475 lines
20 KiB
TypeScript
475 lines
20 KiB
TypeScript
/**
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* PinTrace — "which board pin is this component pin wired to?"
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*
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* The wire graph is not a chain of point-to-point links: a NET is every pin
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* the wires transitively join, and a component pin can carry more than one
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* wire. This walk answers, for one (component, pin), the board GPIO that owns
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* its net — tracing through 2-terminal passives (a resistor in series is
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* electrically transparent to the digital layer), through breadboard strips,
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* and through a socket a board is seated on.
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*
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* It used to live inside components/DynamicComponent.tsx. It moved here so the
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* store can use the SAME answer when it pre-registers backend sensors: two
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* copies of "find the board pin" that disagreed is exactly how an HC-SR04
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* behind a level-shifting divider ended up with an echo pin nobody had wired
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* (see the sensor pre-registration in useSimulatorStore.startBoard).
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*
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* Dependency-light on purpose (no React, no store VALUE import) so both the
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* renderer and the store can import it.
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*/
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import type { useSimulatorStore } from '../store/useSimulatorStore';
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import { isBoardComponent, boardPinToNumber } from '../utils/boardPinMapping';
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import { isBoardSeated } from '../utils/socketSnap';
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import { isActiveDevice } from './PinResolver';
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import { breadboardGroupKey } from '../utils/breadboardNets';
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import { syntheticChipPin, SYNTHETIC_CHIP_PIN_BASE } from './customChips/syntheticPins';
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import { resolveChipNetKey } from './customChips/chipNets';
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// Map metadataId → [pinA, pinB] for 2-terminal passives.
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// "Tracing through" means: if the caller arrived on pinA, continue from pinB
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// (and vice-versa).
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//
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// NOTE: diodes / transistors / op-amps are NOT traced through as passives —
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// they have polarity / Vf / non-linear behaviour that the digital layer
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// cannot interpret as "same pin". BJTs are an explicit shortcut for the
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// canonical "Arduino digital pin controls a load via transistor" pattern so
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// 7-segment multiplex circuits with BJT digit drivers still resolve.
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const PASSIVE_PIN_PAIRS_BASE: Record<string, [string, string]> = {
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resistor: ['1', '2'],
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'resistor-us': ['1', '2'],
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capacitor: ['1', '2'],
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'capacitor-electrolytic': ['+', '−'],
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inductor: ['1', '2'],
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'analog-resistor': ['A', 'B'],
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'analog-capacitor': ['A', 'B'],
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'analog-inductor': ['A', 'B'],
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'bjt-2n2222': ['C', 'B'],
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'bjt-bc547': ['C', 'B'],
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'bjt-2n3055': ['C', 'B'],
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'bjt-2n3906': ['C', 'B'],
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'bjt-bc557': ['C', 'B'],
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};
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// Preset variants of the generic passives share their parent's tag and pin
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// layout. Mirrors the PASSIVE_PRESETS map in spice/componentToSpice.ts.
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const PRESET_TO_BASE: Record<string, string> = {
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'resistor-220': 'resistor',
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'resistor-330': 'resistor',
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'resistor-470': 'resistor',
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'resistor-1k': 'resistor',
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'resistor-2k2': 'resistor',
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'resistor-4k7': 'resistor',
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'resistor-10k': 'resistor',
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'resistor-22k': 'resistor',
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'resistor-47k': 'resistor',
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'resistor-100k': 'resistor',
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'resistor-1m': 'resistor',
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'cap-10p': 'capacitor',
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'cap-22p': 'capacitor',
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'cap-100p': 'capacitor',
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'cap-1n': 'capacitor',
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'cap-10n': 'capacitor',
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'cap-100n': 'capacitor',
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'cap-1u': 'capacitor',
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'cap-elec-1u': 'capacitor-electrolytic',
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'cap-elec-10u': 'capacitor-electrolytic',
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'cap-elec-47u': 'capacitor-electrolytic',
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'cap-elec-100u': 'capacitor-electrolytic',
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'cap-elec-470u': 'capacitor-electrolytic',
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'cap-elec-1000u': 'capacitor-electrolytic',
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'ind-100u': 'inductor',
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'ind-1m': 'inductor',
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'ind-10m': 'inductor',
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};
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export const PASSIVE_PIN_PAIRS: Record<string, [string, string]> = {
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...PASSIVE_PIN_PAIRS_BASE,
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};
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for (const [preset, base] of Object.entries(PRESET_TO_BASE)) {
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PASSIVE_PIN_PAIRS[preset] = PASSIVE_PIN_PAIRS_BASE[base];
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}
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export type TraceState = ReturnType<typeof useSimulatorStore.getState>;
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export interface TraceResult {
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/** >=0 board pin (or a synthetic chip pin), -1 supply/GND pad, null unreached. */
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arduinoPin: number | null;
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/** True iff the trace passed through a BJT/MOSFET/op-amp/diode. */
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crossedActiveDevice: boolean;
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/** Id of the board the pin belongs to, when one was reached. */
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boardId?: string;
