rewrite of publishing mechanism to make scenes first-class.
continuous-integration/drone/push Build is failing
continuous-integration/drone/push Build is failing
This commit is contained in:
@@ -0,0 +1,116 @@
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package publisher
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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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data *models.Scene
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group string
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startTime time.Time
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endTime time.Time
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interval time.Duration
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roleMap map[int]int
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roleList map[int][]models.Device
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due bool
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}
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func (s *Scene) UpdateScene(data models.Scene) {
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}
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func (s *Scene) UpsertDevice(device models.Device) {
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if s.data == nil {
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s.roleMap[device.ID] = -1
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s.roleList[-1] = append(s.roleList[-1], device)
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return
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}
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oldIndex, hasOldIndex := s.roleMap[device.ID]
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newIndex := s.data.RoleIndex(&device)
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if hasOldIndex {
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if oldIndex == newIndex {
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for i, device2 := range s.roleList[newIndex] {
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if device2.ID == device.ID {
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s.roleList[newIndex][i] = device
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s.data.Roles[oldIndex].ApplyOrder(s.roleList[oldIndex])
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break
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}
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}
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return
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} else {
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for i, device2 := range s.roleList[oldIndex] {
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if device2.ID == device.ID {
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s.roleList[oldIndex] = append(s.roleList[oldIndex][:i], s.roleList[oldIndex][i+1:]...)
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break
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}
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}
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}
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}
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s.roleList[newIndex] = append(s.roleList[newIndex], device)
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s.data.Roles[newIndex].ApplyOrder(s.roleList[newIndex])
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}
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func (s *Scene) RemoveDevice(device models.Device) {
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roleIndex, hasRoleIndex := s.roleMap[device.ID]
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if !hasRoleIndex {
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return
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}
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for i, device2 := range s.roleList[roleIndex] {
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if device2.ID == device.ID {
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s.roleList[roleIndex] = append(s.roleList[roleIndex][:i], s.roleList[roleIndex][i+1:]...)
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break
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}
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}
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}
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func (s *Scene) Run() []models.Device {
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if s.data == nil {
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return []models.Device{}
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}
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intervalNumber := int64(0)
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intervalMax := int64(1)
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if s.interval > 0 {
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intervalNumber = int64(time.Since(s.startTime) / s.interval)
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if !s.endTime.IsZero() {
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intervalMax = int64(s.endTime.Sub(s.startTime) / s.interval)
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} else {
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intervalMax = intervalNumber + 1
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}
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}
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updatedDevices := make([]models.Device, 0, 16)
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for i, list := range s.roleList {
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if i == -1 {
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continue
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}
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role := s.data.Roles[i]
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for j, device := range list {
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newState := role.ApplyEffect(&device, models.SceneRunContext{
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Index: j,
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Length: len(list),
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IntervalNumber: intervalNumber,
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IntervalMax: intervalMax,
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})
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err := device.SetState(newState)
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if err != nil {
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continue
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}
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updatedDevices = append(updatedDevices, device)
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}
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}
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return updatedDevices
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}
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@@ -1,238 +0,0 @@
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package scene
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import (
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"context"
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"git.aiterp.net/lucifer/new-server/app/config"
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"git.aiterp.net/lucifer/new-server/models"
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"log"
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"sync"
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"time"
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)
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type Manager struct {
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mu sync.Mutex
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allocations map[int]*Scene
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devices map[int]*models.Device
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scenes []*Scene
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notifyCh chan struct{}
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}
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func (mgr *Manager) UpdateDevice(ctx context.Context, device *models.Device, data *models.Scene) error {
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mgr.mu.Lock()
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defer mgr.mu.Unlock()
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scene, err := mgr.findScene(ctx, device.SceneAssignments, data)
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if err != nil {
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return err
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}
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if mgr.allocations[device.ID] != nil && mgr.allocations[device.ID] != scene {
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mgr.allocations[device.ID].RemoveDevice(*device)
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}
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if mgr.allocations[device.ID] != scene {
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if mgr.allocations == nil {
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mgr.allocations = make(map[int]*Scene, 8)
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}
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mgr.allocations[device.ID] = scene
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if scene != nil {
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scene.due = true
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}
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}
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if scene != nil {
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scene.UpsertDevice(*device)
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if mgr.devices == nil {
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mgr.devices = make(map[int]*models.Device)
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}
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mgr.devices[device.ID] = device
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} else {
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config.PublishChannel <- []models.Device{*device}
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}
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if mgr.notifyCh != nil {
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close(mgr.notifyCh)
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mgr.notifyCh = nil
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}
