[binary_sensor] Reduce flash: un-inline send_state_internal, optimize set_new_state

Move send_state_internal back to .cpp to avoid duplicating it at each
call site (publish_state and Filter::output).

Optimize set_new_state to compare has_state + value directly instead
of constructing optional<T> on stack for the comparison. Optionals
are only constructed in the changed path for callbacks that need them.
This commit is contained in:
J. Nick Koston
2026-03-22 16:11:06 -10:00
parent fc1186895c
commit db3cfaa3fc
3 changed files with 20 additions and 13 deletions
@@ -32,6 +32,7 @@ void BinarySensor::publish_initial_state(bool new_state) {
this->invalidate_state();
this->publish_state(new_state);
}
void BinarySensor::send_state_internal(bool new_state) { this->set_new_state(new_state); }
bool BinarySensor::set_new_state(const optional<bool> &new_state) {
if (StatefulEntityBase::set_new_state(new_state)) {
@@ -57,7 +57,7 @@ class BinarySensor : public StatefulEntityBase<bool> {
// ========== INTERNAL METHODS ==========
// (In most use cases you won't need these)
void send_state_internal(bool new_state) { this->set_new_state(new_state); }
void send_state_internal(bool new_state);
/// Return whether this binary sensor has outputted a state.
virtual bool is_status_binary_sensor() const;
+18 -12
View File
@@ -343,19 +343,25 @@ template<typename T> class StatefulEntityBase : public EntityBase {
* Returns true if the state actually changed, false if it was the same.
*/
virtual bool set_new_state(const optional<T> &new_state) {
optional<T> old_state = this->has_state() ? optional<T>(this->get_state()) : nullopt;
if (old_state != new_state) {
this->full_state_callbacks_.call(old_state, new_state);
auto had_state = this->has_state();
this->set_has_state(new_state.has_value());
if (new_state.has_value()) {
this->set_state_value_(new_state.value());
if (this->get_trigger_on_initial_state() || had_state)
this->state_callbacks_.call(new_state.value());
}
return true;
// Compare without constructing optional — avoid unnecessary codegen
bool had_state = this->has_state();
if (new_state.has_value()) {
if (had_state && this->get_state() == new_state.value())
return false; // same value, no change
} else {
if (!had_state)
return false; // already invalidated, no change
}
return false;
// State changed — construct optionals only for callbacks that need them
optional<T> old_state = had_state ? optional<T>(this->get_state()) : nullopt;
this->full_state_callbacks_.call(old_state, new_state);
this->set_has_state(new_state.has_value());
if (new_state.has_value()) {
this->set_state_value_(new_state.value());
if (this->get_trigger_on_initial_state() || had_state)
this->state_callbacks_.call(new_state.value());
}
return true;
}
/// Subclasses implement this to store the actual value into their own storage.
virtual void set_state_value_(const T &value) = 0;