#include "FsfwFactory.h" #include #include #include #include #include #include #include #include /** * This function builds all system objects required for using * the FSFW. It is recommended to build all other required objects * in a function with an identical prototype, call this function in it and * then pass the function to the object manager so it builds all system * objects on software startup. * * All system objects are registered in the internal object manager * automatically. The objects should be added to tasks at a later stage, using * their objects IDs. * * This function also sets static framework IDs. * * Framework should be created first before creating mission system objects. * @ingroup init */ void Factory::produceFsfwObjects(void) { setStaticFrameworkObjectIds(); new EventManager(objects::EVENT_MANAGER); new HealthTable(objects::HEALTH_TABLE); new InternalErrorReporter(objects::INTERNAL_ERROR_REPORTER); } void Factory::setStaticFrameworkObjectIds() { PusServiceBase::PUS_DISTRIBUTOR = objects::NO_OBJECT; PusServiceBase::PACKET_DESTINATION = objects::NO_OBJECT; CommandingServiceBase::defaultPacketSource = objects::NO_OBJECT; CommandingServiceBase::defaultPacketDestination = objects::NO_OBJECT; DeviceHandlerBase::powerSwitcherId = objects::NO_OBJECT; DeviceHandlerBase::rawDataReceiverId = objects::PUS_SERVICE_2_DEVICE_ACCESS; DeviceHandlerFailureIsolation::powerConfirmationId = objects::NO_OBJECT; }