+ class StateFallback(State):
+ def __init__(self, sm, nervlist = None):
+ super().__init__(self, sm, nervlist)
+ self._last_blink_time = time.time()
+ self._red_state = False
+ def handle_pins_event(self):
+ pins = self.pins()
+ # buzz if open and bell rang
+ if pins.space_active and pins.bell_ringing and not self.old_pins().bell_ringing:
+ logger.info("StateFallback: Space switch on and door bell rung => buzzing")
+ self.actor().act(Actor.CMD_BUZZ)
+ # set green LED according to space switch
+ if pins.space_active:
+ self.actor().act(Actor.CMD_GREEN_ON)
+ else:
+ self.actor().act(Actor.CMD_GREEN_OFF)
+ # primitive leaving procedure if space switch turned off
+ if not pins.space_active and self.old_pins().space_active:
+ def _close_after_time():
+ time.sleep(FALLBACK_LEAVE_DELAY_LOCK)
+ self.actor().act(Actor.CMD_LOCK)
+ t = threading.Thread(target=_close_after_time)
+ t.start()
+ # without return because we want to stay in fallback mode
+ super().handle_pins_event()
+ def handle_wakeup_event(self):
+ # blink red LED
+ now = time.time()
+ if now - self._last_blink_time < FALLBACK_BLINK_SPEED:
+ if self._red_state:
+ self.actor().act(Actor.CMD_RED_OFF)
+ self._red_state = False
+ else:
+ self.actor().act(Actor.CMD_RED_ON)
+ self._red_state = True
+ self._last_blink_time = now
+ def handle_cmd_unlock_event(self,arg):
+ if arg is not None:
+ arg("298 Fallback Okay: Trying to unlock the door. The System is in fallback mode, success information is not available.")
+ self.actor().act(Actor.CMD_UNLOCK)
+