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}
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/** boardPinToNumber's answer for a supply / GND / reset pad. */
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const RAIL = -1;
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/** How many COMPONENTS the walk may cross. Same-node hops are free: they do
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* not leave the net, so a long strip cannot exhaust the budget. */
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const MAX_HOPS = 6;
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/** A REAL board pin. A synthetic chip pin is also >= 0 but is a much weaker
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* answer — treating the two alike is how a chip one hop away used to end the
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* search before a GPIO on the same net was ever looked at. */
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function isBoardPin(pin: number | null): pin is number {
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return pin !== null && pin >= 0 && pin < SYNTHETIC_CHIP_PIN_BASE;
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}
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const pinKey = (componentId: string, pinName: string) => `${componentId}\u0000${pinName}`;
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type WireLike = TraceState['wires'][number];
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type WireEnd = WireLike['start'];
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type ComponentLike = TraceState['components'][number];
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/**
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* Wires indexed by the pin they land on, built once per wires array.
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*
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* The walk asks this question once per pin per frame, and it now walks the
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* WHOLE node rather than a single chain, so the old `state.wires.filter(...)`
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* per frame turned a ground plane into an O(n^2) sweep — on a canvas where
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* every part traces every pin on every re-render. The index is keyed by the
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* array identity, so it is rebuilt exactly when the wires actually change.
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*/
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const wireIndexCache = new WeakMap<object, Map<string, WireLike[]>>();
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/** Components by id, rebuilt only when the components array changes. The walk
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* asks for a component on every pin of a node, and `Array.find` over a canvas
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* full of parts is what turned a shared ground rail into a hot loop. */
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const componentIndexCache = new WeakMap<object, Map<string, ComponentLike>>();
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function componentById(
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components: TraceState['components'],
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id: string,
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): ComponentLike | undefined {
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let index = componentIndexCache.get(components as unknown as object);
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if (!index) {
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index = new Map();
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for (const c of components) index.set(c.id, c);
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componentIndexCache.set(components as unknown as object, index);
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}
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return index.get(id);
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}
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/**
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* Wired holes per breadboard group, so continuing along a strip does not
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* re-scan every wire on the canvas for every hole it passes through.
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* Keyed by the wires array and invalidated when the components array changes
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* too, since the group key depends on each component's metadataId.
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*/
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const groupIndexCache = new WeakMap<
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object,
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{ components: object; groups: Map<string, string[]> }
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>();
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function groupHoles(
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state: TraceState,
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componentId: string,
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metadataId: string,
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groupKey: string,
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): string[] {
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const wiresRef = state.wires as unknown as object;
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const compsRef = state.components as unknown as object;
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let entry = groupIndexCache.get(wiresRef);
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if (!entry || entry.components !== compsRef) {
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const groups = new Map<string, string[]>();
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for (const w of state.wires) {
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for (const ep of [w.start, w.end]) {
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const comp = componentById(state.components, ep.componentId);
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if (!comp) continue;
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const g = breadboardGroupKey(comp.metadataId, ep.pinName);
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if (!g) continue;
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const k = `${ep.componentId}\u0000${g}`;
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const list = groups.get(k);
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if (!list) groups.set(k, [ep.pinName]);
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else if (!list.includes(ep.pinName)) list.push(ep.pinName);
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}
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}
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entry = { components: compsRef, groups };
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groupIndexCache.set(wiresRef, entry);
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}
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return entry.groups.get(`${componentId}\u0000${groupKey}`) ?? [];
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}
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function wiresAtPin(wires: TraceState['wires'], componentId: string, pinName: string): WireLike[] {
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let index = wireIndexCache.get(wires as unknown as object);
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if (!index) {
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index = new Map();
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for (const w of wires) {
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for (const ep of [w.start, w.end]) {
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const k = `${ep.componentId}\u0000${ep.pinName}`;
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const list = index.get(k);
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if (list) list.push(w);
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else index.set(k, [w]);
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}
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}
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wireIndexCache.set(wires as unknown as object, index);
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}
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return index.get(`${componentId}\u0000${pinName}`) ?? [];
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}
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/**
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* Resolve a component pad through a SEATED board rather than a wire.
