we MOVED
[saartuer.git] / statemachine.py
diff --git a/statemachine.py b/statemachine.py
deleted file mode 100644 (file)
index f2cac47..0000000
+++ /dev/null
@@ -1,263 +0,0 @@
-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: ")
-
-
-# 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")), (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
-
-# 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)
-               self.last_event_time = time.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_gone >= 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 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 = [(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_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)
-       
-       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 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_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 __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)
-       
-       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 StateLocking(self.state_machine)
-                       if self.pins().door_locked:
-                               return StateZu(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)