- from libtuer import ThreadFunction, logger, fire_and_forget
+ 8from libtuer import ThreadFunction, logger, fire_and_forget
from actor import Actor
import os, random
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)
# 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()
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
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):
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)]
+ 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?
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 = [(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=[]
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 StateLocking(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 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