Merge branch 'master' of ralfj.de:saartuer
[saartuer.git] / statemachine.py
index dc00ca537f59d42f5e7f55f199e7663eaf32e691..70f9fe3e3cd942d16a992087bb8e76705a895138 100644 (file)
@@ -18,6 +18,10 @@ def play_sound (what):
 OPEN_REPEAT_TIMEOUT = 8
 OPEN_REPEAT_NUMBER = 3
 
 OPEN_REPEAT_TIMEOUT = 8
 OPEN_REPEAT_NUMBER = 3
 
+# StateClosing 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")),\
 # 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")),\
@@ -132,7 +136,6 @@ class StateMachine():
        class AbstractStateWhereOpeningIsRedundant(State):
                def handle_open_event(self, callback):
                        # intentionally not calling super() implementation
        class AbstractStateWhereOpeningIsRedundant(State):
                def handle_open_event(self, callback):
                        # intentionally not calling super() implementation
-                       # FIXME contradicting original plan where open would be ignored in StateAboutToOpen?
                        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)
                        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)
@@ -178,8 +181,36 @@ class StateMachine():
                # handle_wakeup_event intentionally not overwritten
        
        class StateClosing(State):
                # handle_wakeup_event intentionally not overwritten
        
        class StateClosing(State):
-               #TODO Ralf/Conny
-               pass
+               # TODO: share code with StateOpening, and possibly also with the nerv-mechanism from StateAboutToOpen
+               def __init__(self,callback,sm):
+                       super().__init__(sm)
+                       self.callbacks=[callback]
+                       # FIXME: can we send "202 processing: Trying to close the door" here? Are the callbacks multi-use?
+                       self.tries = 0
+                       self.actor().act(Actor.CMD_CLOSE)
+               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_locked:
+                               self.notify(True)
+                               return StateAboutToOpen(self.state_machine)
+               def handle_open_event(self,callback):
+                       callback("409 conflict: The server is currently trying to close the door. Try again later.")
+               def handle_wakeup_event(self):
+                       over = time.time() - self.time_entered
+                       nexttry = (self.tries+1) * CLOSE_REPEAT_TIMEOUT
+                       if over > nexttry:
+                               if self.tries < CLOSE_REPEAT_NUMBER:
+                                       self.actor().act(Actor.CMD_CLOSE)
+                                       self.tries += 1
+                               else:
+                                       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):
                #TODO Ralf
        
        class StateAboutToLeave(State):
                #TODO Ralf