-8from libtuer import ThreadFunction, logger, fire_and_forget
+from libtuer import ThreadFunction, logger, fire_and_forget
from actor import Actor
-import os, random
+import os, random, time
# logger.{debug,info,warning,error,critical}
# StateUnlocking constants
-OPEN_REPEAT_TIMEOUT = 8
+OPEN_REPEAT_TIMEOUT = 7
OPEN_REPEAT_NUMBER = 3
# StateLocking constants
-CLOSE_REPEAT_TIMEOUT = 8
+CLOSE_REPEAT_TIMEOUT = 7
CLOSE_REPEAT_NUMBER = 3
# StateAboutToOpen constants
-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
+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")),
+ (59*60, lambda:logger.critical("Space open but switch not flipped for one hour"))]
# 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
+LEAVE_TIMEOUT = 20
# play_sound constants
SOUNDS_DIRECTORY = "/opt/tuer/sounds/"
def nerv(self):
if len(self.nervlist):
- (time, f) = self.nervlist[0]
+ (wait_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:
+ if time_gone >= wait_time:
self.nervlist = self.nervlist[1:] # "pop" the first element, but do not modify original list
self.last_event_time = now
return f()
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)
+ 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__)
+ arg("412 Precondition Failed: The current state (%s) cannot handle the UNLOCK command. Try again later." % self.__class__.__name__)
def handle_wakeup_event(self):
if self._nerver is not None:
return self._nerver.nerv()
+ def on_leave(self):
+ pass
def pins(self):
return self.state_machine.pins
+ def old_pins(self):
+ return self.state_machine.old_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()
+ if ev == StateMachine.CMD_PINS:
+ return self.handle_pins_event()
+ elif ev == StateMachine.CMD_BUZZ:
+ return self.handle_buzz_event(arg)
+ elif ev == StateMachine.CMD_UNLOCK:
+ return self.handle_cmd_unlock_event(arg)
+ elif ev == StateMachine.CMD_WAKEUP:
+ return self.handle_wakeup_event()
else:
raise Exception("Unknown command number: %d" % ev)
- class StateStart(State):
+ class AbstractNonStartState(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(self.state_machine)
+ if self.pins().door_locked != (not self.pins().space_active):
+ self.actor().act(Actor.CMD_RED_ON)
else:
- return StateAuf(self.state_machine)
-
- class StateZu(State):
+ 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(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:
+ 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)
+ return super().handle_pins_event()
+
+ class StateStart(State):
def handle_pins_event(self):
- super().handle_pins_event()
pins = self.pins()
- if not pins.door_locked:
- return StateAboutToOpen(self.state_machine)
+ 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):
+ logger.info("All sensors got a value, switching to a proper state")
+ if pins.door_locked:
+ return StateMachine.StateZu(self.state_machine)
+ else:
+ return StateMachine.StateAboutToOpen(self.state_machine)
+ return super().handle_pins_event()
+
+ class StateZu(AbstractLockedState):
def handle_cmd_unlock_event(self,callback):
- # intentionally not calling super() implementation
- return StateUnlocking(self.state_machine, callback)
+ return StateMachine.StateUnlocking(self.state_machine, callback)
- class StateUnlocking(State):
+ class StateUnlocking(AbstractLockedState):
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, lambda: self.actor().act(Actor.CMD_UNLOCK)) for t in range(OPEN_REPEAT_NUMBER)]
nervlist += [(OPEN_REPEAT_TIMEOUT, self.could_not_open)]
super().__init__(sm,nervlist)
self.callbacks=[callback]
- # TODO: can we send "202 processing: Trying to open the door" here? Are the callbacks multi-use?
+ # TODO: can we send "202 processing: Trying to unlock 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))
+ s = "200 okay: door unlocked" if did_it_work else ("500 internal server error: Couldn't unlock door with %d tries à %f seconds" % (OPEN_REPEAT_NUMBER,OPEN_REPEAT_TIMEOUT))
for cb in self.callbacks:
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 on_leave(self):
+ self.notify(not self.pins().door_locked)
def handle_cmd_unlock_event(self,callback):
- # intentionally not calling super() implementation
# 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)
- self.notify(False)
- return StateZu(self.state_machine)
+ logger.critical("StateMachine: Couldn't open door after %d tries. Going back to StateZu." % OPEN_REPEAT_NUMBER)
+ return StateMachine.StateZu(self.state_machine)
- class AbstractStateWhereOpeningIsRedundant(State):
+ class AbstractStateWhereUnlockingIsRedundant(AbstractUnlockedState):
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.info("Received OPEN command in StateAboutToOpen. This should not be necessary.")
