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rewrite of publishing mechanism to make scenes first-class.

pull/1/head
Gisle Aune 3 years ago
parent
commit
ffa757f742
  1. 116
      app/services/publisher/scene.go
  2. 238
      app/services/scene/manager.go
  3. 175
      app/services/scene/scene.go
  4. 13
      models/scene.go

116
app/services/publisher/scene.go

@ -0,0 +1,116 @@
package publisher
import (
"git.aiterp.net/lucifer/new-server/models"
"time"
)
type Scene struct {
data *models.Scene
group string
startTime time.Time
endTime time.Time
interval time.Duration
roleMap map[int]int
roleList map[int][]models.Device
due bool
}
func (s *Scene) UpdateScene(data models.Scene) {
}
func (s *Scene) UpsertDevice(device models.Device) {
if s.data == nil {
s.roleMap[device.ID] = -1
s.roleList[-1] = append(s.roleList[-1], device)
return
}
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
}
}
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
}
}
}
}
s.roleList[newIndex] = append(s.roleList[newIndex], device)
s.data.Roles[newIndex].ApplyOrder(s.roleList[newIndex])
}
func (s *Scene) RemoveDevice(device models.Device) {
roleIndex, hasRoleIndex := s.roleMap[device.ID]
if !hasRoleIndex {
return
}
for i, device2 := range s.roleList[roleIndex] {
if device2.ID == device.ID {
s.roleList[roleIndex] = append(s.roleList[roleIndex][:i], s.roleList[roleIndex][i+1:]...)
break
}
}
}
func (s *Scene) Run() []models.Device {
if s.data == nil {
return []models.Device{}
}
intervalNumber := int64(0)
intervalMax := int64(1)
if s.interval > 0 {
intervalNumber = int64(time.Since(s.startTime) / s.interval)
if !s.endTime.IsZero() {
intervalMax = int64(s.endTime.Sub(s.startTime) / s.interval)
} else {
intervalMax = intervalNumber + 1
}
}
updatedDevices := make([]models.Device, 0, 16)
for i, list := range s.roleList {
if i == -1 {
continue
}
role := s.data.Roles[i]
for j, device := range list {
newState := role.ApplyEffect(&device, models.SceneRunContext{
Index: j,
Length: len(list),
IntervalNumber: intervalNumber,
IntervalMax: intervalMax,
})
err := device.SetState(newState)
if err != nil {
continue
}
updatedDevices = append(updatedDevices, device)
}
}
return updatedDevices
}

