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new scene system is kind of working. I haven't tested changing between scenes and Transition effect yet, though.

pull/1/head
Gisle Aune 3 years ago
parent
commit
7b0028ee2b
  1. 21
      app/api/devices.go
  2. 15
      app/server.go
  3. 12
      app/services/events.go
  4. 81
      app/services/publish.go
  5. 275
      app/services/publisher/publisher.go
  6. 80
      app/services/publisher/scene.go
  7. 3
      internal/mysql/devicerepo.go
  8. 20
      models/device.go
  9. 13
      models/scene.go

21
app/api/devices.go

@ -3,7 +3,6 @@ package api
import (
"context"
"git.aiterp.net/lucifer/new-server/app/config"
"git.aiterp.net/lucifer/new-server/app/services/scene"
"git.aiterp.net/lucifer/new-server/models"
"github.com/gin-gonic/gin"
"golang.org/x/sync/errgroup"
@ -56,14 +55,12 @@ func Devices(r gin.IRoutes) {
return nil, err
}
_ = scene.GlobalManager().UpdateDevice(ctxOf(c), &devices[i], nil)
set[devices[i].ID] = true
changed = append(changed, devices[i])
}
}
config.PublishChannel <- scene.GlobalManager().FilterUnassigned(changed)
config.PublishChannel <- changed
go func() {
for _, device := range changed {
@ -126,11 +123,9 @@ func Devices(r gin.IRoutes) {
if err != nil {
return nil, err
}
_ = scene.GlobalManager().UpdateDevice(ctxOf(c), &devices[i], nil)
}
config.PublishChannel <- scene.GlobalManager().FilterUnassigned(devices)
config.PublishChannel <- devices
go func() {
for _, device := range devices {
@ -217,7 +212,7 @@ func Devices(r gin.IRoutes) {
return []models.Device{}, nil
}
assignedScene, err := config.SceneRepository().Find(ctxOf(c), body.SceneID)
_, err = config.SceneRepository().Find(ctxOf(c), body.SceneID)
if err != nil {
return nil, err
}
@ -228,17 +223,15 @@ func Devices(r gin.IRoutes) {
for i := range devices {
devices[i].SceneAssignments = []models.DeviceSceneAssignment{body}
err := scene.GlobalManager().UpdateDevice(ctxOf(c), &devices[i], assignedScene)
if err != nil {
return nil, err
}
}
config.PublishChannel <- devices
eg := errgroup.Group{}
for i := range devices {
device := devices[i]
eg.Go(func() error {
return config.DeviceRepository().Save(ctxOf(c), &devices[i], 0)
return config.DeviceRepository().Save(ctxOf(c), &device, 0)
})
}

15
app/server.go

@ -6,19 +6,26 @@ import (
"git.aiterp.net/lucifer/new-server/app/api"
"git.aiterp.net/lucifer/new-server/app/config"
"git.aiterp.net/lucifer/new-server/app/services"
"git.aiterp.net/lucifer/new-server/app/services/scene"
"git.aiterp.net/lucifer/new-server/app/services/publisher"
"github.com/gin-gonic/gin"
"log"
"time"
)
func StartServer() {
setupCtx, cancel := context.WithTimeout(context.Background(), time.Second * 10)
defer cancel()
err := publisher.Initialize(setupCtx)
if err != nil {
log.Fatalln("Publish init failed:", err)
return
}
services.StartEventHandler()
services.StartPublisher()
services.ConnectToBridges()
services.CheckNewDevices()
go scene.GlobalManager().Run(context.Background())
gin.SetMode(gin.ReleaseMode)
ginny := gin.New()

12
app/services/events.go

@ -4,7 +4,6 @@ import (
"context"
"fmt"
"git.aiterp.net/lucifer/new-server/app/config"
"git.aiterp.net/lucifer/new-server/app/services/scene"
"git.aiterp.net/lucifer/new-server/models"
"log"
"math"
@ -158,7 +157,7 @@ func handleEvent(event models.Event) (responses []models.Event) {
}
}
config.PublishChannel <- scene.GlobalManager().FilterUnassigned(allDevices)
config.PublishChannel <- allDevices
wg := sync.WaitGroup{}
@ -172,15 +171,6 @@ func handleEvent(event models.Event) (responses []models.Event) {
wg.Done()
}()
for _, device := range allDevices {
go func(device models.Device) {
err := scene.GlobalManager().UpdateDevice(context.Background(), &device, nil)
if err != nil {
log.Println("Failed to update devices' scene in resposne to event:", err)
}
}(device)
}
}
for _, handler := range deadHandlers {

