+++ /dev/null
-8from libtuer import ThreadFunction, logger, fire_and_forget
-from actor import Actor
-import os, random
-
-# logger.{debug,info,warning,error,critical}
-
-def play_sound (what):
- try:
- soundfiles = os.listdir(SOUNDS_DIRECTORY+what)
- except FileNotFoundError:
- logger.error("StateMachine: Unable to list sound files in %s" % (SOUNDS_DIRECTORY+what))
- return
- soundfile = SOUNDS_DIRECTORY + what + '/' + random.choice(soundfiles)
- fire_and_forget ([SOUNDS_PLAYER,soundfile], logger.error, "StateMachine: ")
-
-
-# StateUnlocking constants
-OPEN_REPEAT_TIMEOUT = 8
-OPEN_REPEAT_NUMBER = 3
-
-# StateLocking constants
-CLOSE_REPEAT_TIMEOUT = 8
-CLOSE_REPEAT_NUMBER = 3
-
-# 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")),\
- (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"))]
-
-# StateAuf constants
-# time that must pass between two bell_ringing events to buzz the door again (seconds)
-AUF_BELLBUZZ_REPEAT_TIME = 2
-
-# Timeout we wait after the switch was switched to "Closed", until we assume nobody will open the door and we just lock it
-LEAVE_TIMEOUT = 30
-
-# play_sound constants
-SOUNDS_DIRECTORY = "/opt/tuer/sounds/"
-SOUNDS_PLAYER = "/usr/bin/mplayer"
-
-
-class Nerver():
- # 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.
- # If f returns something, that's also returned by nerv.
- def __init__(self, nervlist):
- self.nervlist = list(nervlist)
-
- def nerv(self, total_time):
- if len(self.nervlist):
- (time, f) = self.nervlist[0]
- # check if the first element is to be triggered
- if time >= total_time:
- self.nervlist = self.nervlist[1:] # "pop" the first element, but do not modify original list
- return f()
-
-
-class StateMachine():
- # commands you can send
- CMD_PINS = 0
- CMD_BUZZ = 1
- CMD_UNLOCK = 2
- CMD_WAKEUP = 3
- CMD_LAST = 4
-
- class State():
- def __init__(self, state_machine, nervlist = None):
- self.state_machine = state_machine
- self.time_entered = time.time()
- self._nerver = None if nervlist is None else Nerver(nervlist)
- def handle_pins_event(self):
- pass # one needn't implement this
- def handle_buzz_event(self,arg): # this shouldn't be overwritten
- self.actor.act(Actor.CMD_BUZZ)
- arg("200 okay: buzz executed")
- def handle_cmd_unlock_event(self,arg):
- if arg is not None:
- arg("412 Precondition Failed: The current state (%s) cannot handle the OPEN event" % self.__class__.__name__)
- def handle_wakeup_event(self):
- if self._nerver is not None:
- return self._nerver.nerv(time.time() - self.time_entered)
- def pins(self):
- return self.state_machine.pins
- def actor(self):
- return self.state_machine.actor
- def handle_event(self,ev,arg): # don't override
- if arg is CMD_PINS:
- self.handle_pins_event()
- elif arg is CMD_BUZZ:
- self.handle_buzz_event(arg)
- elif arg is CMD_UNLOCK:
- self.handle_cmd_unlock_event(arg)
- elif arg is CMD_WAKEUP:
- self.handle_wakeup_event()
- else:
- raise Exception("Unknown command number: %d" % ev)
-
- class StateStart(State):
- def handle_pins_event(self):
- super().handle_pins_event()
- thepins = self.pins()
- for pin in thepins:
- if pin is None:
- return None
- if thepins.door_locked:
- return StateZu
- else:
- return StateAuf
-
- class StateZu(State):
- def handle_pins_event(self):
- super().handle_pins_event()
- pins = self.pins()
- if not pins.door_locked:
- return StateAboutToOpen(self.state_machine)
- def handle_cmd_unlock_event(self,callback):
- # intentionally not calling super() implementation
- return StateUnlocking(callback,self.state_machine)
-
- class StateUnlocking(State):
- def __init__(self,callback,sm):
- # construct a nervlist
- nervlist = [(t*OPEN_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_UNLOCK)) for t in xrange(1, OPEN_REPEAT_NUMBER+1)]
- nervlist += [((OPEN_REPEAT_NUMBER+1)*OPEN_REPEAT_TIMEOUT, self.could_not_open)]
- super().__init__(sm,nervlist)
- self.callbacks=[callback]
- # FIXME: can we send "202 processing: Trying to open the door" here? Are the callbacks multi-use?
- self.actor().act(Actor.CMD_UNLOCK)
- def notify(self, did_it_work):
- 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))
- for cb in self.callbacks:
- if cb is not None: # FIXME why this check? shouldn't be needed
- cb(s)
- def handle_pins_event(self):
- super().handle_pins_event()
- pins = self.pins()
- if not pins.door_locked:
- self.notify(True)
- return StateAboutToOpen(self.state_machine)
- def handle_cmd_unlock_event(self,callback):
- # intentionally not calling super() implementation
- # FIXME: 202 notification also here if possible
- self.callbacks.append(callback)
- def could_not_open(self):
- logger.critical("Couldn't open door after %d tries. Going back to StateZu." % OPEN_REPEAT_NUMBER)
- self.notify(False)
- return StateZu(self.state_machine)
-
- class AbstractStateWhereOpeningIsRedundant(State):
- def handle_cmd_unlock_event(self, callback):
- # intentionally not calling super() implementation
- callback("299 redundant: Space seems to be already open. Still processing your request tough.")
