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 logger.info("Door unlocked, space is about to open")
107 return StateMachine.StateAboutToOpen(self.state_machine)
108 return super().handle_pins_event()
110 class AbstractUnlockedState(State):
111 '''A state with invariant "The space is unlocked", switching to StateZu when the space becomes locked'''
112 def handle_pins_event(self):
113 if self.pins().door_locked:
114 logger.info("Door locked, closing space")
115 if self.pins().space_active:
116 # FIXME the same state can be reached by first locking the door, and then activating the space. What to do then?
117 logger.warning("StateMachine: door manually locked, but space switch is still on - going to StateZu")
118 play_sound("manual_lock")
119 return StateMachine.StateZu(self.state_machine)
120 return super().handle_pins_event()
122 class StateStart(State):
123 def handle_pins_event(self):
125 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):
126 logger.info("All sensors got a value, switching to a proper state")
128 return StateMachine.StateZu(self.state_machine)
130 return StateMachine.StateAboutToOpen(self.state_machine)
131 return super().handle_pins_event()
133 class StateZu(AbstractLockedState):
134 def handle_cmd_unlock_event(self,callback):
135 return StateMachine.StateUnlocking(self.state_machine, callback)
137 class StateUnlocking(AbstractLockedState):
138 def __init__(self,sm,callback=None):
139 # construct a nervlist
140 nervlist = [(OPEN_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_UNLOCK)) for t in range(OPEN_REPEAT_NUMBER)]
141 nervlist += [(OPEN_REPEAT_TIMEOUT, self.could_not_open)]
142 super().__init__(sm,nervlist)
143 self.callbacks=[callback]
144 # TODO: can we send "202 processing: Trying to unlock the door" here? Are the callbacks multi-use?
145 self.actor().act(Actor.CMD_UNLOCK)
146 def notify(self, did_it_work):
147 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))
148 for cb in self.callbacks:
152 self.notify(not self.pins().door_locked)
153 def handle_cmd_unlock_event(self,callback):
154 # TODO: 202 notification also here if possible
155 self.callbacks.append(callback)
156 def could_not_open(self):
157 logger.critical("StateMachine: Couldn't open door after %d tries. Going back to StateZu." % OPEN_REPEAT_NUMBER)
158 return StateMachine.StateZu(self.state_machine)
160 class AbstractStateWhereUnlockingIsRedundant(AbstractUnlockedState):
161 def handle_cmd_unlock_event(self, callback):
162 callback("299 redundant: Space seems to be already open. Still processing your request tough.")
163 logger.info("StateMachine: Received UNLOCK command in %s. This should not be necessary." % self.__class__.__name__)
164 self.actor().act(Actor.CMD_UNLOCK)
166 class StateAboutToOpen(AbstractStateWhereUnlockingIsRedundant):
167 def __init__(self, sm):
168 super().__init__(sm, ABOUTOPEN_NERVLIST)
169 def handle_pins_event(self):
171 if pins.space_active:
172 logger.info("Space activated, opening procedure completed")
173 return StateMachine.StateAuf(self.state_machine)
174 return super().handle_pins_event()
176 class StateAuf(AbstractStateWhereUnlockingIsRedundant):
177 def __init__(self,sm):
178 nervlist = [(24*60*60, lambda: logger.critical("Space is now open for 24h. Is everything all right?"))]
179 super().__init__(sm, nervlist)
180 self.last_buzzed = None
181 def handle_pins_event(self):
183 if pins.bell_ringing and not self.old_pins().bell_ringing:
184 # someone just pressed the bell
185 logger.info("StateMachine: buzzing because of bell ringing in StateAuf")
186 self.actor().act(Actor.CMD_BUZZ)
187 if not pins.space_active:
188 logger.info("StateMachine: space switch turned off - starting leaving procedure")
189 return StateMachine.StateAboutToLeave(self.state_machine)
190 return super().handle_pins_event()
192 class StateLocking(AbstractUnlockedState):
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("StateMachine: door manually opened during locking")
205 return StateMachine.StateAboutToOpen(self.state_machine)
206 # TODO do anything here if the switch is activated now?
207 return super().handle_pins_event()
208 def handle_cmd_unlock_event(self,callback):
209 callback("409 conflict: The sphinx is currently trying to lock the door. Try again later.")
210 def could_not_close(self):
211 logger.critical("StateMachine: Couldn't close door after %d tries. Going back to StateAboutToOpen." % CLOSE_REPEAT_NUMBER)
212 return StateMachine.StateAboutToOpen(self.state_machine)
214 class StateAboutToLeave(AbstractUnlockedState):
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().space_active:
222 logger.info("Space re-activated, cancelling leaving procedure")
223 return StateMachine.StateAuf(self.state_machine)
224 return super().handle_pins_event()
226 class StateLeaving(AbstractUnlockedState):
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 logger.info("The space was left, locking the door")
233 return StateMachine.StateLocking(self.state_machine)
234 if self.pins().space_active:
235 logger.info("Space re-activated, cancelling leaving procedure")
236 return StateMachine.StateAuf(self.state_machine)
237 return super().handle_pins_event()
239 def __init__(self, actor):
241 self.callback = ThreadFunction(self._callback, name="StateMachine")
242 self.current_state = StateMachine.StateStart(self)
249 def _callback(self, cmd, arg=None):
251 if cmd == StateMachine.CMD_PINS:
254 newstate = self.current_state.handle_event(cmd,arg) # returns None or an instance of the new state
255 self.old_pins = self.pins
256 while newstate is not None:
257 assert isinstance(newstate, StateMachine.State), "I should get a state"
258 self.current_state.on_leave()
259 logger.debug("StateMachine: Doing state transition %s -> %s" % (self.current_state.__class__.__name__, newstate.__class__.__name__))
260 self.current_state = newstate
261 newstate = self.current_state.handle_event(StateMachine.CMD_PINS, self.pins)