X-Git-Url: https://git.ralfj.de/saartuer.git/blobdiff_plain/4f929e668c842100aaaf31008c4624c75b280a1b..97df5941b08cd53aa66937ded412fa58aac531aa:/statemachine.py diff --git a/statemachine.py b/statemachine.py index 1be022b..332f48d 100644 --- a/statemachine.py +++ b/statemachine.py @@ -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 @@ -14,18 +14,18 @@ def play_sound (what): fire_and_forget ([SOUNDS_PLAYER,soundfile], logger.error, "StateMachine: ") -# StateOpening constants +# StateUnlocking constants OPEN_REPEAT_TIMEOUT = 8 OPEN_REPEAT_NUMBER = 3 -# StateClosing constants +# StateLocking 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")),\ - (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) @@ -44,13 +44,17 @@ class Nerver(): # If f returns something, that's also returned by nerv. def __init__(self, nervlist): self.nervlist = list(nervlist) + self.last_event_time = time.time() - def nerv(self, total_time): + def nerv(self): if len(self.nervlist): (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 >= total_time: + if time_gone >= time: self.nervlist = self.nervlist[1:] # "pop" the first element, but do not modify original list + self.last_event_time = now return f() @@ -58,26 +62,25 @@ class StateMachine(): # commands you can send CMD_PINS = 0 CMD_BUZZ = 1 - CMD_OPEN = 2 + CMD_UNLOCK = 2 CMD_WAKEUP = 3 CMD_LAST = 4 class State(): def __init__(self, state_machine, nervlist = None): self.state_machine = state_machine - self.time_entered = time.time() self._nerver = None if nervlist is None else Nerver(nervlist) 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) arg("200 okay: buzz executed") - def handle_open_event(self,arg): + 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__) def handle_wakeup_event(self): if self._nerver is not None: - return self._nerver.nerv(time.time() - self.time_entered) + return self._nerver.nerv() def pins(self): return self.state_machine.pins def actor(self): @@ -87,8 +90,8 @@ class StateMachine(): self.handle_pins_event() elif arg is CMD_BUZZ: self.handle_buzz_event(arg) - elif arg is CMD_OPEN: - self.handle_open_event(arg) + elif arg is CMD_UNLOCK: + self.handle_cmd_unlock_event(arg) elif arg is CMD_WAKEUP: self.handle_wakeup_event() else: @@ -112,19 +115,19 @@ class StateMachine(): pins = self.pins() if not pins.door_locked: return StateAboutToOpen(self.state_machine) - def handle_open_event(self,callback): + def handle_cmd_unlock_event(self,callback): # intentionally not calling super() implementation - return StateOpening(callback,self.state_machine) + return StateUnlocking(callback,self.state_machine) - class StateOpening(State): + class StateUnlocking(State): def __init__(self,callback,sm): # construct a nervlist - nervlist = [(t*OPEN_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_OPEN)) for t in xrange(1, OPEN_REPEAT_NUMBER+1)] - nervlist += [((OPEN_REPEAT_NUMBER+1)*OPEN_REPEAT_TIMEOUT, self.could_not_open)] + 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? - self.actor().act(Actor.CMD_OPEN) + 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: @@ -136,7 +139,7 @@ class StateMachine(): if not pins.door_locked: self.notify(True) return StateAboutToOpen(self.state_machine) - def handle_open_event(self,callback): + def handle_cmd_unlock_event(self,callback): # intentionally not calling super() implementation # FIXME: 202 notification also here if possible self.callbacks.append(callback) @@ -146,11 +149,11 @@ class StateMachine(): return StateZu(self.state_machine) class AbstractStateWhereOpeningIsRedundant(State): - def handle_open_event(self, callback): + 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.") - self.actor().act(Actor.CMD_OPEN) + self.actor().act(Actor.CMD_UNLOCK) class StateAboutToOpen(AbstractStateWhereOpeningIsRedundant): def __init__(self, sm): @@ -183,21 +186,20 @@ class StateMachine(): logger.error("door manually locked, but space switch on - going to StateZu") play_sound("manual_lock") return StateZu(self.state_machine) - # handle_wakeup_event intentionally not overwritten - class StateClosing(State): + class StateLocking(State): # FIXME: Why does this even have callbacks? - # TODO: share code with StateOpening + # TODO: share code with StateUnlocking def __init__(self,sm): # construct a nervlist - nervlist = [(t*CLOSE_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_CLOSE)) for t in xrange(1, CLOSE_REPEAT_NUMBER+1)] + 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)] 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_CLOSE) + 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: @@ -211,7 +213,7 @@ class StateMachine(): return StateAboutToOpen(self.state_machine) if pins.door_locked: return SpaceZu(self.state_machine) - def handle_open_event(self,callback): + def handle_cmd_unlock_event(self,callback): callback("409 conflict: The server is currently trying to close 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) @@ -219,26 +221,24 @@ class StateMachine(): return StateAboutToOpen(self.state_machine) class StateAboutToLeave(State): + def __init__(self, sm): + nervlist = [(LEAVE_TIMEOUT, lambda: 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) - def handle_wakeup_event(self): - over = time.time() - self.time_entered - if over >= LEAVE_TIMEOUT: - return StateClosing(self.state_machine) class StateLeaving(State): + def __init__(self, sm): + nervlist = [(LEAVE_TIMEOUT, lambda: StateAboutToOpen(self.state_machine))] + super().__init__(sm, nervlist) def handle_pins_event(self): if self.pins().door_closed: - return StateClosing(self.state_machine) + return StateLocking(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