make the actor more multi-threaded and do more logging
[saartuer.git] / statemachine.py
index 0fc24bdf08e1c4d9b91c80752cf6c6cc97d5e704..850eb0e598f61f2239b685b9e79a0f008f6ceef0 100644 (file)
@@ -30,7 +30,7 @@ ABOUTOPEN_NERVLIST = [(5, lambda : play_sound("flipswitch")), (5, lambda:play_so
 
 # 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 = 20
+LEAVE_TIMEOUT = 4
 
 # play_sound constants
 SOUNDS_DIRECTORY = "/opt/tuer/sounds/"
@@ -103,25 +103,27 @@ class StateMachine():
                '''A state with invariant "The space is locked", switching to StateAboutToOpen when the space becomes unlocked'''
                def handle_pins_event(self):
                        if not self.pins().door_locked:
-                               return StateAboutToOpen(self.state_machine)
-                       return super().handle_pins_event
+                               logger.info("Door unlocked, space is about to open")
+                               return StateMachine.StateAboutToOpen(self.state_machine)
+                       return super().handle_pins_event()
        
        class AbstractUnlockedState(State):
                '''A state with invariant "The space is unlocked", switching to StateZu when the space becomes locked'''
                def handle_pins_event(self):
                        if self.pins().door_locked:
+                               logger.info("Door locked, closing space")
                                if self.pins().space_active:
                                        # FIXME the same state can be reached by first locking the door, and then activating the space. What to do then?
-                                       logger.info("StateMachine: door manually locked, but space switch is still on - going to StateZu")
+                                       logger.warning("StateMachine: door manually locked, but space switch is still on - going to StateZu")
                                        play_sound("manual_lock")
-                               return StateZu(self.state_machine)
-                       return super().handle_pins_event
+                               return StateMachine.StateZu(self.state_machine)
+                       return super().handle_pins_event()
        
        class StateStart(State):
                def handle_pins_event(self):
                        pins = self.pins()
                        if not (pins.door_locked is None or pins.door_closed is None or pins.space_active is None or pins.bell_ringing is None):
-                               # All sensors got a value, switch to a proper state
+                               logger.info("All sensors got a value, switching to a proper state")
                                if pins.door_locked:
                                        return StateMachine.StateZu(self.state_machine)
                                else:
@@ -167,6 +169,7 @@ class StateMachine():
                def handle_pins_event(self):
                        pins = self.pins()
                        if pins.space_active:
+                               logger.info("Space activated, opening procedure completed")
                                return StateMachine.StateAuf(self.state_machine)
                        return super().handle_pins_event()
        
@@ -216,6 +219,7 @@ class StateMachine():
                        if not self.pins().door_closed:
                                return StateMachine.StateLeaving(self.state_machine)
                        if self.pins().space_active:
+                               logger.info("Space re-activated, cancelling leaving procedure")
                                return StateMachine.StateAuf(self.state_machine)
                        return super().handle_pins_event()
        
@@ -225,8 +229,10 @@ class StateMachine():
                        super().__init__(sm, nervlist)
                def handle_pins_event(self):
                        if self.pins().door_closed:
+                               logger.info("The space was left, locking the door")
                                return StateMachine.StateLocking(self.state_machine)
                        if self.pins().space_active:
+                               logger.info("Space re-activated, cancelling leaving procedure")
                                return StateMachine.StateAuf(self.state_machine)
                        return super().handle_pins_event()
        
@@ -248,6 +254,7 @@ class StateMachine():
                newstate = self.current_state.handle_event(cmd,arg) # returns None or an instance of the new state
                self.old_pins = self.pins
                while newstate is not None:
+                       assert isinstance(newstate, StateMachine.State), "I should get a state"
                        self.current_state.on_leave()
                        logger.debug("StateMachine: Doing state transition %s -> %s" % (self.current_state.__class__.__name__, newstate.__class__.__name__))
                        self.current_state = newstate