This commit is contained in:
@@ -15,6 +15,13 @@ var errorMap = map[error]int{
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models.ErrBadColor: 400,
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models.ErrInternal: 500,
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models.ErrUnknownColorFormat: 400,
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models.ErrSceneInvalidInterval: 400,
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models.ErrSceneNoRoles: 400,
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models.ErrSceneRoleNoStates: 400,
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models.ErrSceneRoleUnsupportedOrdering: 422,
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models.ErrSceneRoleUnknownEffect: 422,
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models.ErrSceneRoleUnknownPowerMode: 422,
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}
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type response struct {
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@@ -0,0 +1,36 @@
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package scene
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import (
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"git.aiterp.net/lucifer/new-server/models"
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"sync"
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)
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type Manager struct {
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mu sync.Mutex
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assignments map[int]*Scene
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scenes []*Scene
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}
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func (mgr *Manager) UpdateDevice(device *models.Device) {
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}
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func (mgr *Manager) GetUnassigned(devices []models.Device) []models.Device {
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mgr.mu.Lock()
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defer mgr.mu.Unlock()
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res := make([]models.Device, 0, len(devices))
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for _, device := range devices {
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if _, ok := mgr.assignments[device.ID]; !ok {
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res = append(res, device)
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}
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}
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return res
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}
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var globalManager = &Manager{}
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func Get() *Manager {
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return globalManager
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}
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@@ -0,0 +1,87 @@
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package scene
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import (
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"git.aiterp.net/lucifer/new-server/models"
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"time"
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)
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type Scene struct {
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startTime time.Time
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duration time.Duration
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tag string
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data models.Scene
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roleList [][]models.Device
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deviceMap map[int]*models.Device
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roleMap map[int]int
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changes map[int]models.NewDeviceState
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}
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func (s *Scene) UpdateScene(scene models.Scene) {
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s.data = scene
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s.roleMap = make(map[int]int)
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for _, device := range s.deviceMap {
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s.moveDevice(*device)
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}
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}
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func (s *Scene) UpsertDevice(device models.Device) {
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s.deviceMap[device.ID] = &device
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s.moveDevice(device)
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}
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func (s *Scene) RemoveDevice(device models.Device) {
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delete(s.deviceMap, device.ID)
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delete(s.roleMap, device.ID)
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}
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func (s *Scene) runRole(index int) {
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}
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func (s *Scene) moveDevice(device models.Device, run bool) {
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oldRole, hasOldRole := s.roleMap[device.ID]
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newRole := s.data.RoleIndex(&device)
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if hasOldRole && oldRole == newRole {
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return
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}
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if hasOldRole {
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for i, device2 := range s.roleList[oldRole] {
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if device2.ID == device.ID {
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s.roleList[oldRole] = append(s.roleList[oldRole][:i], s.roleList[oldRole][i+1:]...)
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break
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}
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}
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s.runRole(oldRole)
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}
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s.roleMap[device.ID] = newRole
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s.runRole(newRole)
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}
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func (s *Scene) intervalNumber() int64 {
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intervalDuration := time.Duration(s.data.IntervalMS) * time.Millisecond
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return int64(time.Since(s.startTime) / intervalDuration)
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}
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func (s *Scene) intervalFac() float64 {
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return clamp(float64(time.Since(s.startTime)) / float64(s.duration))
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}
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func (s *Scene) positionFac(i, len int) float64 {
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return clamp(float64(i) / float64(len))
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}
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func clamp(fac float64) float64 {
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if fac > 1.00 {
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return 1.00
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} else if fac < 0.00 {
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return 0.00
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} else {
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return fac
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}
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}
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+51
-2
@@ -3,6 +3,7 @@ package models
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import (
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"context"
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"strings"
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"time"
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)
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type Device struct {
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@@ -20,8 +21,8 @@ type Device struct {
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}
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type DeviceUpdate struct {
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Icon *string `json:"icon"`
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Name *string `json:"name"`
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Icon *string `json:"icon"`
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Name *string `json:"name"`
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UserProperties map[string]*string `json:"userProperties"`
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}
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@@ -37,6 +38,13 @@ type DeviceState struct {
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Temperature float64 `json:"temperature"`
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}
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type DeviceScene struct {
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SceneID int `json:"sceneId"`
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Time time.Time `json:"time"`
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DurationMS int64 `json:"duration"`
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Tag string `json:"tag"`
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}
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type NewDeviceState struct {
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Power *bool `json:"power"`
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Color *string `json:"color"`
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@@ -170,3 +178,44 @@ func (d *Device) SetState(newState NewDeviceState) error {