81
app/services/publish.go

@ -1,81 +0,0 @@
package services
import (
"context"
"git.aiterp.net/lucifer/new-server/app/config"
"git.aiterp.net/lucifer/new-server/models"
"log"
"sync"
"time"
)
func StartPublisher() {
ctx := context.Background()
go func() {
for devices := range config.PublishChannel {
if len(devices) == 0 {
continue
}
lists := make(map[int][]models.Device, 4)
for _, device := range devices {
lists[device.BridgeID] = append(lists[device.BridgeID], device)
}
ctx, cancel := context.WithTimeout(ctx, time.Second * 30)
bridges, err := config.BridgeRepository().FetchAll(ctx)
if err != nil {
log.Println("Publishing error (1): " + err.Error())
cancel()
continue
}
wg := sync.WaitGroup{}
for _, devices := range lists {
wg.Add(1)
go func(devices []models.Device) {
defer wg.Done()
var bridge models.Bridge
for _, bridge2 := range bridges {
if bridge2.ID == devices[0].BridgeID {
bridge = bridge2
}
}
if bridge.ID == 0 {
log.Println("Unknown bridge")
return
}
if bridge.Driver == models.DTLIFX {
return
}
bridge, err := config.BridgeRepository().Find(ctx, devices[0].BridgeID)
if err != nil {
log.Println("Publishing error (1): " + err.Error())
return
}
driver, err := config.DriverProvider().Provide(bridge.Driver)
if err != nil {
log.Println("Publishing error (2): " + err.Error())
return
}
err = driver.Publish(ctx, bridge, devices)
if err != nil {
log.Println("Publishing error (3): " + err.Error())
return
}
}(devices)
}
wg.Wait()
cancel()
}
}()
}

