1 from libtuer import ThreadFunction, logger, fire_and_forget
2 from actor import Actor
3 import os, random, time
5 # logger.{debug,info,warning,error,critical}
9 soundfiles = os.listdir(SOUNDS_DIRECTORY+what)
10 except FileNotFoundError:
11 logger.error("StateMachine: Unable to list sound files in %s" % (SOUNDS_DIRECTORY+what))
13 soundfile = SOUNDS_DIRECTORY + what + '/' + random.choice(soundfiles)
14 fire_and_forget ([SOUNDS_PLAYER,soundfile], logger.error, "StateMachine: ")
17 # StateUnlocking constants
18 OPEN_REPEAT_TIMEOUT = 7
19 OPEN_REPEAT_NUMBER = 3
21 # StateLocking constants
22 CLOSE_REPEAT_TIMEOUT = 7
23 CLOSE_REPEAT_NUMBER = 3
25 # StateAboutToOpen constants
26 ABOUTOPEN_NERVLIST = [(5, lambda : play_sound("flipswitch")), (5, lambda:play_sound("flipswitch")), (0, lambda:logger.warning("Space open but switch not flipped for 10 seconds")),\
27 (10, lambda:play_sound("flipswitch")), (10, lambda:play_sound("flipswitch")), (0, lambda:logger.error("Space open but switch not flipped for 30 seconds")),\
28 (10, lambda:play_sound("flipswitch")), (10, lambda:play_sound("flipswitch")), (6, lambda:play_sound("flipswitch")), (4, lambda:logger.critical("Space open but switch not flipped for 60 seconds")),
29 (59*60, lambda:logger.critical("Space open but switch not flipped for one hour"))]
31 # Timeout we wait after the switch was switched to "Closed", until we assume nobody will open the door and we just lock it
32 # ALso the time we wait after the door was opend, till we assume something went wrong and start nerving
35 # play_sound constants
36 SOUNDS_DIRECTORY = "/opt/tuer/sounds/"
37 SOUNDS_PLAYER = "/usr/bin/mplayer"
41 # A little utility class used to run the nervlists. A nervlist is a list of (n, f) tuples where f() is run after n seconds.
42 # If f returns something, that's also returned by nerv.
43 def __init__(self, nervlist):
44 self.nervlist = list(nervlist)
45 self.last_event_time = time.time()
48 if len(self.nervlist):
49 (wait_time, f) = self.nervlist[0]
51 time_gone = now-self.last_event_time
52 # check if the first element is to be triggered
53 if time_gone >= wait_time:
54 self.nervlist = self.nervlist[1:] # "pop" the first element, but do not modify original list
55 self.last_event_time = now
60 # commands you can send
68 def __init__(self, state_machine, nervlist = None):
69 self.state_machine = state_machine
70 self._nerver = None if nervlist is None else Nerver(nervlist)
71 def handle_pins_event(self):
72 pass # one needn't implement this
73 def handle_buzz_event(self,arg): # this shouldn't be overwritten
74 self.actor().act(Actor.CMD_BUZZ)
75 arg("200 okay: buzz executed")
76 def handle_cmd_unlock_event(self,arg):
78 arg("412 Precondition Failed: The current state (%s) cannot handle the UNLOCK command. Try again later." % self.__class__.__name__)
79 def handle_wakeup_event(self):
80 if self._nerver is not None:
81 return self._nerver.nerv()
85 return self.state_machine.pins
87 return self.state_machine.old_pins
89 return self.state_machine.actor
90 def handle_event(self,ev,arg): # don't override
91 if ev == StateMachine.CMD_PINS:
92 return self.handle_pins_event()
93 elif ev == StateMachine.CMD_BUZZ:
94 return self.handle_buzz_event(arg)
95 elif ev == StateMachine.CMD_UNLOCK:
96 return self.handle_cmd_unlock_event(arg)
97 elif ev == StateMachine.CMD_WAKEUP:
98 return self.handle_wakeup_event()
100 raise Exception("Unknown command number: %d" % ev)
102 class AbstractLockedState(State):
103 '''A state with invariant "The space is locked", switching to StateAboutToOpen when the space becomes unlocked'''
104 def handle_pins_event(self):
105 if not self.pins().door_locked:
106 return StateAboutToOpen(self.state_machine)
107 return super().handle_pins_event
109 class AbstractUnlockedState(State):
110 '''A state with invariant "The space is unlocked", switching to StateZu when the space becomes locked'''
111 def handle_pins_event(self):
112 if self.pins().door_locked:
113 if self.pins().space_active:
114 # FIXME the same state can be reached by first locking the door, and then activating the space. What to do then?
115 logger.info("StateMachine: door manually locked, but space switch is still on - going to StateZu")
116 play_sound("manual_lock")
117 return StateZu(self.state_machine)
118 return super().handle_pins_event
120 class StateStart(State):
121 def handle_pins_event(self):
123 if not (pins.door_locked is None or pins.door_closed is None or pins.space_active is None or pins.bell_ringing is None):
124 # All sensors got a value, switch to a proper state
126 return StateMachine.StateZu(self.state_machine)
128 return StateMachine.StateAboutToOpen(self.state_machine)
129 return super().handle_pins_event()
131 class StateZu(AbstractLockedState):
132 def handle_cmd_unlock_event(self,callback):
133 return StateMachine.StateUnlocking(self.state_machine, callback)
135 class StateUnlocking(AbstractLockedState):
136 def __init__(self,sm,callback=None):
137 # construct a nervlist
138 nervlist = [(OPEN_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_UNLOCK)) for t in range(OPEN_REPEAT_NUMBER)]
139 nervlist += [(OPEN_REPEAT_TIMEOUT, self.could_not_open)]
140 super().__init__(sm,nervlist)
141 self.callbacks=[callback]
142 # TODO: can we send "202 processing: Trying to unlock the door" here? Are the callbacks multi-use?
