1 from libtuer import ThreadFunction, logger, fire_and_forget
2 from actor import Actor
3 import os, random, time, threading
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_cmd ([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 # StateFallback constants
26 FALLBACK_BLINK_SPEED = 0.5 # seconds
27 FALLBACK_LEAVE_DELAY_LOCK = 5 # seconds
29 # StateAboutToOpen constants
30 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")),\
31 (10, lambda:play_sound("flipswitch")), (10, lambda:play_sound("flipswitch")), (0, lambda:logger.error("Space open but switch not flipped for 30 seconds")),\
32 (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")),
33 (59*60, lambda:logger.critical("Space open but switch not flipped for one hour"))]
35 # Timeout we wait after the switch was switched to "Closed", until we assume nobody will open the door and we just lock it
36 # ALso the time we wait after the door was opend, till we assume something went wrong and start nerving
39 # play_sound constants
40 SOUNDS_DIRECTORY = "/opt/tuer/sounds/"
41 SOUNDS_PLAYER = "/usr/bin/mplayer"
45 # 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.
46 # If f returns something, that's also returned by nerv.
47 def __init__(self, nervlist):
48 self.nervlist = list(nervlist)
49 self.last_event_time = time.time()
52 if len(self.nervlist):
53 (wait_time, f) = self.nervlist[0]
55 time_gone = now-self.last_event_time
56 # check if the first element is to be triggered
57 if time_gone >= wait_time:
58 self.nervlist = self.nervlist[1:] # "pop" the first element, but do not modify original list
59 self.last_event_time = now
64 # commands you can send
72 def __init__(self, state_machine, nervlist = None):
73 self.state_machine = state_machine
74 self._nerver = None if nervlist is None else Nerver(nervlist)
75 def handle_pins_event(self):
76 pass # one needn't implement this
77 def handle_buzz_event(self,arg): # this shouldn't be overwritten
78 self.actor().act(Actor.CMD_BUZZ)
79 arg("200 okay: buzz executed")
80 def handle_cmd_unlock_event(self,arg):
82 arg("412 Precondition Failed: The current state (%s) cannot handle the UNLOCK command. Try again later." % self.__class__.__name__)
83 def handle_wakeup_event(self):
84 if self._nerver is not None:
85 return self._nerver.nerv()
89 return self.state_machine.pins
91 return self.state_machine.old_pins
93 return self.state_machine.actor
94 def handle_event(self,ev,arg): # don't override
95 if ev == StateMachine.CMD_PINS:
96 return self.handle_pins_event()
97 elif ev == StateMachine.CMD_BUZZ:
98 return self.handle_buzz_event(arg)
99 elif ev == StateMachine.CMD_UNLOCK:
100 return self.handle_cmd_unlock_event(arg)
101 elif ev == StateMachine.CMD_WAKEUP:
102 return self.handle_wakeup_event()
104 raise Exception("Unknown command number: %d" % ev)
106 class AbstractNonStartState(State):
107 def handle_pins_event(self):
108 if self.pins().door_locked != (not self.pins().space_active):
109 self.actor().act(Actor.CMD_RED_ON)
111 self.actor().act(Actor.CMD_RED_OFF)
112 return super().handle_pins_event()
114 class AbstractLockedState(AbstractNonStartState):
115 '''A state with invariant "The space is locked", switching to StateAboutToOpen when the space becomes unlocked'''
116 def __init__(self, sm, nervlist = None):
117 super().__init__(sm, nervlist)
118 self.actor().act(Actor.CMD_GREEN_OFF)
119 def handle_pins_event(self):
120 if not self.pins().door_locked:
121 logger.info("Door unlocked, space is about to open")
122 return StateMachine.StateAboutToOpen(self.state_machine)
123 return super().handle_pins_event()
125 class AbstractUnlockedState(AbstractNonStartState):
126 '''A state with invariant "The space is unlocked", switching to StateZu when the space becomes locked'''
127 def __init__(self, sm, nervlist = None):
128 super().__init__(sm, nervlist)
129 self.actor().act(Actor.CMD_GREEN_ON)
130 def handle_pins_event(self):
131 if self.pins().door_locked:
132 logger.info("Door locked, closing space")
133 if self.pins().space_active:
