+++ /dev/null
-from libtuer import ThreadFunction, logger, fire_and_forget
-from actor import Actor
-import os, random, time
-
-# 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 = 7
-OPEN_REPEAT_NUMBER = 3
-
-# StateLocking constants
-CLOSE_REPEAT_TIMEOUT = 7
-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"))]
-
-# Timeout we wait after the switch was switched to "Closed", until we assume nobody will open the door and we just lock it
-# ALso the time we wait after the door was opend, till we assume something went wrong and start nerving
-LEAVE_TIMEOUT = 20
-
-# 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)
- self.last_event_time = time.time()
-
- def nerv(self):
- if len(self.nervlist):
- (wait_time, f) = self.nervlist[0]
- now = time.time()
- time_gone = now-self.last_event_time
- # check if the first element is to be triggered
- if time_gone >= wait_time:
- self.nervlist = self.nervlist[1:] # "pop" the first element, but do not modify original list
- self.last_event_time = now
- 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._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()
- def pins(self):
- return self.state_machine.pins
- def old_pins(self):
- return self.state_machine.old_pins
- def actor(self):
- return self.state_machine.actor
- def handle_event(self,ev,arg): # don't override
- if ev == StateMachine.CMD_PINS:
- return self.handle_pins_event()
- elif ev == StateMachine.CMD_BUZZ:
- return self.handle_buzz_event(arg)
- elif ev == StateMachine.CMD_UNLOCK:
- return self.handle_cmd_unlock_event(arg)
- elif ev == StateMachine.CMD_WAKEUP:
- return self.handle_wakeup_event()
- else:
- raise Exception("Unknown command number: %d" % ev)
-
- class StateStart(State):
- def handle_pins_event(self):
- super().handle_pins_event()
- pins = self.pins()
- if pins.door_locked is None or pins.door_closed is None or pins.space_active is None or pins.bell_ringing is None:
- return None # wait till we have all sensors non-None
- if pins.door_locked:
- return StateMachine.StateZu(self.state_machine)
- else:
- return StateMachine.StateAuf(self.state_machine)
-
- class StateZu(State):
- def handle_pins_event(self):
- super().handle_pins_event()
- pins = self.pins()
- if not pins.door_locked:
- return StateMachine.StateAboutToOpen(self.state_machine)
- def handle_cmd_unlock_event(self,callback):
- # intentionally not calling super() implementation
- return StateMachine.StateUnlocking(self.state_machine, callback)
-
- class StateUnlocking(State):
- def __init__(self,sm,callback=None):
- # construct a nervlist
- nervlist = [(OPEN_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_UNLOCK)) for t in range(OPEN_REPEAT_NUMBER)]
- nervlist += [(OPEN_REPEAT_TIMEOUT, self.could_not_open)]
- super().__init__(sm,nervlist)
- self.callbacks=[callback]
- # TODO: 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:
- cb(s)
- def handle_pins_event(self):
- super().handle_pins_event()
- pins = self.pins()
- if not pins.door_locked:
- self.notify(True)
- return StateMachine.StateAboutToOpen(self.state_machine)
- def handle_cmd_unlock_event(self,callback):
- # intentionally not calling super() implementation
- # 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 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.info("StateMachine: Received UNLOCK 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 StateMachine.StateZu(self.state_machine)
- elif pins.space_active:
- return StateMachine.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 and not self.old_pins().bell_ringing:
- # someone just pressed the bell
- logger.info("StateMachine: buzzing because of bell ringing in state auf")
- self.actor().act(Actor.CMD_BUZZ)
- if not pins.space_active:
- logger.info("StateMachine: space switch off - starting leaving procedure")
- return StateMachine.StateAboutToLeave(self.state_machine)
- if pins.door_locked:
- logger.info("StateMachine: door manually locked, but space switch on - going to StateZu")
- play_sound("manual_lock")
- return StateMachine.StateZu(self.state_machine)
-
- class StateLocking(State):
- # TODO: share code with StateUnlocking
- def __init__(self,sm):
- # construct a nervlist
- nervlist = [(CLOSE_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_LOCK)) for t in range(CLOSE_REPEAT_NUMBER)]
- nervlist += [(CLOSE_REPEAT_TIMEOUT, self.could_not_close)]
- super().__init__(sm, nervlist)
- if self.pins().door_closed: # this should always be true, but just to be sure...
- self.actor().act(Actor.CMD_LOCK)
- 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
- logger.warning("StateMachine: door manually opened during locking")
- return StateMachine.StateAboutToOpen(self.state_machine)
- if pins.door_locked:
- return StateMachine.StateZu(self.state_machine)
- def handle_cmd_unlock_event(self,callback):
- callback("409 conflict: The server is currently trying to lock the door. Try again later.")
- def could_not_close(self):
- logger.critical("StateMachine: Couldn't close door after %d tries. Going back to StateAboutToOpen." % CLOSE_REPEAT_NUMBER)
- return StateMachine.StateAboutToOpen(self.state_machine)
-
- class StateAboutToLeave(State):
- def __init__(self, sm):
- nervlist = [(LEAVE_TIMEOUT, lambda: StateMachine.StateLocking(self.state_machine))]
- super().__init__(sm, nervlist)
- def handle_pins_event(self):
- if not self.pins().door_closed:
- return StateMachine.StateLeaving(self.state_machine)
- if self.pins().door_locked:
- return StateMachine.StateZu(self.state_machine)
- if self.pins().space_active:
- return StateMachine.StateAuf(self.state_machine)
-
- class StateLeaving(State):
- def __init__(self, sm):
- nervlist = [(LEAVE_TIMEOUT, lambda: StateMachine.StateAboutToOpen(self.state_machine))]
- super().__init__(sm, nervlist)
- def handle_pins_event(self):
- if self.pins().door_closed:
- return StateMachine.StateLocking(self.state_machine)
- if self.pins().door_locked:
- return StateMachine.StateZu(self.state_machine)
- if self.pins().space_active:
- return StateMachine.StateAuf(self.state_machine)
-
- def __init__(self, actor):
- self.actor = actor
- self.callback = ThreadFunction(self._callback, name="StateMachine")
- self.current_state = StateMachine.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
- while newstate is not None:
- 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)