fix FIXMEs
[saartuer.git] / statemachine.py
index f2cac47d8df7d2462aaf8222b48816d4bd0a35e0..a18cb53c9f02004b61c262243dd06fc4943cd75f 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
 
@@ -23,15 +23,16 @@ 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)
 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
+# ALso the time we wait after the door was opend, till we assume something went wrong and start nerving
 LEAVE_TIMEOUT = 30
 
 # play_sound constants
@@ -105,9 +106,9 @@ class StateMachine():
                                if pin is None:
                                        return None
                        if thepins.door_locked:
-                               return StateZu
+                               return StateZu(self.state_machine)
                        else:
-                               return StateAuf
+                               return StateAuf(self.state_machine)
 
        class StateZu(State):
                def handle_pins_event(self):
@@ -117,21 +118,21 @@ class StateMachine():
                                return StateAboutToOpen(self.state_machine)
                def handle_cmd_unlock_event(self,callback):
                        # intentionally not calling super() implementation
-                       return StateUnlocking(callback,self.state_machine)
+                       return StateUnlocking(self.state_machine, callback)
        
        class StateUnlocking(State):
-               def __init__(self,callback,sm):
+               def __init__(self,sm,callback=None):
                        # 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?
+                       # 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: # FIXME why this check? shouldn't be needed
+                               if cb is not None:
                                        cb(s)
                def handle_pins_event(self):
                        super().handle_pins_event()
@@ -141,7 +142,7 @@ class StateMachine():
                                return StateAboutToOpen(self.state_machine)
                def handle_cmd_unlock_event(self,callback):
                        # intentionally not calling super() implementation
-                       # FIXME: 202 notification also here if possible
+                       # TODO: 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)
@@ -152,7 +153,7 @@ class StateMachine():
                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.")
+                       logger.info("Received OPEN command in StateAboutToOpen. This should not be necessary.")
                        self.actor().act(Actor.CMD_UNLOCK)
        
        class StateAboutToOpen(AbstractStateWhereOpeningIsRedundant):
@@ -174,6 +175,7 @@ class StateMachine():
                        super().handle_pins_event()
                        pins = self.pins()
                        if pins.bell_ringing:
+                               # TODO: use old_pins instead of a timer
                                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")
@@ -183,41 +185,31 @@ class StateMachine():
                                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")
+                               logger.info("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)]
+                       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)
-                       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)
+                       if not 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
-                               self.notify(True)
+                               logger.warning("door manually opened during locking")
                                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.")
+                       callback("409 conflict: The server is currently trying to lock 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):
@@ -256,7 +248,7 @@ class StateMachine():
                        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?
+               self.old_pins = self.pins
                while newstate is not None:
                        logger.info("StateMachine: new state = %s" % newstate.__class__.__name__)
                        self.current_state = newstate