# 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 = 4
+LEAVE_TIMEOUT = 20
# play_sound constants
SOUNDS_DIRECTORY = "/opt/tuer/sounds/"
else:
raise Exception("Unknown command number: %d" % ev)
- class AbstractLockedState(State):
+ class AbstractNonStartState(State):
+ def handle_pins_event(self):
+ if self.pins().door_locked != (not self.pins().space_active):
+ self.actor().act(Actor.CMD_RED_ON)
+ else:
+ self.actor().act(Actor.CMD_RED_OFF)
+ return super().handle_pins_event()
+
+ class AbstractLockedState(AbstractNonStartState):
'''A state with invariant "The space is locked", switching to StateAboutToOpen when the space becomes unlocked'''
+ def __init__(self, sm, nervlist = None):
+ super().__init__(sm, nervlist)
+ self.actor().act(Actor.CMD_GREEN_OFF)
def handle_pins_event(self):
if not self.pins().door_locked:
logger.info("Door unlocked, space is about to open")
return StateMachine.StateAboutToOpen(self.state_machine)
+ if not self.old_pins().space_active and self.pins().space_active:
+ logger.info("Space toggled to active while it was closed - unlocking the door")
+ return StateMachine.StateUnlocking(self.state_machine)
return super().handle_pins_event()
- class AbstractUnlockedState(State):
+ class AbstractUnlockedState(AbstractNonStartState):
'''A state with invariant "The space is unlocked", switching to StateZu when the space becomes locked'''
+ def __init__(self, sm, nervlist = None):
+ super().__init__(sm, nervlist)
+ self.actor().act(Actor.CMD_GREEN_ON)
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.warning("StateMachine: door manually locked, but space switch is still on - going to StateZu")
play_sound("manual_lock")
return StateMachine.StateZu(self.state_machine)