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*
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* Sockets are a real electrical connection with nothing to draw: the board's
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* pads sit on the component's pads. `boardSocket` (read off the element, the
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* rule-6a way) says the component is a socket; isBoardSeated says a board is
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* actually in it; and the shared pad NAME is the contract that makes the two
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* grids one net — which is exactly why a socket's pinInfo uses the board's own
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* names. Returns null for anything that is not a seated socket pad.
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*/
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function traceThroughSocket(
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state: TraceState,
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componentId: string,
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pinName: string,
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): { pin: number; boardId: string } | null {
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if (typeof document === 'undefined') return null;
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const el = document.getElementById(componentId) as
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| (HTMLElement & { boardSocket?: { anchorPin: string; accepts: string[] } })
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| null;
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const sock = el?.boardSocket;
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if (!sock || !Array.isArray(sock.accepts)) return null;
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for (const b of state.boards) {
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if (!sock.accepts.some((prefix) => b.boardKind.startsWith(prefix))) continue;
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if (!isBoardSeated(b.id, b.boardKind, b.x, b.y, state.components)) continue;
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const pin = boardPinToNumber(b.boardKind, pinName);
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if (pin !== null) return { pin, boardId: b.id };
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}
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return null;
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}
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/**
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* A NET is a set of pins, not a path through them.
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*
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* That sentence is the whole fix. The walk used to follow one chain of wires
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* and answer with the first thing it bumped into, so the answer depended on
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* which wire the user drew first, and a pin one wire away from the MCU was
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* invisible if some other branch reached a rail sooner. What a net is:
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*
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* NODE — every pin joined without crossing a component: the wires between
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* them, and the holes of one breadboard strip. Same electrical
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* point, so the walk collects the whole set before judging it.
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* HOP — crossing a 2-terminal passive to its far pin lands on a DIFFERENT
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* node, one step further from the start, and costs one of MAX_HOPS.
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*
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* With the node in hand the answer is a property of the set, in this order:
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*
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* 1. a driven board pin ON this node — a real GPIO, wins outright;
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* 2. a supply/GND pad on this node: the node IS the rail, and the walk stops
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* there. It must never continue out the far side, or a cathode on the
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* ground plane would resolve to whatever GPIO a button's pull-down hangs
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* off — the plane joins them, the signal does not;
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* 3. a driven pin one or more HOPS away — this is what makes a level-shifted
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* sensor work: the walk crosses the divider's top resistor and finds the
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* MCU on the tap;
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* 4. a rail one or more hops away (a pull-up, the divider's low leg) — real,
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* but weaker than any driven pin anywhere;
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* 5. a custom-chip pin: the net-canonical key when several chips share the
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* net (the chip bus), else the neighbour's own synthetic pin.
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*
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* `crossedActiveDevice` reports whether a hop went through a BJT / MOSFET /
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* op-amp / diode, which is what makes the resolver pick its SPICE-resolved
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* flavour over the digital fast path.
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*/
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export function traceDetailed(
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state: TraceState,
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fromId: string,
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fromPin: string,
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depth: number,
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activeSeen = false,
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visited?: Map<string, number>,
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): TraceResult {
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// The ROOT call is the only one allowed to mint a chip-net / own-chip-pin
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// fallback (see rule 5) — the guard `depth === 0` used to give that, and
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// no longer can now that a node is collected rather than walked.
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const isRoot = visited === undefined;
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// Visits are recorded WITH their depth: a node first reached deep, where the
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// hop budget cut its continuations short, must still be walkable when a
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// shorter route arrives later.
