1 8from libtuer import ThreadFunction, logger, fire_and_forget
2 from actor import Actor
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 = 8
19 OPEN_REPEAT_NUMBER = 3
21 # StateLocking constants
22 CLOSE_REPEAT_TIMEOUT = 8
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 (time, f) = self.nervlist[0]
54 time_gone = now-self.last_event_time
55 # check if the first element is to be triggered
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
91 self.handle_pins_event()
93 self.handle_buzz_event(arg)
94 elif arg is CMD_UNLOCK:
95 self.handle_cmd_unlock_event(arg)
96 elif arg is CMD_WAKEUP:
97 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()
104 thepins = self.pins()
108 if thepins.door_locked:
109 return StateZu(self.state_machine)
111 return StateAuf(self.state_machine)
113 class StateZu(State):
114 def handle_pins_event(self):
115 super().handle_pins_event()
117 if not pins.door_locked:
118 return StateAboutToOpen(self.state_machine)
119 def handle_cmd_unlock_event(self,callback):
120 # intentionally not calling super() implementation
121 return StateUnlocking(self.state_machine, callback)
123 class StateUnlocking(State):
124 def __init__(self,sm,callback=None):
125 # construct a nervlist
126 nervlist = [(OPEN_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_UNLOCK)) for t in xrange(OPEN_REPEAT_NUMBER)]
127 nervlist += [(OPEN_REPEAT_TIMEOUT, self.could_not_open)]
128 super().__init__(sm,nervlist)
129 self.callbacks=[callback]
130 # TODO: can we send "202 processing: Trying to open the door" here? Are the callbacks multi-use?
131 self.actor().act(Actor.CMD_UNLOCK)
132 def notify(self, did_it_work):
133 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))
134 for cb in self.callbacks:
137 def handle_pins_event(self):
138 super().handle_pins_event()
140 if not pins.door_locked:
142 return StateAboutToOpen(self.state_machine)
143 def handle_cmd_unlock_event(self,callback):
144 # intentionally not calling super() implementation
145 # TODO: 202 notification also here if possible
146 self.callbacks.append(callback)
147 def could_not_open(self):
148 logger.critical("Couldn't open door after %d tries. Going back to StateZu." % OPEN_REPEAT_NUMBER)
150 return StateZu(self.state_machine)
152 class AbstractStateWhereOpeningIsRedundant(State):
153 def handle_cmd_unlock_event(self, callback):
154 # intentionally not calling super() implementation
155 callback("299 redundant: Space seems to be already open. Still processing your request tough.")
156 logger.info("Received OPEN command in StateAboutToOpen. This should not be necessary.")
157 self.actor().act(Actor.CMD_UNLOCK)
159 class StateAboutToOpen(AbstractStateWhereOpeningIsRedundant):
160 def __init__(self, sm):
161 super().__init__(sm, ABOUTOPEN_NERVLIST)
162 def handle_pins_event(self):
163 super().handle_pins_event()
166 return StateZu(self.state_machine)
167 elif pins.space_active:
168 return StateAuf(self.state_machine)
170 class StateAuf(AbstractStateWhereOpeningIsRedundant):
171 def __init__(self,sm):
173 self.last_buzzed = None
174 def handle_pins_event(self):
175 super().handle_pins_event()
177 if pins.bell_ringing:
178 # TODO: use old_pins instead of a timer
180 if self.last_buzzed is None or now-self.last_buzzed < AUF_BELLBUZZ_REPEAT_TIME:
181 logger.info("buzzing because of bell ringing in state auf")
182 self.actor().act(Actor.CMD_BUZZ)
183 self.last_buzzed = now
184 if not pins.space_active:
185 logger.info("space switch off - starting leaving procedure")
186 return StateAboutToLeave(self.state_machine)
188 logger.info("door manually locked, but space switch on - going to StateZu")
189 play_sound("manual_lock")
190 return StateZu(self.state_machine)
192 class StateLocking(State):
193 # TODO: share code with StateUnlocking
194 def __init__(self,sm):
195 # construct a nervlist
196 nervlist = [(CLOSE_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_LOCK)) for t in range(CLOSE_REPEAT_NUMBER)]
197 nervlist += [(CLOSE_REPEAT_TIMEOUT, self.could_not_close)]
198 super().__init__(sm, nervlist)
199 if not pins.door_closed: # this should always be true, but just to be sure...
200 self.actor().act(Actor.CMD_LOCK)
201 def handle_pins_event(self):
203 if not pins.door_closed:
204 # TODO play a sound? This shouldn't happen, door was opened while we are locking
205 logger.warning("door manually opened during locking")
206 return StateAboutToOpen(self.state_machine)
208 return SpaceZu(self.state_machine)
209 def handle_cmd_unlock_event(self,callback):
210 callback("409 conflict: The server is currently trying to lock the door. Try again later.")
211 def could_not_close(self):
212 logger.critical("Couldn't close door after %d tries. Going back to StateAboutToOpen." % CLOSE_REPEAT_NUMBER)
213 return StateAboutToOpen(self.state_machine)
215 class StateAboutToLeave(State):
216 def __init__(self, sm):
217 nervlist = [(LEAVE_TIMEOUT, lambda: StateLocking(self.state_machine))]
218 super().__init__(sm, nervlist)
219 def handle_pins_event(self):
220 if not self.pins().door_closed:
221 return StateLeaving(self.state_machine)
222 if self.pins().door_locked:
223 return StateZu(self.state_machine)
225 class StateLeaving(State):
226 def __init__(self, sm):
227 nervlist = [(LEAVE_TIMEOUT, lambda: StateAboutToOpen(self.state_machine))]
228 super().__init__(sm, nervlist)
229 def handle_pins_event(self):
230 if self.pins().door_closed:
231 return StateLocking(self.state_machine)
232 if self.pins().door_locked:
233 return StateZu(self.state_machine)
235 def __init__(self, actor):
237 self.callback = ThreadFunction(self._callback)
238 self.current_state = StateStart(self)
245 def _callback(self, cmd, arg=None):
247 if cmd == StateMachine.CMD_PINS:
250 newstate = self.current_state.handle_event(cmd,arg) # returns None or an instance of the new state
251 self.old_pins = self.pins
252 while newstate is not None:
253 logger.info("StateMachine: new state = %s" % newstate.__class__.__name__)
254 self.current_state = newstate
255 newstate = self.current_state.handle_event(StateMachine.CMD_PINS, self.pins)