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return nil
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}
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func (mgr *Manager) UpdateScene(data *models.Scene) {
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mgr.mu.Lock()
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for _, scene := range mgr.scenes {
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if scene.data.ID == data.ID {
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scene.UpdateScene(scene.data)
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}
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}
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mgr.mu.Unlock()
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}
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func (mgr *Manager) FilterUnassigned(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 mgr.allocations[device.ID] == nil {
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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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func (mgr *Manager) Run(ctx context.Context) {
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devices, err := config.DeviceRepository().FetchByReference(ctx, models.RKAll, "")
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if err == nil {
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for _, device := range devices {
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_ = mgr.UpdateDevice(ctx, &device, nil)
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}
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}
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ticker := time.NewTicker(time.Millisecond * 101)
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defer ticker.Stop()
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mgr.mu.Lock()
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mgr.notifyCh = make(chan struct{})
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mgr.mu.Unlock()
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for {
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mgr.mu.Lock()
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if mgr.notifyCh == nil {
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mgr.notifyCh = make(chan struct{})
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}
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notifyCh := mgr.notifyCh
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mgr.mu.Unlock()
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select {
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case <-ticker.C:
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case <-notifyCh:
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case <-ctx.Done():
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return
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}
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timeout, cancel := context.WithTimeout(ctx, time.Millisecond*100)
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var updates []models.Device
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mgr.mu.Lock()
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for _, device := range mgr.devices {
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if device == nil {
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continue
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}
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if mgr.reScene(timeout, device) {
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updates = append(updates, *device)
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}
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}
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for _, scene := range mgr.scenes {
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if scene.Due() {
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scene.Run()
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}
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updates = append(updates, scene.Flush()...)
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}
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mgr.mu.Unlock()
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cancel()
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if len(updates) > 0 {
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log.Println("Updating", len(updates), "devices")
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config.PublishChannel <- updates
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}
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}
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}
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func (mgr *Manager) reScene(ctx context.Context, device *models.Device) bool {
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scene, err := mgr.findScene(ctx, device.SceneAssignments, nil)
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if err != nil {
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return false
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}
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if mgr.allocations[device.ID] != nil && mgr.allocations[device.ID] != scene {
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mgr.allocations[device.ID].RemoveDevice(*device)
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}
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if mgr.allocations[device.ID] != scene {
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if mgr.allocations == nil {
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mgr.allocations = make(map[int]*Scene, 8)
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}
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mgr.allocations[device.ID] = scene
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if scene == nil {
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return true
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}
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mgr.allocations[device.ID].UpsertDevice(*device)
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}
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return false
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}
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func (mgr *Manager) findScene(ctx context.Context, assignments []models.DeviceSceneAssignment, data *models.Scene) (*Scene, error) {
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if len(assignments) == 0 {
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return nil, nil
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}
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var selected *models.DeviceSceneAssignment
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for _, assignment := range assignments {
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pos := int64(time.Since(assignment.StartTime) / time.Millisecond)
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if assignment.DurationMS == 0 || (pos >= -1 && pos < assignment.DurationMS) {
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selected = &assignment
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}
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}
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if selected == nil {
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return nil, nil
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}
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for _, scene := range mgr.scenes {
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if scene.group == selected.Group && scene.startTime.Equal(selected.StartTime) && selected.DurationMS == scene.duration.Milliseconds() {
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return scene, nil
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}
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}
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if data == nil {
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for i := range mgr.scenes {
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if mgr.scenes[i].data.ID == selected.SceneID {
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data = &mgr.scenes[i].data
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break
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}
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}
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}
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if data == nil {
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var err error
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data, err = config.SceneRepository().Find(ctx, selected.SceneID)
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if err != nil {
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return nil, err
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}
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}
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scene := &Scene{
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startTime: selected.StartTime,
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duration: time.Duration(selected.DurationMS) * time.Millisecond,
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lastRun: 0,
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due: true,
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group: selected.Group,
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data: *data,
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roleList: make([][]models.Device, len(data.Roles)),
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deviceMap: make(map[int]*models.Device, 8),
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roleMap: make(map[int]int, 8),
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changes: make(map[int]models.NewDeviceState, 8),
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}
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mgr.scenes = append(mgr.scenes, scene)
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return scene, nil
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}
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var globalManager = &Manager{}
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func GlobalManager() *Manager {
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return globalManager
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}
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@@ -1,175 +0,0 @@
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package scene
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import (
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"context"
