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()
83 return self.state_machine.pins
85 return self.state_machine.old_pins
87 return self.state_machine.actor
88 def handle_event(self,ev,arg): # don't override
89 if ev == StateMachine.CMD_PINS:
90 return self.handle_pins_event()
91 elif ev == StateMachine.CMD_BUZZ:
92 return self.handle_buzz_event(arg)
93 elif ev == StateMachine.CMD_UNLOCK:
94 return self.handle_cmd_unlock_event(arg)
95 elif ev == StateMachine.CMD_WAKEUP:
96 return self.handle_wakeup_event()
98 raise Exception("Unknown command number: %d" % ev)
100 class AbstractLockedState(State):
101 '''A state with invariant "The space is locked", switching to StateAboutToOpen when the space becomes unlocked'''
102 def handle_pins_event(self):
103 if not self.pins().door_locked:
104 return StateAboutToOpen(self.state_machine)
105 return super().handle_pins_event
107 class AbstractUnlockedState(State):
108 '''A state with invariant "The space is unlocked", switching to StateZu when the space becomes locked'''
109 def handle_pins_event(self):
110 if self.pins().door_locked:
111 if self.pins().space_active:
112 # FIXME the same state can be reached by first locking the door, and then activating the space. What to do then?
113 logger.info("StateMachine: door manually locked, but space switch is still on - going to StateZu")
114 play_sound("manual_lock")
115 return StateZu(self.state_machine)
116 return super().handle_pins_event
118 class StateStart(State):
119 def handle_pins_event(self):
121 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):
122 # All sensors got a value, switch to a proper state
124 return StateMachine.StateZu(self.state_machine)
126 return StateMachine.StateAboutToOpen(self.state_machine)
127 return super().handle_pins_event()
129 class StateZu(AbstractLockedState):
130 def handle_cmd_unlock_event(self,callback):
131 return StateMachine.StateUnlocking(self.state_machine, callback)
133 class StateUnlocking(AbstractLockedState):
134 def __init__(self,sm,callback=None):
135 # construct a nervlist
136 nervlist = [(OPEN_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_UNLOCK)) for t in range(OPEN_REPEAT_NUMBER)]
137 nervlist += [(OPEN_REPEAT_TIMEOUT, self.could_not_open)]
138 super().__init__(sm,nervlist)
139 self.callbacks=[callback]
140 # TODO: can we send "202 processing: Trying to unlock the door" here? Are the callbacks multi-use?
141 self.actor().act(Actor.CMD_UNLOCK)
142 def notify(self, did_it_work):
143 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))
144 for cb in self.callbacks:
147 def handle_pins_event(self):
148 # overriding superclass as we need to do notification (TODO can this be done better? on_leave?)
149 if not self.pins().door_locked:
151 return StateMachine.StateAboutToOpen(self.state_machine)
152 def handle_cmd_unlock_event(self,callback):
153 # TODO: 202 notification also here if possible
154 self.callbacks.append(callback)
155 def could_not_open(self):
156 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 return StateMachine.StateAuf(self.state_machine)
173 return super().handle_pins_event()
175 class StateAuf(AbstractStateWhereUnlockingIsRedundant):
176 def __init__(self,sm):
178 self.last_buzzed = None
179 def handle_pins_event(self):
181 if pins.bell_ringing and not self.old_pins().bell_ringing:
182 # someone just pressed the bell
183 logger.info("StateMachine: buzzing because of bell ringing in StateAuf")
184 self.actor().act(Actor.CMD_BUZZ)
185 if not pins.space_active:
186 logger.info("StateMachine: space switch turned off - starting leaving procedure")
187 return StateMachine.StateAboutToLeave(self.state_machine)
188 return super().handle_pins_event()
190 class StateLocking(AbstractUnlockedState):
191 def __init__(self,sm):
192 # construct a nervlist
193 nervlist = [(CLOSE_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_LOCK)) for t in range(CLOSE_REPEAT_NUMBER)]
194 nervlist += [(CLOSE_REPEAT_TIMEOUT, self.could_not_close)]
195 super().__init__(sm, nervlist)
196 if self.pins().door_closed: # this should always be true, but just to be sure...
197 self.actor().act(Actor.CMD_LOCK)
198 def handle_pins_event(self):
200 if not pins.door_closed:
201 # TODO play a sound? This shouldn't happen, door was opened while we are locking
202 logger.warning("StateMachine: door manually opened during locking")
203 return StateMachine.StateAboutToOpen(self.state_machine)
204 # TODO do anything here if the switch is activated now?
205 return super().handle_pins_event()
206 def handle_cmd_unlock_event(self,callback):
207 callback("409 conflict: The sphinx is currently trying to lock the door. Try again later.")
208 def could_not_close(self):
209 logger.critical("StateMachine: Couldn't close door after %d tries. Going back to StateAboutToOpen." % CLOSE_REPEAT_NUMBER)
210 return StateMachine.StateAboutToOpen(self.state_machine)
212 class StateAboutToLeave(AbstractUnlockedState):
213 def __init__(self, sm):
214 nervlist = [(LEAVE_TIMEOUT, lambda: StateMachine.StateLocking(self.state_machine))]
215 super().__init__(sm, nervlist)
216 def handle_pins_event(self):
217 if not self.pins().door_closed:
218 return StateMachine.StateLeaving(self.state_machine)
219 if self.pins().space_active:
220 return StateMachine.StateAuf(self.state_machine)
221 return super().handle_pins_event()
223 class StateLeaving(AbstractUnlockedState):
224 def __init__(self, sm):
225 nervlist = [(LEAVE_TIMEOUT, lambda: StateMachine.StateAboutToOpen(self.state_machine))]
226 super().__init__(sm, nervlist)
227 def handle_pins_event(self):
228 if self.pins().door_closed:
229 return StateMachine.StateLocking(self.state_machine)
230 if self.pins().space_active:
231 return StateMachine.StateAuf(self.state_machine)
232 return super().handle_pins_event()
234 def __init__(self, actor):
236 self.callback = ThreadFunction(self._callback, name="StateMachine")
237 self.current_state = StateMachine.StateStart(self)
244 def _callback(self, cmd, arg=None):
246 if cmd == StateMachine.CMD_PINS:
249 newstate = self.current_state.handle_event(cmd,arg) # returns None or an instance of the new state
250 self.old_pins = self.pins
251 while newstate is not None:
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)