275
app/services/publisher/publisher.go

@ -0,0 +1,275 @@
package publisher
import (
"context"
"git.aiterp.net/lucifer/new-server/app/config"
"git.aiterp.net/lucifer/new-server/models"
"log"
"sync"
"time"
)
type Publisher struct {
mu sync.Mutex
sceneData map[int]*models.Scene
scenes []*Scene
sceneAssignment map[int]*Scene
started map[int]bool
pending map[int][]models.Device
waiting map[int]chan struct{}
}
func (p *Publisher) ReloadScenes(ctx context.Context) error {
scenes, err := config.SceneRepository().FetchAll(ctx)
if err != nil {
return err
}
p.mu.Lock()
for _, scene := range scenes {
p.sceneData[scene.ID] = &scene
}
p.mu.Unlock()
return nil
}
func (p *Publisher) ReloadDevices(ctx context.Context) error {
devices, err := config.DeviceRepository().FetchByReference(ctx, models.RKAll, "")
if err != nil {
return err
}
p.Publish(devices...)
return nil
}
func (p *Publisher) Publish(devices ...models.Device) {
if len(devices) == 0 {
return
}
p.mu.Lock()
defer p.mu.Unlock()
for _, device := range devices {
if !p.started[device.BridgeID] {
p.started[device.BridgeID] = true
go p.runBridge(device.BridgeID)
}
p.reassignDevice(device)
if p.sceneAssignment[device.ID] != nil {
p.sceneAssignment[device.ID].UpsertDevice(device)
} else {
p.pending[device.BridgeID] = append(p.pending[device.BridgeID], device)
if p.waiting[device.BridgeID] != nil {
close(p.waiting[device.BridgeID])
p.waiting[device.BridgeID] = nil
}
}
}
}
func (p *Publisher) PublishChannel(ch <-chan []models.Device) {
for list := range ch {
p.Publish(list...)
}
}
func (p *Publisher) Run() {
ticker := time.NewTicker(time.Millisecond * 100)
deleteList := make([]int, 0, 8)
updatedList := make([]models.Device, 0, 16)
for range ticker.C {
deleteList = deleteList[:0]
updatedList = updatedList[:0]
p.mu.Lock()
for i, scene := range p.scenes {
if !scene.endTime.IsZero() && time.Now().After(scene.endTime) {
deleteList = append(deleteList, i-len(deleteList))
updatedList = append(updatedList, scene.AllDevices()...)
for _, device := range scene.AllDevices() {
p.sceneAssignment[device.ID] = nil
}
continue
}
if scene.Due() {
updatedList = append(updatedList, scene.Run()...)
updatedList = append(updatedList, scene.UnaffectedDevices()...)
}
}
for _, i := range deleteList {
p.scenes = append(p.scenes[:i], p.scenes[i+1:]...)
}
for _, device := range updatedList {
if !p.started[device.BridgeID] {
p.started[device.BridgeID] = true
go p.runBridge(device.BridgeID)
}
p.pending[device.BridgeID] = append(p.pending[device.BridgeID], device)
if p.waiting[device.BridgeID] != nil {
close(p.waiting[device.BridgeID])
p.waiting[device.BridgeID] = nil
}
}
p.mu.Unlock()
}
}
// reassignDevice re-evaluates the device's scene assignment config. It will return whether the scene changed, which
// should trigger an update.
func (p *Publisher) reassignDevice(device models.Device) bool {
var selectedAssignment *models.DeviceSceneAssignment
for _, assignment := range device.SceneAssignments {
duration := time.Duration(assignment.DurationMS) * time.Millisecond
if duration <= 0 || time.Now().Before(assignment.StartTime.Add(duration)) {
selectedAssignment = &assignment
}
}
if selectedAssignment == nil {
if p.sceneAssignment[device.ID] != nil {
p.sceneAssignment[device.ID].RemoveDevice(device)
delete(p.sceneAssignment, device.ID)
// Scene changed
return true
}
// Stop here, no scene should be assigned.
return false
}
if p.sceneAssignment[device.ID] != nil {
scene := p.sceneAssignment[device.ID]
if scene.data.ID == selectedAssignment.SceneID && scene.group == selectedAssignment.Group {
// Current assignment is good.
return false
}
p.sceneAssignment[device.ID].RemoveDevice(device)
delete(p.sceneAssignment, device.ID)
}
for _, scene := range p.scenes {
if scene.data.ID == selectedAssignment.SceneID && scene.group == selectedAssignment.Group {
p.sceneAssignment[device.ID] = scene
return true
}
}
newScene := &Scene{
data: p.sceneData[selectedAssignment.SceneID],
group: selectedAssignment.Group,
startTime: selectedAssignment.StartTime,
endTime: selectedAssignment.StartTime.Add(time.Duration(selectedAssignment.DurationMS) * time.Millisecond),
roleMap: make(map[int]int, 16),
roleList: make(map[int][]models.Device, 16),
due: true,
}
p.sceneAssignment[device.ID] = newScene
p.scenes = append(p.scenes, newScene)
if selectedAssignment.DurationMS <= 0 {
newScene.endTime = time.Time{}
}
return true
}
func (p *Publisher) runBridge(id int) {
defer func() {
p.mu.Lock()
p.started[id] = false
p.mu.Unlock()
}()
bridge, err := config.BridgeRepository().Find(context.Background(), id)
if err != nil {
log.Println("Failed to get bridge data:", err)
return
}
driver, err := config.DriverProvider().Provide(bridge.Driver)
if err != nil {
log.Println("Failed to get bridge driver:", err)
log.Println("Maybe Lucifer needs to be updated.")
return
}
devices := make(map[int]models.Device)
for {
p.mu.Lock()
if len(p.pending[id]) == 0 {
if p.waiting[id] == nil {
p.waiting[id] = make(chan struct{})
}
waitCh := p.waiting[id]
p.mu.Unlock()
<-waitCh
p.mu.Lock()
}
updates := p.pending[id]
p.pending[id] = p.pending[id][:0:0]
p.mu.Unlock()
// Only allow the latest update per device (this avoids slow bridges causing a backlog of cations).
for key := range devices {
delete(devices, key)
}
for _, update := range updates {
devices[update.ID] = update
}
updates = updates[:0]
for _, value := range devices {
updates = append(updates, value)
}
err := driver.Publish(context.Background(), bridge, updates)
if err != nil {
log.Println("Failed to publish to driver:", err)
p.mu.Lock()
p.pending[id] = append(updates, p.pending[id]...)
p.mu.Unlock()
return
}
}
}
var publisher = Publisher{
sceneData: make(map[int]*models.Scene),
scenes: make([]*Scene, 0, 16),
sceneAssignment: make(map[int]*Scene, 16),
started: make(map[int]bool),
pending: make(map[int][]models.Device),
waiting: make(map[int]chan struct{}),
}
func Initialize(ctx context.Context) error {
err :=publisher.ReloadScenes(ctx)
if err != nil {
return err
}
err = publisher.ReloadDevices(ctx)
if err != nil {
return err
}
go publisher.PublishChannel(config.PublishChannel)
go publisher.Run()
return nil
}

