X-Git-Url: https://git.ralfj.de/saartuer.git/blobdiff_plain/6f24ccffd4dc1b8401cddad047296a0c11fedb5f..4f9482a7c46d5930b309a5796c39f81efa3989ae:/statemachine.py diff --git a/statemachine.py b/statemachine.py index 332f48d..07d6574 100644 --- a/statemachine.py +++ b/statemachine.py @@ -1,6 +1,6 @@ -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} @@ -15,24 +15,25 @@ def play_sound (what): # 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"))] +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 # 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 +# ALso the time we wait after the door was opend, till we assume something went wrong and start nerving +LEAVE_TIMEOUT = 20 # play_sound constants SOUNDS_DIRECTORY = "/opt/tuer/sounds/" @@ -48,11 +49,11 @@ class Nerver(): 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() @@ -73,7 +74,7 @@ class StateMachine(): 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: @@ -86,73 +87,72 @@ class StateMachine(): 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): 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 + pins = self.pins() + if pins.door_locked is None or pins.door_closed is None or pins.space_dactive is None or pins.bell_ringing is None: + return None # wait till we have all sensors non-None + if pins.door_locked: + return StateMachine.StateZu(self.state_machine) else: - return StateAuf - + return StateMachine.StateAuf(self.state_machine) + 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) + return StateMachine.StateAboutToOpen(self.state_machine) def handle_cmd_unlock_event(self,callback): # intentionally not calling super() implementation - return StateUnlocking(callback,self.state_machine) + return StateMachine.StateUnlocking(self.state_machine, callback) class StateUnlocking(State): - def __init__(self,callback,sm): + 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] - # FIXME: can we send "202 processing: Trying to open the door" here? Are the callbacks multi-use? + # TODO: can we send "202 processing: Trying to open 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)) for cb in self.callbacks: - if cb is not None: # FIXME why this check? shouldn't be needed + 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) + return StateMachine.StateAboutToOpen(self.state_machine) def handle_cmd_unlock_event(self,callback): # intentionally not calling super() implementation - # FIXME: 202 notification also here if possible + # 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) + return StateMachine.StateZu(self.state_machine) class AbstractStateWhereOpeningIsRedundant(State): 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.") + logger.info("Received OPEN command in StateAboutToOpen. This should not be necessary.") self.actor().act(Actor.CMD_UNLOCK) class StateAboutToOpen(AbstractStateWhereOpeningIsRedundant): @@ -162,9 +162,9 @@ class StateMachine(): super().handle_pins_event() pins = self.pins() if pins.door_locked: - return StateZu(self.state_machine) + return StateMachine.StateZu(self.state_machine) elif pins.space_active: - return StateAuf(self.state_machine) + return StateMachine.StateAuf(self.state_machine) class StateAuf(AbstractStateWhereOpeningIsRedundant): def __init__(self,sm): @@ -174,6 +174,7 @@ class StateMachine(): 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") @@ -181,69 +182,63 @@ class StateMachine(): self.last_buzzed = now if not pins.space_active: logger.info("space switch off - starting leaving procedure") - return StateAboutToLeave(self.state_machine) + return StateMachine.StateAboutToLeave(self.state_machine) if pins.door_locked: - logger.error("door manually locked, but space switch on - going to StateZu") + logger.info("door manually locked, but space switch on - going to StateZu") play_sound("manual_lock") - return StateZu(self.state_machine) + return StateMachine.StateZu(self.state_machine) class StateLocking(State): - # FIXME: Why does this even have callbacks? # TODO: share code with StateUnlocking def __init__(self,sm): # construct a nervlist - 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)] + 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) - 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_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: - if cb is not None: - cb(s) + 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 - self.notify(True) - return StateAboutToOpen(self.state_machine) + logger.warning("door manually opened during locking") + return StateMachine.StateAboutToOpen(self.state_machine) if pins.door_locked: - return SpaceZu(self.state_machine) + return StateMachine.StateZu(self.state_machine) def handle_cmd_unlock_event(self,callback): - callback("409 conflict: The server is currently trying to close the door. Try again later.") + callback("409 conflict: The server 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) - self.notify(False) - return StateAboutToOpen(self.state_machine) + return StateMachine.StateAboutToOpen(self.state_machine) class StateAboutToLeave(State): 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) + return StateMachine.StateLeaving(self.state_machine) if self.pins().door_locked: - return StateZu(self.state_machine) + return StateMachine.StateZu(self.state_machine) + if self.pins().space_active: + return StateMachine.StateAuf(self.state_machine) class StateLeaving(State): 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) + return StateMachine.StateLocking(self.state_machine) if self.pins().door_locked: - return StateZu(self.state_machine) + return StateMachine.StateZu(self.state_machine) + if self.pins().space_active: + return StateMachine.StateAuf(self.state_machine) 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 @@ -256,8 +251,8 @@ class StateMachine(): self.pins = arg # handle stuff newstate = self.current_state.handle_event(cmd,arg) # returns None or an instance of the new state - self.old_pins = self.pins # FIXME not used? + self.old_pins = self.pins while newstate is not None: - logger.info("StateMachine: new state = %s" % newstate.__class__.__name__) + logger.debug("StateMachine: new state = %s" % newstate.__class__.__name__) self.current_state = newstate newstate = self.current_state.handle_event(StateMachine.CMD_PINS, self.pins)