more scene stuff. There's still no command and API to push scenes and unassign (aside from setting a temporary scene and waiting it out).
continuous-integration/drone/push Build is passing

This commit is contained in:
2021-10-05 20:11:53 +02:00
parent 07173e4e56
commit 1b7e495a59
14 changed files with 416 additions and 9 deletions
+25 -3
View File
@@ -19,6 +19,18 @@ type Publisher struct {
waiting map[int]chan struct{}
}
func (p *Publisher) UpdateScene(data models.Scene) {
p.mu.Lock()
p.sceneData[data.ID] = &data
for _, scene := range p.scenes {
if scene.data.ID == data.ID {
scene.UpdateScene(data)
}
}
p.mu.Unlock()
}
func (p *Publisher) ReloadScenes(ctx context.Context) error {
scenes, err := config.SceneRepository().FetchAll(ctx)
if err != nil {
@@ -26,8 +38,12 @@ func (p *Publisher) ReloadScenes(ctx context.Context) error {
}
p.mu.Lock()
for _, scene := range scenes {
p.sceneData[scene.ID] = &scene
for i, scene := range scenes {
p.sceneData[scene.ID] = &scenes[i]
}
for _, scene := range p.scenes {
scene.UpdateScene(*p.sceneData[scene.data.ID])
}
p.mu.Unlock()
@@ -90,10 +106,12 @@ func (p *Publisher) Run() {
p.mu.Lock()
for i, scene := range p.scenes {
if !scene.endTime.IsZero() && time.Now().After(scene.endTime) {
if (!scene.endTime.IsZero() && time.Now().After(scene.endTime)) || scene.Empty() {
deleteList = append(deleteList, i-len(deleteList))
updatedList = append(updatedList, scene.AllDevices()...)
log.Printf("Removing scene instance for %s (%d)", scene.data.Name, scene.data.ID)
for _, device := range scene.AllDevices() {
p.sceneAssignment[device.ID] = nil
}
@@ -258,6 +276,10 @@ var publisher = Publisher{
waiting: make(map[int]chan struct{}),
}
func Global() *Publisher {
return &publisher
}
func Initialize(ctx context.Context) error {
err :=publisher.ReloadScenes(ctx)
if err != nil {
+11
View File
@@ -86,6 +86,17 @@ func (s *Scene) RemoveDevice(device models.Device) {
delete(s.roleMap, device.ID)
}
func (s *Scene) Empty() bool {
for _, list := range s.roleList {
if len(list) > 0 {
return false
}
}
return true
}
func (s *Scene) Due() bool {
if s.due {
return true