Implement the last two states
[saartuer.git] / statemachine.py
index 81b6b87ef3f8c5c250e1b771750fa5cf50e0e94c..333285869f514af727d4a38d8cda9478f0462e45 100644 (file)
@@ -18,6 +18,10 @@ def play_sound (what):
 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")),\
@@ -27,6 +31,9 @@ ABOUTOPEN_NERVLIST = [(5, lambda : play_sound("flipswitch")), (10, lambda:play_s
 #  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"
@@ -74,6 +81,7 @@ class StateMachine():
        
        class StateStart(State):
                def handle_pins_event(self):
+                       super().handle_pins_event()
                        thepins = self.pins()
                        for pin in thepins:
                                if pin is None:
@@ -85,10 +93,12 @@ class StateMachine():
 
        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_open_event(self,callback):
+                       # intentionally not calling super() implementation
                        return StateOpening(callback,self.state_machine)
        
        class StateOpening(State):
@@ -104,14 +114,17 @@ class StateMachine():
                                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:
@@ -125,19 +138,21 @@ class StateMachine():
        
        class AbstractStateWhereOpeningIsRedundant(State):
                def handle_open_event(self, callback):
-                       # FIXME contradicting original plan where open would be ignored in StateAboutToOpen?
+                       # 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)
                def handle_wakeup_event(self):
+                       super().handle_wakeup_event()
                        now = time.time()
                        lasttime = self.last_wakeup - self.time_entered
                        thistime = now - self.time_entered
@@ -151,6 +166,7 @@ class StateMachine():
                        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()
@@ -168,16 +184,60 @@ class StateMachine():
                # handle_wakeup_event intentionally not overwritten
        
        class StateClosing(State):
-               #TODO Ralf/Conny
-               pass
+               # FIXME: Why does this even have callbacks?
+               # TODO: share code with StateOpening, and possibly also with the nerv-mechanism from StateAboutToOpen
+               def __init__(self,sm):
+                       super().__init__(sm)
+                       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)
+               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
-               pass
+               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):
-               #TODO Ralf
-               pass
+               def handle_pins_event(self):
+                       if self.pins().door_closed:
+                               return StateClosing(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