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return nil
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}
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func (s *NewDeviceState) Interpolate(other NewDeviceState, fac float64) NewDeviceState {
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n := NewDeviceState{}
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if s.Power != nil && other.Power != nil {
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if fac >= 0.5 {
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n.Power = other.Power
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} else {
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n.Power = s.Power
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}
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}
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if s.Color != nil && other.Color != nil {
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sc, err := ParseColorValue(*s.Color)
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oc, err2 := ParseColorValue(*other.Color)
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if err == nil && err2 == nil {
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rc := ColorValue{}
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rc.Hue = interpolateFloat(sc.Hue, oc.Hue, fac)
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rc.Saturation = interpolateFloat(sc.Saturation, oc.Saturation, fac)
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rc.Kelvin = interpolateInt(sc.Kelvin, oc.Kelvin, fac)
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rcStr := rc.String()
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n.Color = &rcStr
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}
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}
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if s.Intensity != nil && other.Intensity != nil {
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n.Intensity = new(float64)
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*n.Intensity = interpolateFloat(*s.Intensity, *other.Intensity, fac)
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}
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return n
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}
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func interpolateFloat(a, b, fac float64) float64 {
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return (a * (1 - fac)) + (b * fac)
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}
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func interpolateInt(a, b int, fac float64) int {
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return int((float64(a) * (1 - fac)) + (float64(b) * fac))
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}
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@@ -22,3 +22,10 @@ var ErrInvalidPacketSize = errors.New("invalid packet size")
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var ErrReadTimeout = errors.New("read timeout")
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var ErrUnrecognizedPacketType = errors.New("packet type not recognized")
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var ErrBridgeRunningRequired = errors.New("this operation cannot be performed when bridge is not running")
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var ErrSceneInvalidInterval = errors.New("scene interval must be 0 (=disabled) or greater")
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var ErrSceneNoRoles = errors.New("scene cannot have zero rules")
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var ErrSceneRoleNoStates = errors.New("scene rule has no states")
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var ErrSceneRoleUnsupportedOrdering = errors.New("scene rule has an unsupported ordering")
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var ErrSceneRoleUnknownEffect = errors.New("scene rule has an unknown effect")
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var ErrSceneRoleUnknownPowerMode = errors.New("scene rule has an unknown power mode")
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+204
@@ -0,0 +1,204 @@
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package models
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import (
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"math"
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"math/rand"
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"sort"
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"strings"
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)
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type Scene struct {
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ID int `json:"id"`
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Name string `json:"name"`
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IntervalMS int64 `json:"interval"`
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Roles []SceneRole `json:"roles"`
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}
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func (s *Scene) Validate() error {
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if s.IntervalMS < 0 {
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return ErrSceneInvalidInterval
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}
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if len(s.Roles) == 0 {
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return ErrSceneNoRoles
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}
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for _, role := range s.Roles {
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err := role.Validate()
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if err != nil {
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return err
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}
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}
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return nil
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}
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func (s *Scene) Role(device *Device) *SceneRole {
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index := s.RoleIndex(device)
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if index == -1 {
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return nil
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}
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return &s.Roles[index]
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}
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func (s *Scene) RoleIndex(device *Device) int {
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for i, role := range s.Roles {
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if role.TargetKind.Matches(device, role.TargetValue) {
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return i
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}
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}
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return -1
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}
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type SceneEffect string
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const (
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SEStatic SceneEffect = "Plain"
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SERandom SceneEffect = "Random"
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SEGradient SceneEffect = "Gradient"
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SETransition SceneEffect = "Transition"
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)
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type SceneRole struct {
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Effect SceneEffect `json:"effect"`
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PowerMode ScenePowerMode `json:"overridePower"`
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TargetKind ReferenceKind `json:"targetKind"`
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TargetValue string `json:"targetValue"`
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Interpolate bool `json:"interpolate"`
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Order string `json:"order"`
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States []NewDeviceState `json:"states"`
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}
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func (r *SceneRole) Validate() error {
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if len(r.States) == 0 {
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return ErrSceneRoleNoStates
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}
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switch r.TargetKind {
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case RKTag, RKBridgeID, RKDeviceID, RKName, RKAll:
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default:
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return ErrBadInput
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}
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switch r.PowerMode {
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case SPScene, SPDevice, SPOverride:
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default:
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return ErrSceneRoleUnknownPowerMode
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}
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switch r.Effect {
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case SEStatic, SERandom, SEGradient, SETransition:
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default:
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return ErrSceneRoleUnknownEffect
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}
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switch r.Order {
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case "", "-name", "name", "+name", "-id", "id", "+id":
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default:
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return ErrSceneRoleUnsupportedOrdering
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}
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return nil
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}
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func (r *SceneRole) ApplyOrder(devices []Device) {
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if r.Order == "" {