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const seen = visited ?? new Map<string, number>();
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const selfKey = pinKey(fromId, fromPin);
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const seenAt = seen.get(selfKey);
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if (seenAt !== undefined && seenAt <= depth) {
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return { arduinoPin: null, crossedActiveDevice: activeSeen };
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}
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if (depth > MAX_HOPS) return { arduinoPin: null, crossedActiveDevice: activeSeen };
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const node = collectNode(state, fromId, fromPin, seen, depth);
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// ── Rules 1 and 2: the pads on this node ─────────────────────────────────
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if (node.drivenHit) return { ...node.drivenHit, crossedActiveDevice: activeSeen };
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if (node.boardHits.length) {
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return { ...node.boardHits[0], crossedActiveDevice: activeSeen };
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}
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// ── Rules 3 and 4: across the passives sitting on this node ──────────────
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let crossedRail: TraceResult | null = null;
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let chipHit: TraceResult | null = null;
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for (const p of node.pins) {
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const pair = p.comp && PASSIVE_PIN_PAIRS[p.comp.metadataId];
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if (!pair || !p.comp) continue;
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const farPin = p.pinName === pair[0] ? pair[1] : pair[0];
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const nowActive = activeSeen || isActiveDevice(p.comp.metadataId);
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const across = traceDetailed(state, p.comp.id, farPin, depth + 1, nowActive, seen);
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if (isBoardPin(across.arduinoPin)) return across;
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if (across.arduinoPin === RAIL) crossedRail ??= across;
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else if (across.arduinoPin !== null) chipHit ??= across;
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}
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if (crossedRail) return crossedRail;
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// ── Rule 5: chips ────────────────────────────────────────────────────────
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// Multi-chip digital bus (chipbus flag, Phase 0 of project/multichip-bus/):
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// when this net has two or more chip endpoints and no board pin, collapse
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// every endpoint onto ONE net-canonical synthetic key so a write on one chip
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// is visible to another through the synchronous PinManager fan-out (fixes
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// root cause A: per-endpoint keys never matching). resolveChipNetKey returns
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// null when the flag is off, when a board owns the net, or when there is a
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// single chip endpoint. It must be asked BEFORE the per-endpoint fallback
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// below, and only at the root: a nested frame answering with its own
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// neighbour's key is exactly how the two chips stopped sharing one key.
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if (isRoot) {
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const netKey = resolveChipNetKey(state, fromId, fromPin);
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if (netKey !== null) return { arduinoPin: netKey, crossedActiveDevice: activeSeen };
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}
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if (node.chipPin) {
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return {
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arduinoPin: syntheticChipPin(node.chipPin.id, node.chipPin.pin),
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crossedActiveDevice: activeSeen,
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};
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}
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if (chipHit) return chipHit;
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if (isRoot && componentById(state.components, fromId)?.metadataId === 'custom-chip') {
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return { arduinoPin: syntheticChipPin(fromId, fromPin), crossedActiveDevice: activeSeen };
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}
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return { arduinoPin: null, crossedActiveDevice: activeSeen };
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}
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/** Every pin joined to (fromId, fromPin) without crossing a component. */
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interface NodeInfo {
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/** Component pins on the node, with their component when it is one. */
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pins: Array<{ componentId: string; pinName: string; comp: ComponentLike | undefined }>;
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/** The first DRIVEN pad found. Collection stops there: rule 1 wins outright,
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* so the rest of the node cannot change the answer. */
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drivenHit: TraceResult | null;
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/** Board pads the node lands on, driven or rail, in no particular order. */
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boardHits: TraceResult[];
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/** A custom-chip pin on the node, if any (rule 5's per-endpoint fallback). */
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chipPin: { id: string; pin: string } | null;
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}
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function collectNode(
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state: TraceState,
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fromId: string,
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fromPin: string,
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seen: Map<string, number>,
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depth: number,
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): NodeInfo {
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const pins: NodeInfo['pins'] = [];
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const boardHits: TraceResult[] = [];
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let drivenHit: TraceResult | null = null;
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let chipPin: NodeInfo['chipPin'] = null;
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const local = new Set<string>();
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const queue: Array<{ componentId: string; pinName: string }> = [
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{ componentId: fromId, pinName: fromPin },
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];
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while (queue.length) {
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const cur = queue.pop()!;
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const key = pinKey(cur.componentId, cur.pinName);
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if (local.has(key)) continue;
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local.add(key);
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// The whole node is now "visited at this depth": a later branch arriving
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// from further away has nothing new to learn here, while a SHORTER route
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// still may (see the depth compare in traceDetailed).
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const prev = seen.get(key);
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if (prev === undefined || prev > depth) seen.set(key, depth);
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const comp = componentById(state.components, cur.componentId);
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pins.push({ ...cur, comp });
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// A board SEATED on a socket component is connected without any wire —
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// that is what seating means, and it is how the hardware ships: a XIAO
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// pushed into a shield's header, a Pi HAT dropped onto the 40-pin. The
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// shared pad NAME is the contract, which is why a socket's pinInfo uses
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// the board's own names.
