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
continuous-integration/drone/push Build is passing
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@@ -19,6 +19,18 @@ type Publisher struct {
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waiting map[int]chan struct{}
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}
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func (p *Publisher) UpdateScene(data models.Scene) {
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p.mu.Lock()
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p.sceneData[data.ID] = &data
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for _, scene := range p.scenes {
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if scene.data.ID == data.ID {
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scene.UpdateScene(data)
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}
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}
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p.mu.Unlock()
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}
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func (p *Publisher) ReloadScenes(ctx context.Context) error {
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scenes, err := config.SceneRepository().FetchAll(ctx)
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if err != nil {
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@@ -26,8 +38,12 @@ func (p *Publisher) ReloadScenes(ctx context.Context) error {
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}
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p.mu.Lock()
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for _, scene := range scenes {
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p.sceneData[scene.ID] = &scene
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for i, scene := range scenes {
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p.sceneData[scene.ID] = &scenes[i]
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}
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for _, scene := range p.scenes {
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scene.UpdateScene(*p.sceneData[scene.data.ID])
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}
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p.mu.Unlock()
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@@ -90,10 +106,12 @@ func (p *Publisher) Run() {
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p.mu.Lock()
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for i, scene := range p.scenes {
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if !scene.endTime.IsZero() && time.Now().After(scene.endTime) {
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if (!scene.endTime.IsZero() && time.Now().After(scene.endTime)) || scene.Empty() {
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deleteList = append(deleteList, i-len(deleteList))
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updatedList = append(updatedList, scene.AllDevices()...)
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log.Printf("Removing scene instance for %s (%d)", scene.data.Name, scene.data.ID)
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for _, device := range scene.AllDevices() {
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p.sceneAssignment[device.ID] = nil
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}
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@@ -258,6 +276,10 @@ var publisher = Publisher{
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waiting: make(map[int]chan struct{}),
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}
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func Global() *Publisher {
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return &publisher
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}
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func Initialize(ctx context.Context) error {
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err :=publisher.ReloadScenes(ctx)
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if err != nil {
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@@ -86,6 +86,17 @@ func (s *Scene) RemoveDevice(device models.Device) {
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delete(s.roleMap, device.ID)
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}
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func (s *Scene) Empty() bool {
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for _, list := range s.roleList {
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if len(list) > 0 {
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return false
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}
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}
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return true
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}
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func (s *Scene) Due() bool {
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if s.due {
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return true
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