143 self.actor().act(Actor.CMD_UNLOCK)
144 def notify(self, did_it_work):
145 s = "200 okay: door unlocked" if did_it_work else ("500 internal server error: Couldn't unlock door with %d tries à %f seconds" % (OPEN_REPEAT_NUMBER,OPEN_REPEAT_TIMEOUT))
146 for cb in self.callbacks:
150 self.notify(not self.pins().door_locked)
151 def handle_cmd_unlock_event(self,callback):
152 # TODO: 202 notification also here if possible
153 self.callbacks.append(callback)
154 def could_not_open(self):
155 logger.critical("StateMachine: Couldn't open door after %d tries. Going back to StateZu." % OPEN_REPEAT_NUMBER)
156 return StateMachine.StateZu(self.state_machine)
158 class AbstractStateWhereUnlockingIsRedundant(AbstractUnlockedState):
159 def handle_cmd_unlock_event(self, callback):
160 callback("299 redundant: Space seems to be already open. Still processing your request tough.")
161 logger.info("StateMachine: Received UNLOCK command in %s. This should not be necessary." % self.__class__.__name__)
162 self.actor().act(Actor.CMD_UNLOCK)
164 class StateAboutToOpen(AbstractStateWhereUnlockingIsRedundant):
165 def __init__(self, sm):
166 super().__init__(sm, ABOUTOPEN_NERVLIST)
167 def handle_pins_event(self):
169 if pins.space_active:
170 return StateMachine.StateAuf(self.state_machine)
171 return super().handle_pins_event()
173 class StateAuf(AbstractStateWhereUnlockingIsRedundant):
174 def __init__(self,sm):
175 nervlist = [(24*60*60, lambda: logger.critical("Space is now open for 24h. Is everything all right?"))]
176 super().__init__(sm, nervlist)
177 self.last_buzzed = None
178 def handle_pins_event(self):
180 if pins.bell_ringing and not self.old_pins().bell_ringing:
181 # someone just pressed the bell
182 logger.info("StateMachine: buzzing because of bell ringing in StateAuf")
183 self.actor().act(Actor.CMD_BUZZ)
184 if not pins.space_active:
185 logger.info("StateMachine: space switch turned off - starting leaving procedure")
186 return StateMachine.StateAboutToLeave(self.state_machine)
187 return super().handle_pins_event()
189 class StateLocking(AbstractUnlockedState):
190 def __init__(self,sm):
191 # construct a nervlist
192 nervlist = [(CLOSE_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_LOCK)) for t in range(CLOSE_REPEAT_NUMBER)]
193 nervlist += [(CLOSE_REPEAT_TIMEOUT, self.could_not_close)]
194 super().__init__(sm, nervlist)
195 if self.pins().door_closed: # this should always be true, but just to be sure...
196 self.actor().act(Actor.CMD_LOCK)
197 def handle_pins_event(self):
199 if not pins.door_closed:
200 # TODO play a sound? This shouldn't happen, door was opened while we are locking
201 logger.warning("StateMachine: door manually opened during locking")
202 return StateMachine.StateAboutToOpen(self.state_machine)
203 # TODO do anything here if the switch is activated now?
204 return super().handle_pins_event()
205 def handle_cmd_unlock_event(self,callback):
206 callback("409 conflict: The sphinx is currently trying to lock the door. Try again later.")
207 def could_not_close(self):
208 logger.critical("StateMachine: Couldn't close door after %d tries. Going back to StateAboutToOpen." % CLOSE_REPEAT_NUMBER)
209 return StateMachine.StateAboutToOpen(self.state_machine)
211 class StateAboutToLeave(AbstractUnlockedState):
212 def __init__(self, sm):
213 nervlist = [(LEAVE_TIMEOUT, lambda: StateMachine.StateLocking(self.state_machine))]
214 super().__init__(sm, nervlist)
215 def handle_pins_event(self):
216 if not self.pins().door_closed:
217 return StateMachine.StateLeaving(self.state_machine)
218 if self.pins().space_active:
219 return StateMachine.StateAuf(self.state_machine)
220 return super().handle_pins_event()
222 class StateLeaving(AbstractUnlockedState):
223 def __init__(self, sm):
224 nervlist = [(LEAVE_TIMEOUT, lambda: StateMachine.StateAboutToOpen(self.state_machine))]
225 super().__init__(sm, nervlist)
226 def handle_pins_event(self):
227 if self.pins().door_closed:
228 return StateMachine.StateLocking(self.state_machine)
229 if self.pins().space_active:
230 return StateMachine.StateAuf(self.state_machine)
231 return super().handle_pins_event()
233 def __init__(self, actor):
235 self.callback = ThreadFunction(self._callback, name="StateMachine")
236 self.current_state = StateMachine.StateStart(self)
243 def _callback(self, cmd, arg=None):
245 if cmd == StateMachine.CMD_PINS:
248 newstate = self.current_state.handle_event(cmd,arg) # returns None or an instance of the new state
249 self.old_pins = self.pins
250 while newstate is not None:
251 self.current_state.on_leave()
252 logger.debug("StateMachine: Doing state transition %s -> %s" % (self.current_state.__class__.__name__, newstate.__class__.__name__))
253 self.current_state = newstate
254 newstate = self.current_state.handle_event(StateMachine.CMD_PINS, self.pins)