134 logger.warning("StateMachine: door manually locked, but space switch is still on - going to StateZu")
135 play_sound("manual_lock")
136 return StateMachine.StateZu(self.state_machine)
137 return super().handle_pins_event()
139 class StateStart(State):
140 def __init__(self, sm, nervlist = None, fallback=False):
141 super().__init__(self, sm, nervlist)
142 self.fallback = fallback
143 def handle_pins_event(self):
145 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):
147 logger.info("Going to StateFallback because running in fallback mode")
148 return StateMachine.StateFallback(self.state_machine)
150 logger.info("All sensors got a value, switching to a proper state: Space is closed")
151 return StateMachine.StateZu(self.state_machine)
153 logger.info("All sensors got a value, switching to a proper state: Space is (about to) open")
154 return StateMachine.StateAboutToOpen(self.state_machine)
155 return super().handle_pins_event()
157 class StateFallback(State):
158 def __init__(self, sm, nervlist = None):
159 super().__init__(self, sm, nervlist)
160 self._last_blink_time = time.time()
161 self._red_state = False
162 def handle_pins_event(self):
164 # buzz if open and bell rang
165 if pins.space_active and pins.bell_ringing and not self.old_pins().bell_ringing:
166 logger.info("StateFallback: Space switch on and door bell rung => buzzing")
167 self.actor().act(Actor.CMD_BUZZ)
168 # set green LED according to space switch
169 if pins.space_active:
170 self.actor().act(Actor.CMD_GREEN_ON)
172 self.actor().act(Actor.CMD_GREEN_OFF)
173 # primitive leaving procedure if space switch turned off
174 if not pins.space_active and self.old_pins().space_active:
175 def _close_after_time():
176 time.sleep(FALLBACK_LEAVE_DELAY_LOCK)
177 self.actor().act(Actor.CMD_LOCK)
178 fire_and_forget(_close_after_time)
179 # not calling superclass because we want to stay in fallback mode
180 def handle_wakeup_event(self):
183 if now - self._last_blink_time < FALLBACK_BLINK_SPEED:
185 self.actor().act(Actor.CMD_RED_OFF)
186 self._red_state = False
188 self.actor().act(Actor.CMD_RED_ON)
189 self._red_state = True
190 self._last_blink_time = now
191 def handle_cmd_unlock_event(self,arg):
193 arg("298 Fallback Okay: Trying to unlock the door. The System is in fallback mode, success information is not available.")
194 self.actor().act(Actor.CMD_UNLOCK)
196 class StateZu(AbstractLockedState):
197 def handle_cmd_unlock_event(self,callback):
198 return StateMachine.StateUnlocking(self.state_machine, callback)
199 def handle_pins_event(self):
200 if not self.old_pins().space_active and self.pins().space_active: # first thing to check: edge detection
201 logger.info("Space toggled to active while it was closed - unlocking the door")
202 return StateMachine.StateUnlocking(self.state_machine)
203 return super().handle_pins_event()
205 class StateUnlocking(AbstractLockedState):
206 def __init__(self,sm,callback=None):
207 # construct a nervlist
208 nervlist = [(OPEN_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_UNLOCK)) for t in range(OPEN_REPEAT_NUMBER)]
209 nervlist += [(OPEN_REPEAT_TIMEOUT, self.could_not_open)]
210 super().__init__(sm,nervlist)
211 self.callbacks=[callback]
212 # TODO: can we send "202 processing: Trying to unlock the door" here? Are the callbacks multi-use?
213 self.actor().act(Actor.CMD_UNLOCK)
214 def notify(self, did_it_work):
215 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))
216 for cb in self.callbacks:
220 self.notify(not self.pins().door_locked)
221 def handle_cmd_unlock_event(self,callback):
222 # TODO: 202 notification also here if possible
223 self.callbacks.append(callback)
224 def could_not_open(self):
225 logger.critical("StateMachine: Couldn't open door after %d tries. Going back to StateZu." % OPEN_REPEAT_NUMBER)
226 return StateMachine.StateZu(self.state_machine)
228 class AbstractStateWhereUnlockingIsRedundant(AbstractUnlockedState):
229 def handle_cmd_unlock_event(self, callback):
230 callback("299 redundant: Space seems to be already open. Still processing your request tough.")
