Merge branch 'master' of ralfj.de:saartuer
[saartuer.git] / statemachine.py
index f6b45dd1cbbd8112a6e6db89fb4f92a8a9da0b23..a3c4affb860ed23733d41fbef7f4868f22c9889e 100644 (file)
@@ -1,6 +1,6 @@
 from libtuer import ThreadFunction, logger, fire_and_forget
 from actor import Actor
-import os, random, time
+import os, random, time, threading
 
 # logger.{debug,info,warning,error,critical}
 
@@ -22,6 +22,10 @@ OPEN_REPEAT_NUMBER = 3
 CLOSE_REPEAT_TIMEOUT = 7
 CLOSE_REPEAT_NUMBER = 3
 
+# StateFallback constants
+FALLBACK_BLINK_SPEED = 0.5 # seconds
+FALLBACK_LEAVE_DELAY_LOCK = 5 # seconds
+
 # StateAboutToOpen constants
 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")),\
        (10, lambda:play_sound("flipswitch")), (10, lambda:play_sound("flipswitch")), (0, lambda:logger.error("Space open but switch not flipped for 30 seconds")),\
@@ -79,6 +83,8 @@ class StateMachine():
                def handle_wakeup_event(self):
                        if self._nerver is not None:
                                return self._nerver.nerv()
+               def on_leave(self):
+                       pass
                def pins(self):
                        return self.state_machine.pins
                def old_pins(self):
@@ -97,38 +103,105 @@ class StateMachine():
                        else:
                                raise Exception("Unknown command number: %d" % ev)
        
-       class AbstractLockedState(State):
+       class AbstractNonStartState(State):
+               def handle_pins_event(self):
+                       if self.pins().door_locked != (not self.pins().space_active):
+                               self.actor().act(Actor.CMD_RED_ON)
+                       else:
+                               self.actor().act(Actor.CMD_RED_OFF)
+                       return super().handle_pins_event()
+       
+       class AbstractLockedState(AbstractNonStartState):
                '''A state with invariant "The space is locked", switching to StateAboutToOpen when the space becomes unlocked'''
+               def __init__(self, sm, nervlist = None):
+                       super().__init__(sm, nervlist)
+                       self.actor().act(Actor.CMD_GREEN_OFF)
                def handle_pins_event(self):
                        if not self.pins().door_locked:
-                               return StateAboutToOpen(self.state_machine)
-                       return super().handle_pins_event
+                               logger.info("Door unlocked, space is about to open")
+                               return StateMachine.StateAboutToOpen(self.state_machine)
+                       return super().handle_pins_event()
        
-       class AbstractUnlockedState(State):
+       class AbstractUnlockedState(AbstractNonStartState):
                '''A state with invariant "The space is unlocked", switching to StateZu when the space becomes locked'''
+               def __init__(self, sm, nervlist = None):
+                       super().__init__(sm, nervlist)
+                       self.actor().act(Actor.CMD_GREEN_ON)
                def handle_pins_event(self):
                        if self.pins().door_locked:
+                               logger.info("Door locked, closing space")
                                if self.pins().space_active:
-                                       # FIXME the same state can be reached by first locking the door, and then activating the space. What to do then?
-                                       logger.info("StateMachine: door manually locked, but space switch is still on - going to StateZu")
+                                       logger.warning("StateMachine: door manually locked, but space switch is still on - going to StateZu")
                                        play_sound("manual_lock")
-                               return StateZu(self.state_machine)
-                       return super().handle_pins_event
+                               return StateMachine.StateZu(self.state_machine)
+                       return super().handle_pins_event()
        
        class StateStart(State):
+               def __init__(self, sm, nervlist = None, fallback=False):
+                       super().__init__(self, sm, nervlist)
+                       self.fallback = fallback
                def handle_pins_event(self):
                        pins = self.pins()
                        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):
-                               # All sensors got a value, switch to a proper state
+                               if self.fallback:
+                                       logger.info("Going to StateFallback because running in fallback mode")
+                                       return StateMachine.StateFallback(self.state_machine)
                                if pins.door_locked:
+                                       logger.info("All sensors got a value, switching to a proper state: Space is closed")
                                        return StateMachine.StateZu(self.state_machine)
                                else:
+                                       logger.info("All sensors got a value, switching to a proper state: Space is (about to) open")
                                        return StateMachine.StateAboutToOpen(self.state_machine)
                        return super().handle_pins_event()
        