+ logger.info("StateMachine: Received UNLOCK command in %s. This should not be necessary." % self.__class__.__name__)
self.actor().act(Actor.CMD_UNLOCK)
- class StateAboutToOpen(AbstractStateWhereOpeningIsRedundant):
+ class StateAboutToOpen(AbstractStateWhereUnlockingIsRedundant):
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)
+ if pins.space_active:
+ logger.info("Space activated, opening procedure completed")
+ return StateMachine.StateAuf(self.state_machine)
+ return super().handle_pins_event()
- class StateAuf(AbstractStateWhereOpeningIsRedundant):
+ class StateAuf(AbstractStateWhereUnlockingIsRedundant):
def __init__(self,sm):
- super().__init__(sm)
+ nervlist = [(24*60*60, lambda: logger.critical("Space is now open for 24h. Is everything all right?"))]
+ super().__init__(sm, nervlist)
self.last_buzzed = None
def handle_pins_event(self):
- 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")
- self.actor().act(Actor.CMD_BUZZ)
- self.last_buzzed = now
+ if pins.bell_ringing and not self.old_pins().bell_ringing:
+ # someone just pressed the bell
+ logger.info("StateMachine: buzzing because of bell ringing in StateAuf")
+ self.actor().act(Actor.CMD_BUZZ)
if not pins.space_active:
- logger.info("space switch off - starting leaving procedure")
- return StateAboutToLeave(self.state_machine)
- if pins.door_locked:
- logger.info("door manually locked, but space switch on - going to StateZu")
- play_sound("manual_lock")
- return StateZu(self.state_machine)
-
- class StateLocking(State):
- # TODO: share code with StateUnlocking
+ logger.info("StateMachine: space switch turned off - starting leaving procedure")
+ return StateMachine.StateAboutToLeave(self.state_machine)
+ return super().handle_pins_event()
+
+ class StateLocking(AbstractUnlockedState):
def __init__(self,sm):
# construct a nervlist
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)
- if not pins.door_closed: # this should always be true, but just to be sure...
+ if self.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
- logger.warning("door manually opened during locking")
- return StateAboutToOpen(self.state_machine)
- if pins.door_locked:
- return SpaceZu(self.state_machine)
+ logger.warning("StateMachine: door manually opened during locking")
+ return StateMachine.StateAboutToOpen(self.state_machine)
+ # TODO do anything here if the switch is activated now?
+ return super().handle_pins_event()
def handle_cmd_unlock_event(self,callback):
- callback("409 conflict: The server is currently trying to lock the door. Try again later.")
+ callback("409 conflict: The sphinx 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)
- return StateAboutToOpen(self.state_machine)
+ logger.critical("StateMachine: Couldn't close door after %d tries. Going back to StateAboutToOpen." % CLOSE_REPEAT_NUMBER)
+ return StateMachine.StateAboutToOpen(self.state_machine)
- class StateAboutToLeave(State):
+ class StateAboutToLeave(AbstractUnlockedState):
def __init__(self, sm):
- nervlist = [(LEAVE_TIMEOUT, lambda: StateLocking(self.state_machine))]
+ nervlist = [(LEAVE_TIMEOUT, lambda: StateMachine.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)
+ 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()
- class StateLeaving(State):
+ class StateLeaving(AbstractUnlockedState):
def __init__(self, sm):
- nervlist = [(LEAVE_TIMEOUT, lambda: StateAboutToOpen(self.state_machine))]
+ nervlist = [(LEAVE_TIMEOUT, lambda: StateMachine.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)
+ 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()
def __init__(self, actor):
self.actor = actor
- self.callback = ThreadFunction(self._callback)
- self.current_state = StateStart(self)
+ self.callback = ThreadFunction(self._callback, name="StateMachine")
+ self.current_state = StateMachine.StateStart(self)
self.pins = None
self.old_pins = None
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:
- logger.info("StateMachine: new state = %s" % newstate.__class__.__name__)
+ 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
newstate = self.current_state.handle_event(StateMachine.CMD_PINS, self.pins)