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"git.aiterp.net/lucifer/new-server/app/config"
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"git.aiterp.net/lucifer/new-server/models"
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"math"
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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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lastRun int64
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due bool
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group 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, false)
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}
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for i, role := range s.data.Roles {
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role.ApplyOrder(s.roleList[i])
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}
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s.Run()
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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, true)
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}
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func (s *Scene) RemoveDevice(device models.Device) {
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roleIndex, hasRole := s.roleMap[device.ID]
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delete(s.deviceMap, device.ID)
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delete(s.roleMap, device.ID)
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if hasRole {
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s.runRole(roleIndex)
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}
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}
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func (s *Scene) Due() bool {
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return s.due || s.intervalNumber() != s.lastRun
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}
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func (s *Scene) Flush() []models.Device {
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res := make([]models.Device, 0, 8)
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for key, change := range s.changes {
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if s.deviceMap[key] != nil {
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device := *s.deviceMap[key]
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err := device.SetState(change)
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if err != nil {
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continue
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}
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res = append(res, device)
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}
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delete(s.changes, key)
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}
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return res
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}
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func (s *Scene) Run() {
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s.lastRun = s.intervalNumber()
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s.due = false
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for index := range s.roleList {
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s.runRole(index)
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}
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}
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func (s *Scene) runRole(index int) {
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role := s.data.Roles[index]
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devices := s.roleList[index]
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intervalNumber := s.intervalNumber()
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intervalMax := s.intervalMax()
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for i, device := range devices {
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newState, changed := role.ApplyEffect(&device, models.SceneRunContext{
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Index: i,
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Length: len(devices),
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IntervalNumber: intervalNumber,
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IntervalMax: intervalMax,
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})
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if !changed {
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go func() {
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_ = config.DeviceRepository().Save(context.Background(), &device, models.SMState)
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}()
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}
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s.changes[device.ID] = newState
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}
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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 it doesn't move between roles, just update and reorder it.
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if hasOldRole && oldRole == newRole {
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for i, device2 := range s.roleList[newRole] {
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if device2.ID == device.ID {
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s.roleList[newRole][i] = device
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}
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}
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if run {
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s.data.Roles[newRole].ApplyOrder(s.roleList[newRole])
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s.runRole(newRole)
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}
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return
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}
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// Take it out of the old role.
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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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if run {
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s.runRole(oldRole)
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}
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}
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if newRole != -1 {
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s.roleMap[device.ID] = newRole
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s.roleList[newRole] = append(s.roleList[newRole], device)
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if run {
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s.data.Roles[newRole].ApplyOrder(s.roleList[newRole])
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s.runRole(newRole)
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}
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}
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s.due = true
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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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if intervalDuration == 0 {
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return 0
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}
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return int64(math.Round(float64(time.Since(s.startTime)) / float64(intervalDuration)))
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}
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func (s *Scene) intervalMax() int64 {
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intervalDuration := time.Duration(s.data.IntervalMS) * time.Millisecond
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if intervalDuration == 0 {
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return 1
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}
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return int64(s.duration / intervalDuration)
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}
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+4
-9
@@ -113,7 +113,7 @@ func (r *SceneRole) Validate() error {
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}
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switch r.PowerMode {
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case SPScene, SPDevice, SPOverride:
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case SPScene, SPDevice:
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default:
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return ErrSceneRoleUnknownPowerMode
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}
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@@ -165,7 +165,7 @@ func (r *SceneRole) ApplyOrder(devices []Device) {
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}
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}
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func (r *SceneRole) ApplyEffect(device *Device, c SceneRunContext) (newState NewDeviceState, deviceChanged bool) {
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func (r *SceneRole) ApplyEffect(device *Device, c SceneRunContext) (newState NewDeviceState) {
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switch r.Effect {
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case SEStatic:
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newState = r.States[0]
|
||||
@@ -184,11 +184,6 @@ func (r *SceneRole) ApplyEffect(device *Device, c SceneRunContext) (newState New
|
||||
newState.Power = nil
|
||||
case SPScene:
|
||||
// Do nothing
|
||||
case SPOverride:
|
||||
if newState.Power != nil && device.State.Power != *newState.Power {
|
||||
device.State.Power = *newState.Power
|
||||
deviceChanged = true
|
||||
}
|
||||
}
|
||||
|
||||
return
|
||||
@@ -226,10 +221,10 @@ type ScenePowerMode string
|
||||
const (
|
||||
SPDevice ScenePowerMode = "Device" // Device state decides power. Scene state may only power off.
|
||||
SPScene ScenePowerMode = "Scene" // Scene state decide power.
|
||||
SPOverride ScenePowerMode = "Override" // Same as above, but Scene state set Device state' power. This is good for "wake up" scenes.
|
||||
)
|
||||
|
||||
// DeviceSceneAssignment is an entry on the device stack.
|
||||
// DeviceSceneAssignment is an entry on the device stack. StartTime and DurationMS are only respected when the scene
|
||||
// instance is created for the group.
|
||||
type DeviceSceneAssignment struct {
|
||||
SceneID int `json:"sceneId"`
|
||||
Group string `json:"group"`
|
||||
|
||||
Reference in New Issue
Block a user