+       class StateFallback(State):
+               def __init__(self, sm, nervlist = None):
+                       super().__init__(self, sm, nervlist)
+                       self._last_blink_time = time.time()
+                       self._red_state = False
+               def handle_pins_event(self):
+                       pins = self.pins()
+                       # buzz if open and bell rang
+                       if pins.space_active and pins.bell_ringing and not self.old_pins().bell_ringing:
+                               logger.info("StateFallback: Space switch on and door bell rung => buzzing")
+                               self.actor().act(Actor.CMD_BUZZ)
+                       # set green LED according to space switch
+                       if pins.space_active:
+                               self.actor().act(Actor.CMD_GREEN_ON)
+                       else:
+                               self.actor().act(Actor.CMD_GREEN_OFF)
+                       # primitive leaving procedure if space switch turned off
+                       if not pins.space_active and self.old_pins().space_active:
+                               def _close_after_time():
+                                       time.sleep(FALLBACK_LEAVE_DELAY_LOCK)
+                                       self.actor().act(Actor.CMD_LOCK)
+                               t = threading.Thread(target=_close_after_time)
+                               t.start()
+                       # not calling superclass because we want to stay in fallback mode
+               def handle_wakeup_event(self):
+                       # blink red LED
+                       now = time.time()
+                       if now - self._last_blink_time < FALLBACK_BLINK_SPEED:
+                               if self._red_state:
+                                       self.actor().act(Actor.CMD_RED_OFF)
+                                       self._red_state = False
+                               else:
+                                       self.actor().act(Actor.CMD_RED_ON)
+                                       self._red_state = True
+                               self._last_blink_time = now
+               def handle_cmd_unlock_event(self,arg):
+                       if arg is not None:
+                               arg("298 Fallback Okay: Trying to unlock the door. The System is in fallback mode, success information is not available.")
+                       self.actor().act(Actor.CMD_UNLOCK)
+       
        class StateZu(AbstractLockedState):
                def handle_cmd_unlock_event(self,callback):
                        return StateMachine.StateUnlocking(self.state_machine, callback)
+               def handle_pins_event(self):
+                       if not self.old_pins().space_active and self.pins().space_active: # first thing to check: edge detection
+                               logger.info("Space toggled to active while it was closed - unlocking the door")
+                               return StateMachine.StateUnlocking(self.state_machine)
+                       return super().handle_pins_event()
        
        class StateUnlocking(AbstractLockedState):
                def __init__(self,sm,callback=None):
@@ -144,17 +217,13 @@ class StateMachine():
                        for cb in self.callbacks:
                                if cb is not None:
                                        cb(s)
-               def handle_pins_event(self):
-                       # overriding superclass as we need to do notification (TODO can this be done better? on_leave?)
-                       if not self.pins().door_locked:
-                               self.notify(True)
-                               return StateMachine.StateAboutToOpen(self.state_machine)
+               def on_leave(self):
+                       self.notify(not self.pins().door_locked)
                def handle_cmd_unlock_event(self,callback):
                        # TODO: 202 notification also here if possible
                        self.callbacks.append(callback)
                def could_not_open(self):
                        logger.critical("StateMachine: Couldn't open door after %d tries. Going back to StateZu." % OPEN_REPEAT_NUMBER)
-                       self.notify(False)
                        return StateMachine.StateZu(self.state_machine)
        
        class AbstractStateWhereUnlockingIsRedundant(AbstractUnlockedState):
@@ -169,16 +238,18 @@ class StateMachine():
                def handle_pins_event(self):
                        pins = self.pins()
                        if pins.space_active:
+                               logger.info("Space activated, opening procedure completed")
                                return StateMachine.StateAuf(self.state_machine)
                        return super().handle_pins_event()
        
        class StateAuf(AbstractStateWhereUnlockingIsRedundant):
                def __init__(self,sm):
-                       super().__init__(sm)
+                       nervlist = [(24*60*60, lambda: logger.critical("Space is now open for 24h. Is everything all right?"))]
+                       super().__init__(sm, nervlist)
                        self.last_buzzed = None
                def handle_pins_event(self):
                        pins = self.pins()
-                       if pins.bell_ringing and not self.old_pins().bell_ringing:
+                       if pins.bell_ringing and not self.old_pins().bell_ringing: # first thing to check: edge detection
                                # someone just pressed the bell
                                logger.info("StateMachine: buzzing because of bell ringing in StateAuf")
                                self.actor().act(Actor.CMD_BUZZ)
@@ -217,6 +288,7 @@ class StateMachine():
                        if not self.pins().door_closed:
                                return StateMachine.StateLeaving(self.state_machine)
                        if self.pins().space_active:
+                               logger.info("Space re-activated, cancelling leaving procedure")
                                return StateMachine.StateAuf(self.state_machine)
                        return super().handle_pins_event()
        
@@ -226,15 +298,17 @@ class StateMachine():
                        super().__init__(sm, nervlist)
                def handle_pins_event(self):
                        if self.pins().door_closed:
+                               logger.info("The space was left, locking the door")
                                return StateMachine.StateLocking(self.state_machine)
                        if self.pins().space_active:
+                               logger.info("Space re-activated, cancelling leaving procedure")
                                return StateMachine.StateAuf(self.state_machine)
                        return super().handle_pins_event()
        
-       def __init__(self, actor):
+       def __init__(self, actor, fallback = False):
                self.actor = actor
                self.callback = ThreadFunction(self._callback, name="StateMachine")
-               self.current_state = StateMachine.StateStart(self)
+               self.current_state = StateMachine.StateStart(self, fallback)
                self.pins = None
                self.old_pins = None
        
@@ -249,6 +323,8 @@ class StateMachine():
                newstate = self.current_state.handle_event(cmd,arg) # returns None or an instance of the new state
                self.old_pins = self.pins
                while newstate is not None:
+                       assert isinstance(newstate, StateMachine.State), "I should get a state"
+                       self.current_state.on_leave()
                        logger.debug("StateMachine: Doing state transition %s -> %s" % (self.current_state.__class__.__name__, newstate.__class__.__name__))
                        self.current_state = newstate
                        newstate = self.current_state.handle_event(StateMachine.CMD_PINS, self.pins)