80
app/services/publisher/scene.go

@ -10,32 +10,34 @@ type Scene struct {
group string
startTime time.Time
endTime time.Time
interval time.Duration
roleMap map[int]int
roleList map[int][]models.Device
due bool
due bool
lastInterval int64
}
// UpdateScene updates the scene data and re-seats all devices.
func (s *Scene) UpdateScene(data models.Scene) {
devices := make([]models.Device, 0, 16)
for ri, list := range s.roleList {
// Collect all devices into the undefined role (-1)
for _, list := range s.roleList {
for _, device := range list {
devices = append(devices, device)
s.roleMap[device.ID] = -1
}
}
s.roleList = map[int][]models.Device{-1: devices}
s.roleList = map[int][]models.Device {-1: devices}
// Update data and reset devices.
s.data = &data
for _, device := range append(devices[:0:0], devices...) {
s.UpsertDevice(device)
}
}
// UpsertDevice moves the device if neccesary and updates its state.
// UpsertDevice moves the device if necessary and updates its state.
func (s *Scene) UpsertDevice(device models.Device) {
if s.data == nil {
s.roleMap[device.ID] = -1
@ -46,29 +48,23 @@ func (s *Scene) UpsertDevice(device models.Device) {
oldIndex, hasOldIndex := s.roleMap[device.ID]
newIndex := s.data.RoleIndex(&device)
if hasOldIndex {
if oldIndex == newIndex {
for i, device2 := range s.roleList[newIndex] {
if device2.ID == device.ID {
s.roleList[newIndex][i] = device
s.data.Roles[oldIndex].ApplyOrder(s.roleList[oldIndex])
break
}
}
s.roleMap[device.ID] = newIndex
return
} else {
for i, device2 := range s.roleList[oldIndex] {
if device2.ID == device.ID {
s.roleList[oldIndex] = append(s.roleList[oldIndex][:i], s.roleList[oldIndex][i+1:]...)
break
}
if hasOldIndex {
for i, device2 := range s.roleList[oldIndex] {
if device2.ID == device.ID {
s.roleList[oldIndex] = append(s.roleList[oldIndex][:i], s.roleList[oldIndex][i+1:]...)
break
}
}
}
s.due = true
s.roleList[newIndex] = append(s.roleList[newIndex], device)
s.data.Roles[newIndex].ApplyOrder(s.roleList[newIndex])
if newIndex != -1 {
s.data.Roles[newIndex].ApplyOrder(s.roleList[newIndex])
}
}
// RemoveDevice finds and remove a device. It's a noop if the device does not exist in this scene.
@ -85,9 +81,37 @@ func (s *Scene) RemoveDevice(device models.Device) {
}
}
s.due = true
delete(s.roleMap, device.ID)
}
func (s *Scene) Due() bool {
if s.due {
return true
}
if s.data.IntervalMS > 0 {
interval := time.Duration(s.data.IntervalMS) * time.Millisecond
return int64(time.Since(s.startTime)/interval) != s.lastInterval
}
return false
}
func (s *Scene) UnaffectedDevices() []models.Device {
return append(s.roleList[-1][:0:0], s.roleList[-1]...)
}
func (s *Scene) AllDevices() []models.Device {
res := make([]models.Device, 0, 16)
for _, list := range s.roleList {
res = append(res, list...)
}
return res
}
// Run runs the scene
func (s *Scene) Run() []models.Device {
if s.data == nil {
@ -96,11 +120,12 @@ func (s *Scene) Run() []models.Device {
intervalNumber := int64(0)
intervalMax := int64(1)
if s.interval > 0 {
intervalNumber = int64(time.Since(s.startTime) / s.interval)
if s.data.IntervalMS > 0 {
interval := time.Duration(s.data.IntervalMS) * time.Millisecond
intervalNumber = int64(time.Since(s.startTime) / interval)
if !s.endTime.IsZero() {
intervalMax = int64(s.endTime.Sub(s.startTime) / s.interval)
intervalMax = int64(s.endTime.Sub(s.startTime) / interval)
} else {
intervalMax = intervalNumber + 1
}
@ -131,5 +156,8 @@ func (s *Scene) Run() []models.Device {
}
}
s.due = false
s.lastInterval = intervalNumber
return updatedDevices
}