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const socket = traceThroughSocket(state, cur.componentId, cur.pinName);
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if (socket) {
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const hit = { arduinoPin: socket.pin, crossedActiveDevice: false, boardId: socket.boardId };
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if (isBoardPin(socket.pin)) return { pins, boardHits, drivenHit: hit, chipPin };
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boardHits.push(hit);
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}
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// Breadboards join N holes per internal group (5-hole strip / power rail):
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// one node, no component in between. Continue from every OTHER wired hole
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// of the same group — including the arrival hole itself, since two wires
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// may legitimately share one hole (a seated pin plus a jumper landing in
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// that same hole, which is how the agent bridges strips).
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const group = comp && breadboardGroupKey(comp.metadataId, cur.pinName);
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if (group && comp) {
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for (const hole of groupHoles(state, comp.id, comp.metadataId, group)) {
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if (!local.has(pinKey(comp.id, hole))) {
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queue.push({ componentId: comp.id, pinName: hole });
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}
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}
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}
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for (const w of wiresAtPin(state.wires, cur.componentId, cur.pinName)) {
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const selfEp =
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w.start.componentId === cur.componentId && w.start.pinName === cur.pinName
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? w.start
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: w.end;
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const otherEp = selfEp === w.start ? w.end : w.start;
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// A board endpoint is recognised by the LIVE boards list first.
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// `isBoardComponent` matches static id prefixes ('arduino-uno', …), which
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// only covers the default board — every board added at runtime (the agent
|
||
// mints UUID ids) failed the check, so tracing treated it as an unknown
|
||
// component and returned null. Symptom: an ESP32 clock whose QEMU was
|
||
// emitting hundreds of GPIO edges/second at a display that stayed dark,
|
||
// because no resolver ever attached.
|
||
const boardEp = state.boards.find((b) => b.id === otherEp.componentId);
|
||
if (boardEp || isBoardComponent(otherEp.componentId)) {
|
||
const boardKind = boardEp?.boardKind ?? otherEp.componentId;
|
||
const pin = boardPinToNumber(boardKind, otherEp.pinName);
|
||
// The board id travels with the pin: a QEMU-Linux board has no MCU
|
||
// simulator, so an input part needs to know WHICH board's bridge to
|
||
// push the level into (see the pi-aware simulator in DynamicComponent).
|
||
if (pin !== null) {
|
||
const hit = {
|
||
arduinoPin: pin,
|
||
crossedActiveDevice: false,
|
||
boardId: boardEp?.id ?? otherEp.componentId,
|
||
};
|
||
// A driven pad ends the search for this node — and, on a big shared
|
||
// rail, ends a walk of every leg hanging off it.
|
||
if (isBoardPin(pin)) return { pins, boardHits, drivenHit: hit, chipPin };
|
||
boardHits.push(hit);
|
||
}
|
||
continue;
|
||
}
|
||
const otherComp = componentById(state.components, otherEp.componentId);
|
||
if (!chipPin && otherComp?.metadataId === 'custom-chip') {
|
||
chipPin = { id: otherEp.componentId, pin: otherEp.pinName };
|
||
}
|
||
if (!local.has(pinKey(otherEp.componentId, otherEp.pinName))) {
|
||
queue.push({ componentId: otherEp.componentId, pinName: otherEp.pinName });
|
||
}
|
||
}
|
||
}
|
||
return { pins, boardHits, drivenHit, chipPin };
|
||
}
|
||
|
||
/**
|
||
* The board GPIO owning this component pin, or null when the walk reached a
|
||
* supply pad, a custom-chip net, or nothing at all. This is the shape a caller
|
||
* that wants to talk to REAL hardware wants: a rail and a synthetic chip pin
|
||
* are both "not a GPIO on this board".
|
||
*/
|
||
export function traceBoardGpio(
|
||
state: TraceState,
|
||
componentId: string,
|
||
pinName: string,
|
||
boardId?: string,
|
||
): number | null {
|
||
const hit = traceDetailed(state, componentId, pinName, 0);
|
||
if (hit.arduinoPin === null) return null;
|
||
if (hit.arduinoPin < 0 || hit.arduinoPin >= SYNTHETIC_CHIP_PIN_BASE) return null;
|
||
if (boardId !== undefined && hit.boardId !== undefined && hit.boardId !== boardId) return null;
|
||
return hit.arduinoPin;
|
||
}
|