238
app/services/scene/manager.go

@ -1,238 +0,0 @@
package scene
import (
"context"
"git.aiterp.net/lucifer/new-server/app/config"
"git.aiterp.net/lucifer/new-server/models"
"log"
"sync"
"time"
)
type Manager struct {
mu sync.Mutex
allocations map[int]*Scene
devices map[int]*models.Device
scenes []*Scene
notifyCh chan struct{}
}
func (mgr *Manager) UpdateDevice(ctx context.Context, device *models.Device, data *models.Scene) error {
mgr.mu.Lock()
defer mgr.mu.Unlock()
scene, err := mgr.findScene(ctx, device.SceneAssignments, data)
if err != nil {
return err
}
if mgr.allocations[device.ID] != nil && mgr.allocations[device.ID] != scene {
mgr.allocations[device.ID].RemoveDevice(*device)
}
if mgr.allocations[device.ID] != scene {
if mgr.allocations == nil {
mgr.allocations = make(map[int]*Scene, 8)
}
mgr.allocations[device.ID] = scene
if scene != nil {
scene.due = true
}
}
if scene != nil {
scene.UpsertDevice(*device)
if mgr.devices == nil {
mgr.devices = make(map[int]*models.Device)
}
mgr.devices[device.ID] = device
} else {
config.PublishChannel <- []models.Device{*device}
}
if mgr.notifyCh != nil {
close(mgr.notifyCh)
mgr.notifyCh = nil
}
return nil
}
func (mgr *Manager) UpdateScene(data *models.Scene) {
mgr.mu.Lock()
for _, scene := range mgr.scenes {
if scene.data.ID == data.ID {
scene.UpdateScene(scene.data)
}
}
mgr.mu.Unlock()
}
func (mgr *Manager) FilterUnassigned(devices []models.Device) []models.Device {
mgr.mu.Lock()
defer mgr.mu.Unlock()
res := make([]models.Device, 0, len(devices))
for _, device := range devices {
if mgr.allocations[device.ID] == nil {
res = append(res, device)
}
}
return res
}
func (mgr *Manager) Run(ctx context.Context) {
devices, err := config.DeviceRepository().FetchByReference(ctx, models.RKAll, "")
if err == nil {
for _, device := range devices {
_ = mgr.UpdateDevice(ctx, &device, nil)
}
}
ticker := time.NewTicker(time.Millisecond * 101)
defer ticker.Stop()
mgr.mu.Lock()
mgr.notifyCh = make(chan struct{})
mgr.mu.Unlock()
for {
mgr.mu.Lock()
if mgr.notifyCh == nil {
mgr.notifyCh = make(chan struct{})
}
notifyCh := mgr.notifyCh
mgr.mu.Unlock()
select {
case <-ticker.C:
case <-notifyCh:
case <-ctx.Done():
return
}
timeout, cancel := context.WithTimeout(ctx, time.Millisecond*100)
var updates []models.Device
mgr.mu.Lock()
for _, device := range mgr.devices {
if device == nil {
continue
}
if mgr.reScene(timeout, device) {
updates = append(updates, *device)
}
}
for _, scene := range mgr.scenes {
if scene.Due() {
scene.Run()
}
updates = append(updates, scene.Flush()...)
}
mgr.mu.Unlock()
cancel()
if len(updates) > 0 {
log.Println("Updating", len(updates), "devices")
config.PublishChannel <- updates
}
}
}
func (mgr *Manager) reScene(ctx context.Context, device *models.Device) bool {
scene, err := mgr.findScene(ctx, device.SceneAssignments, nil)
if err != nil {
return false
}
if mgr.allocations[device.ID] != nil && mgr.allocations[device.ID] != scene {
mgr.allocations[device.ID].RemoveDevice(*device)
}
if mgr.allocations[device.ID] != scene {
if mgr.allocations == nil {
mgr.allocations = make(map[int]*Scene, 8)
}
mgr.allocations[device.ID] = scene
if scene == nil {
return true
}
mgr.allocations[device.ID].UpsertDevice(*device)
}
return false
}
func (mgr *Manager) findScene(ctx context.Context, assignments []models.DeviceSceneAssignment, data *models.Scene) (*Scene, error) {
if len(assignments) == 0 {
return nil, nil
}
var selected *models.DeviceSceneAssignment
for _, assignment := range assignments {
pos := int64(time.Since(assignment.StartTime) / time.Millisecond)
if assignment.DurationMS == 0 || (pos >= -1 && pos < assignment.DurationMS) {
selected = &assignment
}
}
if selected == nil {
return nil, nil
}
for _, scene := range mgr.scenes {
if scene.group == selected.Group && scene.startTime.Equal(selected.StartTime) && selected.DurationMS == scene.duration.Milliseconds() {
return scene, nil
}
}
if data == nil {
for i := range mgr.scenes {
if mgr.scenes[i].data.ID == selected.SceneID {
data = &mgr.scenes[i].data
break
}
}
}
if data == nil {
var err error
data, err = config.SceneRepository().Find(ctx, selected.SceneID)
if err != nil {
return nil, err
}
}
scene := &Scene{
startTime: selected.StartTime,
duration: time.Duration(selected.DurationMS) * time.Millisecond,
lastRun: 0,
due: true,
group: selected.Group,
data: *data,
roleList: make([][]models.Device, len(data.Roles)),
deviceMap: make(map[int]*models.Device, 8),
roleMap: make(map[int]int, 8),
changes: make(map[int]models.NewDeviceState, 8),
}
mgr.scenes = append(mgr.scenes, scene)
return scene, nil
}
var globalManager = &Manager{}
func GlobalManager() *Manager {
return globalManager
}

