-from libtuer import ThreadFunction, logger
+from 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: ")
+
+
# StateOpening constants
OPEN_REPEAT_TIMEOUT = 8
OPEN_REPEAT_NUMBER = 3
-def play_sound (what):
- print ("I would now play the sound %s... IF I HAD SOUNDS!" % what)
+# StateClosing constants
+CLOSE_REPEAT_TIMEOUT = 8
+CLOSE_REPEAT_NUMBER = 3
# StateAboutToOpen constants
-ABOUTOPEN_NERVLIST = [(5, lambda : play_sound("heydrückdenknopf.mp3")), (10, lambda:play_sound("alterichmeinsernst.mp3"))]
-# TODO: erzeuge mehr nerv
+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"))]
+
+# StateAuf constants
+# time that must pass between two bell_ringing events to buzz the door again (seconds)
+AUF_BELLBUZZ_REPEAT_TIME = 2
+
+# play_sound constants
+SOUNDS_DIRECTORY = "/opt/tuer/sounds/"
+SOUNDS_PLAYER = "/usr/bin/mplayer"
+
class StateMachine():
# commands you can send
self.state_machine = state_machine
self.time_entered = time.time()
self.theDict = None
+ self.last_wakeup = self.time_entered
def handle_pins_event(self):
pass # one needn't implement this
def handle_buzz_event(self,arg): # this shouldn't be overwritten
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):
- pass # one needn't implement this
+ self.last_wakeup = time.time()
def pins(self):
return self.state_machine.pins
def actor(self):
return self.state_machine.actor
- def handle_event(self,ev,arg):
+ def handle_event(self,ev,arg): # don't override
if arg is CMD_PINS:
self.handle_pins_event()
elif arg is CMD_BUZZ:
raise Exception("Unknown command number: %d" % ev)
class StateStart(State):
- def __init__(self, sm):
- State.__init__(self,sm)
def handle_pins_event(self):
+ super().handle_pins_event()
thepins = self.pins()
for pin in thepins:
if pin is None:
return StateAuf
class StateZu(State):
- def __init__(self,sm):
- State.__init__(self,sm)
def handle_pins_event(self):
+ super().handle_pins_event()
pins = self.pins()
if not pins.door_locked:
return StateAboutToOpen(self.state_machine)
def handle_open_event(self,callback):
+ # intentionally not calling super() implementation
return StateOpening(callback,self.state_machine)
class StateOpening(State):
def __init__(self,callback,sm):
- State.__init__(self,sm)
+ super().__init__(self,sm)
self.callbacks=[callback]
+ # FIXME: can we send "202 processing: Trying to open the door" here? Are the callbacks multi-use?
self.tries = 0
self.actor().act(Actor.CMD_OPEN)
def notify(self, did_it_work):
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 StateAboutToOpen(self.state_machine)
def handle_open_event(self,callback):
+ # intentionally not calling super() implementation
+ # FIXME: 202 notification also here if possible
self.callbacks.append(callback)
def handle_wakeup_event(self):
+ super().handle_wakeup_event()
over = time.time() - self.time_entered
nexttry = (self.tries+1) * OPEN_REPEAT_TIMEOUT
if over > nexttry:
self.actor().act(Actor.CMD_OPEN)
self.tries += 1
else:
- #TODO: LOG ERROR und EMAIL an Admins
+ 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 StateAboutToOpen(State):
- def __init__(self, sm):
- State.__init__(sm)
+ class AbstractStateWhereOpeningIsRedundant(State):
+ def handle_open_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)
+
+ class StateAboutToOpen(AbstractStateWhereOpeningIsRedundant):
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)
- else:
- over = time.time() - self.time_entered
- # TODO: Nerv
- logger.debug("AboutToOpen since %f seconds. TODO: nerv the user" % over)
- # TODO
+ def handle_wakeup_event(self):
+ super().handle_wakeup_event()
+ now = time.time()
+ lasttime = self.last_wakeup - self.time_entered
+ thistime = now - self.time_entered
+ for (t,f) in filter(lambda (t,f): t<=thistime and t>lasttime, ABOUTOPEN_NERVLIST):
+ ret = f();
+ if ret is not None:
+ return ret
- class StateAuf(State):
- #TODO
- pass
+ 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 StateClosing(State):
- #TODO
- 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
+ #TODO Ralf
pass
class StateLeaving(State):
- #TODO
+ #TODO Ralf
pass
def __init__(self, actor):
self.actor = actor
self.callback = ThreadFunction(self._callback)
- self.current_state = None
+ self.current_state = StateStart(self)
self.pins = None
+ self.old_pins = None
def stop (self):
self.callback.stop()
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