3
internal/mysql/devicerepo.go

@ -149,7 +149,8 @@ func (r *DeviceRepo) SaveMany(ctx context.Context, mode models.SaveMode, devices
icon = :icon,
name = :name,
capabilities = :capabilities,
button_names = :button_names
button_names = :button_names,
scene_assignments = :scene_assignments
WHERE id=:id
`, record)
if err != nil {

20
models/device.go

@ -2,6 +2,7 @@ package models
import (
"context"
"math"
"strings"
"time"
)
@ -189,6 +190,25 @@ func (d *Device) SetState(newState NewDeviceState) error {
return nil
}
func (s *NewDeviceState) RelativeTo(device Device) NewDeviceState {
n := NewDeviceState{}
if s.Intensity != nil {
intensity := device.State.Intensity * *s.Intensity
n.Intensity = &intensity
}
if s.Color != nil {
c, err := ParseColorValue(*s.Color)
if err == nil {
c.Hue = math.Mod(device.State.Color.Hue + c.Hue, 360)
c.Saturation *= device.State.Color.Saturation
c.Kelvin += device.State.Color.Kelvin
}
}
return n
}
func (s *NewDeviceState) Interpolate(other NewDeviceState, fac float64) NewDeviceState {
n := NewDeviceState{}

13
models/scene.go

@ -69,6 +69,7 @@ type SceneRole struct {
TargetKind ReferenceKind `json:"targetKind"`
TargetValue string `json:"targetValue"`
Interpolate bool `json:"interpolate"`
Relative bool `json:"relative"`
Order string `json:"order"`
States []NewDeviceState `json:"states"`
}
@ -81,7 +82,7 @@ type SceneRunContext struct {
}
func (d *SceneRunContext) PositionFacShifted() float64 {
shiftFac := float64((int64(d.Index)+d.IntervalNumber)%int64(d.Length)) * (1 / float64(d.Length))
shiftFac := float64(d.IntervalNumber%int64(d.Length)) / float64(d.Length)
return math.Mod(d.PositionFac()+shiftFac, 1)
}
@ -179,6 +180,10 @@ func (r *SceneRole) ApplyEffect(device *Device, c SceneRunContext) (newState New
newState = r.State(c.IntervalFac())
}
if r.Relative {
newState = newState.RelativeTo(*device)
}
switch r.PowerMode {
case SPDevice:
newState.Power = nil
@ -196,6 +201,8 @@ func (r *SceneRole) State(fac float64) NewDeviceState {
return r.States[0]
}
if r.Interpolate {
if len(r.States) == 2 {
return r.States[0].Interpolate(r.States[1], fac)
@ -219,8 +226,8 @@ func (r *SceneRole) State(fac float64) NewDeviceState {
type ScenePowerMode string
const (
SPDevice ScenePowerMode = "Device" // Device state decides power. Scene state may only power off.
SPScene ScenePowerMode = "Scene" // Scene state decide power.
SPDevice ScenePowerMode = "Device" // Device state decides power. Scene state may only power off.
SPScene ScenePowerMode = "Scene" // Scene state decide power.
)
// DeviceSceneAssignment is an entry on the device stack. StartTime and DurationMS are only respected when the scene

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