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return
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}
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desc := strings.HasPrefix(r.Order, "-")
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orderKey := r.Order
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if desc || strings.HasPrefix(r.Order, "+") {
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orderKey = orderKey[1:]
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}
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switch orderKey {
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case "id":
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sort.Slice(devices, func(i, j int) bool {
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if desc {
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return devices[i].ID > devices[j].ID
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}
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return devices[i].ID < devices[j].ID
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})
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case "name":
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sort.Slice(devices, func(i, j int) bool {
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if desc {
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return strings.Compare(devices[i].Name, devices[j].Name) < 0
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}
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return strings.Compare(devices[i].Name, devices[j].Name) > 0
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})
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}
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}
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func (r *SceneRole) ApplyEffect(device *Device, intervalFac float64, positionFac float64) (newState NewDeviceState, deviceChanged bool) {
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switch r.Effect {
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case SEStatic:
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newState = r.States[0]
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case SERandom:
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newState = r.State(rand.Float64())
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case SEGradient:
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newState = r.State(positionFac)
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case SETransition:
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newState = r.State(intervalFac)
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}
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switch r.PowerMode {
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case SPDevice:
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newState.Power = nil
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case SPScene:
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// Do nothing
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case SPOverride:
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if newState.Power != nil && device.State.Power != *newState.Power {
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device.State.Power = *newState.Power
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deviceChanged = true
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}
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}
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return
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}
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func (r *SceneRole) State(fac float64) NewDeviceState {
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if len(r.States) == 0 {
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return NewDeviceState{}
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} else if len(r.States) == 1 {
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return r.States[0]
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}
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if r.Interpolate {
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if len(r.States) == 2 {
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return r.States[0].Interpolate(r.States[1], fac)
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} else {
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pos := fac * float64(len(r.States)-1)
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start := math.Floor(pos)
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localFac := pos - start
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return r.States[int(start)].Interpolate(r.States[int(start)+1], localFac)
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}
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} else {
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index := int(fac * float64(len(r.States)))
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if index == len(r.States) {
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index = len(r.States) - 1
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}
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return r.States[index]
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}
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}
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type ScenePowerMode string
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const (
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SPDevice ScenePowerMode = "Device" // Device state decides power. Scene state may only power off.
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SPScene ScenePowerMode = "Scene" // Scene state decide power.
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SPOverride ScenePowerMode = "Override" // Same as above, but Scene state set Device state' power. This is good for "wake up" scenes.
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)
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type SceneAssignment struct {
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Scene *Scene
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Device *Device
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Tag string
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}
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@@ -1,5 +1,10 @@
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package models
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import (
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"strconv"
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"strings"
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)
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type ReferenceKind string
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var (
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@@ -9,3 +14,53 @@ var (
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RKAll ReferenceKind = "All"
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RKName ReferenceKind = "Name"
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)
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func (rk ReferenceKind) Matches(device *Device, value string) bool {
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switch rk {
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case RKName:
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if strings.HasPrefix(value, "*") {
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return strings.HasSuffix(device.Name, value[1:])
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} else if strings.HasSuffix(value, "*") {
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return strings.HasPrefix(device.Name, value[:len(value)-1])
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} else {
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return device.Name == value
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}
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case RKDeviceID:
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idStr := strconv.Itoa(device.ID)
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for _, idStr2 := range strings.Split(value, ",") {
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if idStr == idStr2 {
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return true
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}
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}
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case RKBridgeID:
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idStr := strconv.Itoa(device.BridgeID)
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for _, idStr2 := range strings.Split(value, ",") {
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if idStr == idStr2 {
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return true
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}
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}
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case RKTag:
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hadAny := false
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for _, tag := range strings.Split(value, ",") {
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if strings.HasPrefix(tag, "-") {
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if device.HasTag(tag[1:]) {
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return false
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}
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} else if strings.HasPrefix(tag, "+") {
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if !device.HasTag(tag[1:]) {
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return false
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}
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} else {
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if device.HasTag(tag) {
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hadAny = true
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}
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}
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}
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return hadAny
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case RKAll:
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return true
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}
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return false
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}
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Reference in New Issue
Block a user