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"))]
31 # time that must pass between two bell_ringing events to buzz the door again (seconds)
32 AUF_BELLBUZZ_REPEAT_TIME = 2
34 # Timeout we wait after the switch was switched to "Closed", until we assume nobody will open the door and we just lock it
35 # ALso the time we wait after the door was opend, till we assume something went wrong and start nerving
38 # play_sound constants
39 SOUNDS_DIRECTORY = "/opt/tuer/sounds/"
40 SOUNDS_PLAYER = "/usr/bin/mplayer"
44 # 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.
45 # If f returns something, that's also returned by nerv.
46 def __init__(self, nervlist):
47 self.nervlist = list(nervlist)
48 self.last_event_time = time.time()
51 if len(self.nervlist):
52 (wait_time, f) = self.nervlist[0]
54 time_gone = now-self.last_event_time
55 # check if the first element is to be triggered
56 if time_gone >= wait_time:
57 self.nervlist = self.nervlist[1:] # "pop" the first element, but do not modify original list
58 self.last_event_time = now
63 # commands you can send
71 def __init__(self, state_machine, nervlist = None):
72 self.state_machine = state_machine
73 self._nerver = None if nervlist is None else Nerver(nervlist)
74 def handle_pins_event(self):
75 pass # one needn't implement this
76 def handle_buzz_event(self,arg): # this shouldn't be overwritten
77 self.actor().act(Actor.CMD_BUZZ)
78 arg("200 okay: buzz executed")
79 def handle_cmd_unlock_event(self,arg):
81 arg("412 Precondition Failed: The current state (%s) cannot handle the OPEN event" % self.__class__.__name__)
82 def handle_wakeup_event(self):
83 if self._nerver is not None:
84 return self._nerver.nerv()
86 return self.state_machine.pins
88 return self.state_machine.actor
89 def handle_event(self,ev,arg): # don't override
90 if ev == StateMachine.CMD_PINS:
91 return self.handle_pins_event()
92 elif ev == StateMachine.CMD_BUZZ:
93 return self.handle_buzz_event(arg)
94 elif ev == StateMachine.CMD_UNLOCK:
95 return self.handle_cmd_unlock_event(arg)
96 elif ev == StateMachine.CMD_WAKEUP:
97 return self.handle_wakeup_event()
99 raise Exception("Unknown command number: %d" % ev)
101 class StateStart(State):
102 def handle_pins_event(self):
103 super().handle_pins_event()
105 if pins.door_locked is None or pins.door_closed is None or pins.space_dactive is None or pins.bell_ringing is None:
106 return None # wait till we have all sensors non-None
108 return StateMachine.StateZu(self.state_machine)
110 return StateMachine.StateAuf(self.state_machine)
112 class StateZu(State):
113 def handle_pins_event(self):
114 super().handle_pins_event()
116 if not pins.door_locked:
117 return StateMachine.StateAboutToOpen(self.state_machine)
118 def handle_cmd_unlock_event(self,callback):
119 # intentionally not calling super() implementation
120 return StateMachine.StateUnlocking(self.state_machine, callback)
122 class StateUnlocking(State):
123 def __init__(self,sm,callback=None):
124 # construct a nervlist
125 nervlist = [(OPEN_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_UNLOCK)) for t in range(OPEN_REPEAT_NUMBER)]
126 nervlist += [(OPEN_REPEAT_TIMEOUT, self.could_not_open)]
127 super().__init__(sm,nervlist)
128 self.callbacks=[callback]
129 # TODO: can we send "202 processing: Trying to open the door" here? Are the callbacks multi-use?
130 self.actor().act(Actor.CMD_UNLOCK)
131 def notify(self, did_it_work):
132 s = "200 okay: door open" if did_it_work else ("500 internal server error: Couldn't open door with %d tries à %f seconds" % (OPEN_REPEAT_NUMBER,OPEN_REPEAT_TIMEOUT))
133 for cb in self.callbacks:
136 def handle_pins_event(self):
137 super().handle_pins_event()
139 if not pins.door_locked:
141 return StateMachine.StateAboutToOpen(self.state_machine)
142 def handle_cmd_unlock_event(self,callback):
143 # intentionally not calling super() implementation
144 # TODO: 202 notification also here if possible
145 self.callbacks.append(callback)
146 def could_not_open(self):
147 logger.critical("Couldn't open door after %d tries. Going back to StateZu." % OPEN_REPEAT_NUMBER)
149 return StateMachine.StateZu(self.state_machine)
151 class AbstractStateWhereOpeningIsRedundant(State):
152 def handle_cmd_unlock_event(self, callback):
153 # intentionally not calling super() implementation
154 callback("299 redundant: Space seems to be already open. Still processing your request tough.")
