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docs(core): Layout lifecycle documentation
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docs/core/misc/layout-lifecycle.md
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docs/core/misc/layout-lifecycle.md
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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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## Individual layout 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 **STOPPED** 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 **STOPPED** state has a **result** value, available for pickup by awaiting
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`get_result()`.
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Stopping a layout before returning a result, or retrieving a result of a **STOPPED**
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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 | ------------> | STOPPED |
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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
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a 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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**STOPPED** 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 **STOPPED** 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 **STOPPED** 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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## 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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## 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** layout. This injects an event into the
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layout. In response, the layout can move to a **STOPPED** state.
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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, and
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* if the decision did not cause the layout to stop, subsequent debug commands will be
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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.
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* `NEXT_LAYOUT` waits for the layout to change before returning. If no layout is
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running, waits until one is started and returns its contents. If a layout is running,
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waits until it shuts down and a new one appears.
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* `CURRENT_LAYOUT` waits until a layout is running and returns its contents. If no
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layout is running, the behavior is the same as `NEXT_LAYOUT`. If a layout is running,
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the behavior is the same as `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 2 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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