command who
[saartuer.git] / statemachine.py
index 1be022b863f5a28d96765bfb343ee867a320cab3..332f48de5e3f6f2b19566c5e39556a92c967fd85 100644 (file)
@@ -1,4 +1,4 @@
-from libtuer import ThreadFunction, logger, fire_and_forget
+8from libtuer import ThreadFunction, logger, fire_and_forget
 from actor import Actor
 import os, random
 
@@ -14,18 +14,18 @@ def play_sound (what):
        fire_and_forget ([SOUNDS_PLAYER,soundfile], logger.error, "StateMachine: ")
 
 
-# StateOpening constants
+# StateUnlocking constants
 OPEN_REPEAT_TIMEOUT = 8
 OPEN_REPEAT_NUMBER = 3
 
-# StateClosing constants
+# StateLocking constants
 CLOSE_REPEAT_TIMEOUT = 8
 CLOSE_REPEAT_NUMBER = 3
 
 # StateAboutToOpen constants
-ABOUTOPEN_NERVLIST = [(5, lambda : play_sound("flipswitch")), (10, lambda:play_sound("flipswitch")), (10, lambda:Logger.warning("Space open but switch not flipped for 10 seconds")),\
-       (20, lambda:play_sound("flipswitch")), (30, lambda:play_sound("flipswitch")), (30, lambda:Logger.error("Space open but switch not flipped for 30 seconds")),\
-       (40, lambda:play_sound("flipswitch")), (50, lambda:play_sound("flipswitch")), (56, lambda:play_sound("flipswitch")), (60, lambda:Logger.critical("Space open but switch not flipped for 60 seconds"))]
+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)
@@ -44,13 +44,17 @@ class Nerver():
        # 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, total_time):
+       def nerv(self):
                if len(self.nervlist):
                        (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 >= total_time:
+                       if time_gone >= time:
                                self.nervlist = self.nervlist[1:] # "pop" the first element, but do not modify original list
+                               self.last_event_time = now
                                return f()
 
 
@@ -58,26 +62,25 @@ class StateMachine():
        # commands you can send
        CMD_PINS = 0
        CMD_BUZZ = 1
-       CMD_OPEN = 2
+       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_open_event(self,arg):
+               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)
+                               return self._nerver.nerv()
                def pins(self):
                        return self.state_machine.pins
                def actor(self):
@@ -87,8 +90,8 @@ class StateMachine():
                                self.handle_pins_event()
                        elif arg is CMD_BUZZ:
                                self.handle_buzz_event(arg)
-                       elif arg is CMD_OPEN:
-                               self.handle_open_event(arg)
+                       elif arg is CMD_UNLOCK:
+                               self.handle_cmd_unlock_event(arg)
                        elif arg is CMD_WAKEUP:
                                self.handle_wakeup_event()
                        else:
@@ -112,19 +115,19 @@ class StateMachine():
                        pins = self.pins()
                        if not pins.door_locked:
                                return StateAboutToOpen(self.state_machine)
-               def handle_open_event(self,callback):
+               def handle_cmd_unlock_event(self,callback):
                        # intentionally not calling super() implementation
-                       return StateOpening(callback,self.state_machine)
+                       return StateUnlocking(callback,self.state_machine)
        
-       class StateOpening(State):
+       class StateUnlocking(State):
                def __init__(self,callback,sm):
                        # construct a nervlist
-                       nervlist = [(t*OPEN_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_OPEN)) for t in xrange(1, OPEN_REPEAT_NUMBER+1)]
-                       nervlist += [((OPEN_REPEAT_NUMBER+1)*OPEN_REPEAT_TIMEOUT, self.could_not_open)]
+                       nervlist = [(OPEN_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_UNLOCK)) for t in xrange(OPEN_REPEAT_NUMBER)]
+                       nervlist += [(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_OPEN)
+                       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:
@@ -136,7 +139,7 @@ class StateMachine():
                        if not pins.door_locked:
                                self.notify(True)
                                return StateAboutToOpen(self.state_machine)
-               def handle_open_event(self,callback):
+               def handle_cmd_unlock_event(self,callback):
                        # intentionally not calling super() implementation
                        # FIXME: 202 notification also here if possible
                        self.callbacks.append(callback)
@@ -146,11 +149,11 @@ class StateMachine():
                        return StateZu(self.state_machine)
        
        class AbstractStateWhereOpeningIsRedundant(State):
-               def handle_open_event(self, callback):
+               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_OPEN)
+                       self.actor().act(Actor.CMD_UNLOCK)
        
        class StateAboutToOpen(AbstractStateWhereOpeningIsRedundant):
                def __init__(self, sm):
@@ -183,21 +186,20 @@ class StateMachine():
                                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 StateClosing(State):
+       class StateLocking(State):
                # FIXME: Why does this even have callbacks?
-               # TODO: share code with StateOpening
+               # TODO: share code with StateUnlocking
                def __init__(self,sm):
                        # construct a nervlist
-                       nervlist = [(t*CLOSE_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_CLOSE)) for t in xrange(1, CLOSE_REPEAT_NUMBER+1)]
+                       nervlist = [(t*CLOSE_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_LOCK)) for t in range(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_CLOSE)
+                       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:
@@ -211,7 +213,7 @@ class StateMachine():
                                return StateAboutToOpen(self.state_machine)
                        if pins.door_locked:
                                return SpaceZu(self.state_machine)
-               def handle_open_event(self,callback):
+               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)
@@ -219,26 +221,24 @@ class StateMachine():
                        return StateAboutToOpen(self.state_machine)
        
        class StateAboutToLeave(State):
+               def __init__(self, sm):
+                       nervlist = [(LEAVE_TIMEOUT, lambda: StateLocking(self.state_machine))]
+                       super().__init__(sm, nervlist)
                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 StateClosing(self.state_machine)
        
        class StateLeaving(State):
+               def __init__(self, sm):
+                       nervlist = [(LEAVE_TIMEOUT, lambda: StateAboutToOpen(self.state_machine))]
+                       super().__init__(sm, nervlist)
                def handle_pins_event(self):
                        if self.pins().door_closed:
-                               return StateClosing(self.state_machine)
+                               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