X-Git-Url: https://git.ralfj.de/saartuer.git/blobdiff_plain/e99d4446af1d2f2419c4de4fe3874f17b0873a48..eb3e24210b024a3393e629f133bef7c66eddceae:/statemachine.py?ds=inline diff --git a/statemachine.py b/statemachine.py index 6a3e889..c73bea0 100644 --- a/statemachine.py +++ b/statemachine.py @@ -1,6 +1,6 @@ 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 +15,22 @@ 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")), (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 +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 -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/" @@ -44,13 +42,17 @@ 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] + (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 >= total_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() @@ -65,185 +67,198 @@ class StateMachine(): 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) + 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(time.time() - self.time_entered) + 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 + if self.pins().door_locked != (not self.pins().space_active): + self.actor().act(Actor.CMD_RED_ON) else: - return StateAuf - - 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) + 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): + if pins.door_locked: + logger.info("All sensors got a value, switching to a proper state: Space is closed") + return StateMachine.StateZu(self.state_machine) + else: + logger.info("All sensors got a value, switching to a proper state: Space is (about to) open") + 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(callback,self.state_machine) + return StateMachine.StateUnlocking(self.state_machine, callback) + def handle_pins_event(self): + if not self.old_pins().space_active and self.pins().space_active: # first thing to check: edge detection + 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 StateUnlocking(State): - def __init__(self,callback,sm): + class StateUnlocking(AbstractLockedState): + def __init__(self,sm,callback=None): # 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)] + 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 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: # 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) + def on_leave(self): + self.notify(not self.pins().door_locked) 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) + 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.warning("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: - 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: # first thing to check: edge detection + # 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.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 + logger.info("StateMachine: space switch turned off - starting leaving procedure") + return StateMachine.StateAboutToLeave(self.state_machine) + return super().handle_pins_event() - class StateLocking(State): - # FIXME: Why does this even have callbacks? - # TODO: share code with StateUnlocking + class StateLocking(AbstractUnlockedState): 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)] + 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) - 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 close 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) - self.notify(False) - 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: 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) - def handle_wakeup_event(self): - over = time.time() - self.time_entered - if over >= LEAVE_TIMEOUT: - return StateLocking(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: 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) - def handle_wakeup_event(self): - over = time.time() - self.time_entered - if over >= LEAVE_TIMEOUT: - return StateAboutToOpen(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 @@ -256,8 +271,10 @@ 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__) + 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)