- logger.warning("Received OPEN command in StateAboutToOpen. This should not be necessary.")
- self.actor().act(Actor.CMD_UNLOCK)
-
- class StateAboutToOpen(AbstractStateWhereOpeningIsRedundant):
- def __init__(self, sm):
- super().__init__(sm, ABOUTOPEN_NERVLIST)
- def handle_pins_event(self):
- super().handle_pins_event()
- pins = self.pins()
- if pins.door_locked:
- return StateZu(self.state_machine)
- elif pins.space_active:
- return StateAuf(self.state_machine)
-
- class StateAuf(AbstractStateWhereOpeningIsRedundant):
- def __init__(self,sm):
- super().__init__(sm)
- self.last_buzzed = None
- def handle_pins_event(self):
- super().handle_pins_event()
- pins = self.pins()
- if pins.bell_ringing:
- now = time.time()
- if self.last_buzzed is None or now-self.last_buzzed < AUF_BELLBUZZ_REPEAT_TIME:
- logger.info("buzzing because of bell ringing in state auf")
- self.actor().act(Actor.CMD_BUZZ)
- self.last_buzzed = now
- if not pins.space_active:
- logger.info("space switch off - starting leaving procedure")
- return StateAboutToLeave(self.state_machine)
- if pins.door_locked:
- logger.error("door manually locked, but space switch on - going to StateZu")
- play_sound("manual_lock")
- return StateZu(self.state_machine)
- # handle_wakeup_event intentionally not overwritten
-
- class StateLocking(State):
- # FIXME: Why does this even have callbacks?
- # TODO: share code with StateUnlocking
- def __init__(self,sm):
- # construct a nervlist
- nervlist = [(t*CLOSE_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_LOCK)) for t in xrange(1, CLOSE_REPEAT_NUMBER+1)]
- nervlist += [((CLOSE_REPEAT_NUMBER+1)*CLOSE_REPEAT_TIMEOUT, self.could_not_close)]
- super().__init__(sm, nervlist)
- self.callbacks=[]
- # FIXME: can we send "202 processing: Trying to close the door" here? Are the callbacks multi-use?
- self.tries = 0
- assert self.pins().door_closed, "Door is open while we should close it, this must not happen"
- self.actor().act(Actor.CMD_LOCK)
- def notify(self, did_it_work):
- s = "200 okay: door closed" if did_it_work else ("500 internal server error: Couldn't close door with %d tries à %f seconds" % (CLOSE_REPEAT_NUMBER,CLOSE_REPEAT_TIMEOUT))
- for cb in self.callbacks:
- if cb is not None:
- cb(s)
- def handle_pins_event(self):
- pins = self.pins()
- if not pins.door_closed:
- # TODO play a sound? This shouldn't happen, door was opened while we are locking
- self.notify(True)
- return StateAboutToOpen(self.state_machine)
- if pins.door_locked:
- return SpaceZu(self.state_machine)
- def handle_cmd_unlock_event(self,callback):
- callback("409 conflict: The server is currently trying to close the door. Try again later.")
- def could_not_close(self):
- logger.critical("Couldn't close door after %d tries. Going back to StateAboutToOpen." % CLOSE_REPEAT_NUMBER)
- self.notify(False)
- return StateAboutToOpen(self.state_machine)
-
- class StateAboutToLeave(State):
- def handle_pins_event(self):
- if not self.pins().door_closed:
- return StateLeaving(self.state_machine)
- if self.pins().door_locked:
- return StateZu(self.state_machine)
- def handle_wakeup_event(self):
- over = time.time() - self.time_entered
- if over >= LEAVE_TIMEOUT:
- return StateLocking(self.state_machine)
-
- class StateLeaving(State):
- def handle_pins_event(self):
- if self.pins().door_closed:
- return StateLocking(self.state_machine)
- if self.pins().door_locked:
- return StateZu(self.state_machine)
- def handle_wakeup_event(self):
- over = time.time() - self.time_entered
- if over >= LEAVE_TIMEOUT:
- return StateAboutToOpen(self.state_machine)
-
- def __init__(self, actor):
- self.actor = actor
- self.callback = ThreadFunction(self._callback)
- self.current_state = StateStart(self)
- self.pins = None
- self.old_pins = None
-
- def stop (self):
- self.callback.stop()
-
- def _callback(self, cmd, arg=None):
- # update pins
- if cmd == StateMachine.CMD_PINS:
- self.pins = arg
- # handle stuff
- newstate = self.current_state.handle_event(cmd,arg) # returns None or an instance of the new state
- self.old_pins = self.pins # FIXME not used?
- while newstate is not None:
- logger.info("StateMachine: new state = %s" % newstate.__class__.__name__)
- self.current_state = newstate
- newstate = self.current_state.handle_event(StateMachine.CMD_PINS, self.pins)