X-Git-Url: https://git.ralfj.de/saartuer.git/blobdiff_plain/e99d4446af1d2f2419c4de4fe3874f17b0873a48..a7c0b8e1ba3fc6170f14bb0c964e5ac9e9ba4881:/statemachine.py diff --git a/statemachine.py b/statemachine.py deleted file mode 100644 index 6a3e889..0000000 --- a/statemachine.py +++ /dev/null @@ -1,263 +0,0 @@ -from libtuer import ThreadFunction, logger, fire_and_forget -from actor import Actor -import os, random - -# logger.{debug,info,warning,error,critical} - -def play_sound (what): - try: - soundfiles = os.listdir(SOUNDS_DIRECTORY+what) - except FileNotFoundError: - logger.error("StateMachine: Unable to list sound files in %s" % (SOUNDS_DIRECTORY+what)) - return - soundfile = SOUNDS_DIRECTORY + what + '/' + random.choice(soundfiles) - fire_and_forget ([SOUNDS_PLAYER,soundfile], logger.error, "StateMachine: ") - - -# StateUnlocking constants -OPEN_REPEAT_TIMEOUT = 8 -OPEN_REPEAT_NUMBER = 3 - -# 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"))] - -# 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 - -# play_sound constants -SOUNDS_DIRECTORY = "/opt/tuer/sounds/" -SOUNDS_PLAYER = "/usr/bin/mplayer" - - -class Nerver(): - # A little utility class used to run the nervlists. A nervlist is a list of (n, f) tuples where f() is run after n seconds. - # If f returns something, that's also returned by nerv. - def __init__(self, nervlist): - self.nervlist = list(nervlist) - - def nerv(self, total_time): - if len(self.nervlist): - (time, f) = self.nervlist[0] - # check if the first element is to be triggered - if time >= total_time: - self.nervlist = self.nervlist[1:] # "pop" the first element, but do not modify original list - return f() - - -class StateMachine(): - # commands you can send - CMD_PINS = 0 - CMD_BUZZ = 1 - 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_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) - def pins(self): - return self.state_machine.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() - 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 - else: - return StateAuf - - 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) - def handle_cmd_unlock_event(self,callback): - # intentionally not calling super() implementation - return StateUnlocking(callback,self.state_machine) - - class StateUnlocking(State): - def __init__(self,callback,sm): - # construct a nervlist - nervlist = [(t*OPEN_REPEAT_TIMEOUT, lambda: self.actor().act(Actor.CMD_UNLOCK)) for t in xrange(1, OPEN_REPEAT_NUMBER+1)] - nervlist += [((OPEN_REPEAT_NUMBER+1)*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_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 - 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 handle_cmd_unlock_event(self,callback): - # intentionally not calling super() implementation - # FIXME: 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) - - 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.") - self.actor().act(Actor.CMD_UNLOCK) - - class StateAboutToOpen(AbstractStateWhereOpeningIsRedundant): - 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) - - class StateAuf(AbstractStateWhereOpeningIsRedundant): - def __init__(self,sm): - super().__init__(sm) - self.last_buzzed = None - def handle_pins_event(self): - super().handle_pins_event() - pins = self.pins() - if pins.bell_ringing: - 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 not pins.space_active: - logger.info("space switch off - starting leaving procedure") - return StateAboutToLeave(self.state_machine) - if pins.door_locked: - 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 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 xrange(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_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) - 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) - if pins.door_locked: - return SpaceZu(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.") - 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) - - class StateAboutToLeave(State): - 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 StateLocking(self.state_machine) - - class StateLeaving(State): - 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) - 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 - self.callback = ThreadFunction(self._callback) - self.current_state = StateStart(self) - self.pins = None - self.old_pins = None - - def stop (self): - self.callback.stop() - - def _callback(self, cmd, arg=None): - # update pins - if cmd == StateMachine.CMD_PINS: - 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? - while newstate is not None: - logger.info("StateMachine: new state = %s" % newstate.__class__.__name__) - self.current_state = newstate - newstate = self.current_state.handle_event(StateMachine.CMD_PINS, self.pins)