155 logger.info("Received OPEN command in StateAboutToOpen. This should not be necessary.")
156 self.actor().act(Actor.CMD_UNLOCK)
158 class StateAboutToOpen(AbstractStateWhereOpeningIsRedundant):
159 def __init__(self, sm):
160 super().__init__(sm, ABOUTOPEN_NERVLIST)
161 def handle_pins_event(self):
162 super().handle_pins_event()
165 return StateMachine.StateZu(self.state_machine)
166 elif pins.space_active:
167 return StateMachine.StateAuf(self.state_machine)
169 class StateAuf(AbstractStateWhereOpeningIsRedundant):
170 def __init__(self,sm):
172 self.last_buzzed = None
173 def handle_pins_event(self):
174 super().handle_pins_event()
176 if pins.bell_ringing:
177 # TODO: use old_pins instead of a timer
179 if self.last_buzzed is None or now-self.last_buzzed < AUF_BELLBUZZ_REPEAT_TIME:
180 logger.info("buzzing because of bell ringing in state auf")
181 self.actor().act(Actor.CMD_BUZZ)
182 self.last_buzzed = now
183 if not pins.space_active:
184 logger.info("space switch off - starting leaving procedure")
185 return StateMachine.StateAboutToLeave(self.state_machine)
187 logger.info("door manually locked, but space switch on - going to StateZu")
188 play_sound("manual_lock")
189 return StateMachine.StateZu(self.state_machine)
191 class StateLocking(State):
192 # TODO: share code with StateUnlocking
193 def __init__(self,sm):
194 # construct a nervlist
195 nervlist = [(CLOSE_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_LOCK)) for t in range(CLOSE_REPEAT_NUMBER)]
196 nervlist += [(CLOSE_REPEAT_TIMEOUT, self.could_not_close)]
197 super().__init__(sm, nervlist)
198 if self.pins().door_closed: # this should always be true, but just to be sure...
199 self.actor().act(Actor.CMD_LOCK)
200 def handle_pins_event(self):
202 if not pins.door_closed:
203 # TODO play a sound? This shouldn't happen, door was opened while we are locking
204 logger.warning("door manually opened during locking")
205 return StateMachine.StateAboutToOpen(self.state_machine)
207 return StateMachine.StateZu(self.state_machine)
208 def handle_cmd_unlock_event(self,callback):
209 callback("409 conflict: The server is currently trying to lock the door. Try again later.")
210 def could_not_close(self):
211 logger.critical("Couldn't close door after %d tries. Going back to StateAboutToOpen." % CLOSE_REPEAT_NUMBER)
212 return StateMachine.StateAboutToOpen(self.state_machine)
214 class StateAboutToLeave(State):
215 def __init__(self, sm):
216 nervlist = [(LEAVE_TIMEOUT, lambda: StateMachine.StateLocking(self.state_machine))]
217 super().__init__(sm, nervlist)
218 def handle_pins_event(self):
219 if not self.pins().door_closed:
220 return StateMachine.StateLeaving(self.state_machine)
221 if self.pins().door_locked:
222 return StateMachine.StateZu(self.state_machine)
223 if self.pins().space_active:
224 return StateMachine.StateAuf(self.state_machine)
226 class StateLeaving(State):
227 def __init__(self, sm):
228 nervlist = [(LEAVE_TIMEOUT, lambda: StateMachine.StateAboutToOpen(self.state_machine))]
229 super().__init__(sm, nervlist)
230 def handle_pins_event(self):
231 if self.pins().door_closed:
232 return StateMachine.StateLocking(self.state_machine)
233 if self.pins().door_locked:
234 return StateMachine.StateZu(self.state_machine)
235 if self.pins().space_active:
236 return StateMachine.StateAuf(self.state_machine)
238 def __init__(self, actor):
240 self.callback = ThreadFunction(self._callback, name="StateMachine")
241 self.current_state = StateMachine.StateStart(self)
248 def _callback(self, cmd, arg=None):
250 if cmd == StateMachine.CMD_PINS:
253 newstate = self.current_state.handle_event(cmd,arg) # returns None or an instance of the new state
254 self.old_pins = self.pins
255 while newstate is not None:
256 logger.debug("StateMachine: new state = %s" % newstate.__class__.__name__)
257 self.current_state = newstate
258 newstate = self.current_state.handle_event(StateMachine.CMD_PINS, self.pins)