175
app/services/scene/scene.go

@ -1,175 +0,0 @@
package scene
import (
"context"
"git.aiterp.net/lucifer/new-server/app/config"
"git.aiterp.net/lucifer/new-server/models"
"math"
"time"
)
type Scene struct {
startTime time.Time
duration time.Duration
lastRun int64
due bool
group string
data models.Scene
roleList [][]models.Device
deviceMap map[int]*models.Device
roleMap map[int]int
changes map[int]models.NewDeviceState
}
func (s *Scene) UpdateScene(scene models.Scene) {
s.data = scene
s.roleMap = make(map[int]int)
for _, device := range s.deviceMap {
s.moveDevice(*device, false)
}
for i, role := range s.data.Roles {
role.ApplyOrder(s.roleList[i])
}
s.Run()
}
func (s *Scene) UpsertDevice(device models.Device) {
s.deviceMap[device.ID] = &device
s.moveDevice(device, true)
}
func (s *Scene) RemoveDevice(device models.Device) {
roleIndex, hasRole := s.roleMap[device.ID]
delete(s.deviceMap, device.ID)
delete(s.roleMap, device.ID)
if hasRole {
s.runRole(roleIndex)
}
}
func (s *Scene) Due() bool {
return s.due || s.intervalNumber() != s.lastRun
}
func (s *Scene) Flush() []models.Device {
res := make([]models.Device, 0, 8)
for key, change := range s.changes {
if s.deviceMap[key] != nil {
device := *s.deviceMap[key]
err := device.SetState(change)
if err != nil {
continue
}
res = append(res, device)
}
delete(s.changes, key)
}
return res
}
func (s *Scene) Run() {
s.lastRun = s.intervalNumber()
s.due = false
for index := range s.roleList {
s.runRole(index)
}
}
func (s *Scene) runRole(index int) {
role := s.data.Roles[index]
devices := s.roleList[index]
intervalNumber := s.intervalNumber()
intervalMax := s.intervalMax()
for i, device := range devices {
newState, changed := role.ApplyEffect(&device, models.SceneRunContext{
Index: i,
Length: len(devices),
IntervalNumber: intervalNumber,
IntervalMax: intervalMax,
})
if !changed {
go func() {
_ = config.DeviceRepository().Save(context.Background(), &device, models.SMState)
}()
}
s.changes[device.ID] = newState
}
}
func (s *Scene) moveDevice(device models.Device, run bool) {
oldRole, hasOldRole := s.roleMap[device.ID]
newRole := s.data.RoleIndex(&device)
// If it doesn't move between roles, just update and reorder it.
if hasOldRole && oldRole == newRole {
for i, device2 := range s.roleList[newRole] {
if device2.ID == device.ID {
s.roleList[newRole][i] = device
}
}
if run {
s.data.Roles[newRole].ApplyOrder(s.roleList[newRole])
s.runRole(newRole)
}
return
}
// Take it out of the old role.
if hasOldRole {
for i, device2 := range s.roleList[oldRole] {
if device2.ID == device.ID {
s.roleList[oldRole] = append(s.roleList[oldRole][:i], s.roleList[oldRole][i+1:]...)
break
}
}
if run {
s.runRole(oldRole)
}
}
if newRole != -1 {
s.roleMap[device.ID] = newRole
s.roleList[newRole] = append(s.roleList[newRole], device)
if run {
s.data.Roles[newRole].ApplyOrder(s.roleList[newRole])
s.runRole(newRole)
}
}
s.due = true
}
func (s *Scene) intervalNumber() int64 {
intervalDuration := time.Duration(s.data.IntervalMS) * time.Millisecond
if intervalDuration == 0 {
return 0
}
return int64(math.Round(float64(time.Since(s.startTime)) / float64(intervalDuration)))
}
func (s *Scene) intervalMax() int64 {
intervalDuration := time.Duration(s.data.IntervalMS) * time.Millisecond
if intervalDuration == 0 {
return 1
}
return int64(s.duration / intervalDuration)
}

13
models/scene.go

@ -113,7 +113,7 @@ func (r *SceneRole) Validate() error {
} }
switch r.PowerMode { switch r.PowerMode {
case SPScene, SPDevice, SPOverride:
case SPScene, SPDevice:
default: default:
return ErrSceneRoleUnknownPowerMode return ErrSceneRoleUnknownPowerMode
} }
@ -165,7 +165,7 @@ func (r *SceneRole) ApplyOrder(devices []Device) {
} }
} }
func (r *SceneRole) ApplyEffect(device *Device, c SceneRunContext) (newState NewDeviceState, deviceChanged bool) {
func (r *SceneRole) ApplyEffect(device *Device, c SceneRunContext) (newState NewDeviceState) {
switch r.Effect { switch r.Effect {
case SEStatic: case SEStatic:
newState = r.States[0] newState = r.States[0]
@ -184,11 +184,6 @@ func (r *SceneRole) ApplyEffect(device *Device, c SceneRunContext) (newState New
newState.Power = nil newState.Power = nil
case SPScene: case SPScene:
// Do nothing // Do nothing
case SPOverride:
if newState.Power != nil && device.State.Power != *newState.Power {
device.State.Power = *newState.Power
deviceChanged = true
}
} }
return return
@ -226,10 +221,10 @@ type ScenePowerMode string
const ( const (
SPDevice ScenePowerMode = "Device" // Device state decides power. Scene state may only power off. SPDevice ScenePowerMode = "Device" // Device state decides power. Scene state may only power off.
SPScene ScenePowerMode = "Scene" // Scene state decide power. 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 { type DeviceSceneAssignment struct {
SceneID int `json:"sceneId"` SceneID int `json:"sceneId"`
Group string `json:"group"` Group string `json:"group"`

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