231 logger.info("StateMachine: Received UNLOCK command in %s. This should not be necessary." % self.__class__.__name__)
232 self.actor().act(Actor.CMD_UNLOCK)
234 class StateAboutToOpen(AbstractStateWhereUnlockingIsRedundant):
235 def __init__(self, sm):
236 super().__init__(sm, ABOUTOPEN_NERVLIST)
237 def handle_pins_event(self):
239 if pins.space_active:
240 logger.info("Space activated, opening procedure completed")
241 return StateMachine.StateAuf(self.state_machine)
242 return super().handle_pins_event()
244 class StateAuf(AbstractStateWhereUnlockingIsRedundant):
245 def __init__(self,sm):
246 nervlist = [(24*60*60, lambda: logger.critical("Space is now open for 24h. Is everything all right?"))]
247 super().__init__(sm, nervlist)
248 self.last_buzzed = None
249 def handle_pins_event(self):
251 if pins.bell_ringing and not self.old_pins().bell_ringing: # first thing to check: edge detection
252 # someone just pressed the bell
253 logger.info("StateMachine: buzzing because of bell ringing in StateAuf")
254 self.actor().act(Actor.CMD_BUZZ)
255 if not pins.space_active:
256 logger.info("StateMachine: space switch turned off - starting leaving procedure")
257 return StateMachine.StateAboutToLeave(self.state_machine)
258 return super().handle_pins_event()
260 class StateLocking(AbstractUnlockedState):
261 def __init__(self,sm):
262 # construct a nervlist
263 nervlist = [(CLOSE_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_LOCK)) for t in range(CLOSE_REPEAT_NUMBER)]
264 nervlist += [(CLOSE_REPEAT_TIMEOUT, self.could_not_close)]
265 super().__init__(sm, nervlist)
266 if self.pins().door_closed: # this should always be true, but just to be sure...
267 self.actor().act(Actor.CMD_LOCK)
268 def handle_pins_event(self):
270 if not pins.door_closed:
271 # TODO play a sound? This shouldn't happen, door was opened while we are locking
272 logger.warning("StateMachine: door manually opened during locking")
273 return StateMachine.StateAboutToOpen(self.state_machine)
274 # TODO do anything here if the switch is activated now?
275 return super().handle_pins_event()
276 def handle_cmd_unlock_event(self,callback):
277 callback("409 conflict: The sphinx is currently trying to lock the door. Try again later.")
278 def could_not_close(self):
279 logger.critical("StateMachine: Couldn't close door after %d tries. Going back to StateAboutToOpen." % CLOSE_REPEAT_NUMBER)
280 return StateMachine.StateAboutToOpen(self.state_machine)
282 class StateAboutToLeave(AbstractUnlockedState):
283 def __init__(self, sm):
284 nervlist = [(LEAVE_TIMEOUT, lambda: StateMachine.StateLocking(self.state_machine))]
285 super().__init__(sm, nervlist)
286 def handle_pins_event(self):
287 if not self.pins().door_closed:
288 return StateMachine.StateLeaving(self.state_machine)
289 if self.pins().space_active:
290 logger.info("Space re-activated, cancelling leaving procedure")
291 return StateMachine.StateAuf(self.state_machine)
292 return super().handle_pins_event()
294 class StateLeaving(AbstractUnlockedState):
295 def __init__(self, sm):
296 nervlist = [(LEAVE_TIMEOUT, lambda: StateMachine.StateAboutToOpen(self.state_machine))]
297 super().__init__(sm, nervlist)
298 def handle_pins_event(self):
299 if self.pins().door_closed:
300 logger.info("The space was left, locking the door")
301 return StateMachine.StateLocking(self.state_machine)
302 if self.pins().space_active:
303 logger.info("Space re-activated, cancelling leaving procedure")
304 return StateMachine.StateAuf(self.state_machine)
305 return super().handle_pins_event()
307 def __init__(self, actor, fallback = False):
309 self.callback = ThreadFunction(self._callback, name="StateMachine")
310 self.current_state = StateMachine.StateStart(self, fallback)
317 def _callback(self, cmd, arg=None):
319 if cmd == StateMachine.CMD_PINS:
322 newstate = self.current_state.handle_event(cmd,arg) # returns None or an instance of the new state
323 self.old_pins = self.pins
324 while newstate is not None:
325 assert isinstance(newstate, StateMachine.State), "I should get a state"
326 self.current_state.on_leave()
327 logger.debug("StateMachine: Doing state transition %s -> %s" % (self.current_state.__class__.__name__, newstate.__class__.__name__))
328 self.current_state = newstate
329 newstate = self.current_state.handle_event(StateMachine.CMD_PINS, self.pins)