fix for a potential endless loop in palette blending
this bug is hard to trigger - when a palette transition is in progress and the main loop gets delayed (wifi connect, saving large preset files) then a calculation in setCurrentPalette() could overflow leading to an infinite loop.
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@@ -487,7 +487,7 @@ void Segment::setCurrentPalette() {
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// there are about 255 blend passes of 48 "blends" to completely blend two palettes (in _dur time)
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// minimum blend time is 100ms maximum is 65535ms
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unsigned long timeMS = millis() - _t->_start;
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uint16_t noOfBlends = (255U * timeMS / _t->_dur) - _t->_prevPaletteBlends;
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uint16_t noOfBlends = min(64UL, (255U * timeMS / _t->_dur) - _t->_prevPaletteBlends); // WLEDMM limit to 64 blends at once, prevent rollover
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for (unsigned i = 0; i < noOfBlends; i++, _t->_prevPaletteBlends++) nblendPaletteTowardPalette(_t->_palT, _currentPalette, 48);
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_currentPalette = _t->_palT; // copy transitioning/temporary palette
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}
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