,7 +496,7 @@ static secbool ui_progress(void) {
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#ifndef TREZOR_EMULATOR
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uint32_t progress = 0;
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if (ui_total < 1000000) {
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progress = 1000 * ui_elapsed / ui_total;
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progress = ui_total > 0 ? (1000 * ui_elapsed / ui_total) : 1000;
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} else {
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// Avoid uint32 overflow. Precise enough.
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progress = ui_elapsed / (ui_total / 1000);
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@ -505,7 +505,8 @@ static secbool ui_progress(void) {
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// In the emulator we derive the progress from the number of remaining seconds
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// to avoid flaky UI tests.
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uint32_t ui_total_sec = (ui_total + 500) / 1000;
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uint32_t progress = 1000 - 1000 * ui_rem_sec / ui_total_sec;
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uint32_t progress =
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ui_total_sec > 0 ? (1000 - 1000 * ui_rem_sec / ui_total_sec) : 1000;
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#endif
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// Avoid reaching progress = 1000 or overflowing the total time, since calling
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@ -521,6 +522,13 @@ static secbool ui_progress(void) {
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static void ui_progress_finish(void) {
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// The UI dialog is terminated by calling ui_callback() with progress = 1000.
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if (ui_callback != NULL && ui_message != 0) {
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#ifdef TREZOR_EMULATOR
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// the ui_progress function might not have been called if the whole process
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// was faster than MIN_PROGRESS_UPDATE_MS, and since the ui_progress renders
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// the progress bar with 999 max, we need to call the ui_callback with 999
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// to ensure consistent results during tests
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ui_callback(0, 999, ui_message);
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#endif
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ui_callback(0, 1000, ui_message);
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}
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}
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