360 lines
12 KiB
Python
360 lines
12 KiB
Python
'''
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Controls and manages state of the alarm system. The design follows a reactor-
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like model (similar to twisted) except the statemachine itself is passive (eg it
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does not run/block on its own thread waiting for events). Instead the
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StateMachine object holds the current status as well as the logic to move
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between states, while child threads (listeners) deliver signals to the state
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machine in response to external events. The state machine itself does not "wait"
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but rather its selectState method could be called within any child thread (hence
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the lock) which also means the entry/exit functions of each state are run within
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the signal-originating child thread.
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'''
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import RPi.GPIO as GPIO
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import time, logging, enum, os
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from threading import Lock, Event
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from functools import partial
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from collections import namedtuple
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from exceptionThreading import ExceptionThread
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from config import stateFile
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from sensors import startDoorSensor, startMotionSensor
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from gmail import intruderAlert
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from listeners import KeypadListener, PipeListener
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from blinkenLights import Blinkenlights
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from soundLib import SoundLib
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from webInterface import startWebInterface
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from stream import Camera, FileDump
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logger = logging.getLogger(__name__)
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class _SIGNALS(enum.Enum):
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'''
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Valid signals the statemachine can recieve. The consequence of each signal
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depends on the current state
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'''
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ARM = enum.auto()
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INSTANT_ARM = enum.auto()
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LOCK = enum.auto()
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INSTANT_LOCK = enum.auto()
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DISARM = enum.auto()
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TIMOUT = enum.auto()
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TRIGGER = enum.auto()
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class _CountdownTimer(ExceptionThread):
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'''
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Launches thread which self terminates after some time (given in seconds).
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Termination triggers some action (a function). Optionally, a sound can be
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assigned to each 'tick'
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'''
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def __init__(self, countdownSeconds, action, sound=None):
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self._stopper = Event()
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def countdown():
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for i in range(countdownSeconds, 0, -1):
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if self._stopper.isSet():
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return None
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if sound and i < countdownSeconds:
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sound.play()
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time.sleep(1)
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action()
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super().__init__(target=countdown, daemon=True)
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self.start()
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def stop(self):
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self._stopper.set()
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def __del__(self):
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self.stop()
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def _resetUSBDevice(device):
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'''
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Resets a USB device using the de/reauthorization method. This is really
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crude but works beautifully
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'''
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devpath = os.path.join('/sys/bus/usb/devices/' + device + '/authorized')
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with open(devpath, 'w') as f:
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f.write('0')
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with open(devpath, 'w') as f:
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f.write('1')
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logger.debug('Reset USB device: %s', devpath)
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class _State:
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'''
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Represents one discrete status of the system. Each state has a set of entry
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and exit functions and optionaly has sound that can play upon state entry.
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States link to other states via the addTransition function, which links
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another state with a signal. In this way, many states can be linked together
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in a network.
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There is currently nothing stopping multiple states from sharing the same
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name...try not to be an idiot. This mostly matters in equality tests, which
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only compares the name
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'''
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def __init__(self, name, entryCallbacks=[], exitCallbacks=[], sound=None):
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self.name = name
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self.entryCallbacks = entryCallbacks
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self.exitCallbacks = exitCallbacks
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self._transTbl = {}
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self._sound = sound
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def entry(self):
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logger.info('entering ' + self.name)
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if self._sound:
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self._sound.play()
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for c in self.entryCallbacks:
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c()
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def exit(self):
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logger.info('exiting ' + self.name)
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if self._sound:
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self._sound.stop()
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for c in self.exitCallbacks:
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c()
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def next(self, signal):
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if signal in _SIGNALS:
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return self if signal not in self._transTbl else self._transTbl[signal]
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else:
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raise Exception('Illegal signal')
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def addTransition(self, signal, state):
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self._transTbl[signal] = state
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def __str__(self):
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return self.name
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def __eq__(self, other):
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return self.name == other
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class StateMachine:
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'''
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Manager for states. This is intended to be used as a context manager (eg
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"with" statement) for brevity...and because there should only be one.
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Init is responsible for setting up all objects (including child threads) as
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well as contructing the state network. Each thread functions as some kind of
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listener (or supports one) that wait for an event to happen.
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Note we distinguish between "managed" and "non-managed" objects; the former
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need to be started/stopped to ensure things get cleaned. Managed objects are
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added to the managed list with _addManaged, which also returns a ref to the
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object for other uses.
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Upon opening the context, all threads are started. Note that not all threads
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are managed; some are started and forgotten, as these require no cleanup.
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Managed threads are started with _startManaged and stopped with _stopManaged
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upon closing the context. This system has the added benefit of not trying to
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stop an object that has not been initialized, as it cannot appear in the
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managed list otherwise
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During steady-state operation, the receiver for signals that make things
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happen is selectState, intended to be called from any of the state machine's
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child threads. This calls the current state's "next" method and sets the
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result as the new current state. Note the lock because it could be called by
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any number of listeners simultaneously
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'''
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def __init__(self):
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self._lock = Lock()
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self._managed = []
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self.soundLib = self._addManaged(SoundLib())
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self.fileDump = self._addManaged(FileDump())
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self._addManaged(Camera())
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# add signals to self to avoid calling partial every time
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for sig in _SIGNALS:
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setattr(self, sig.name, partial(self.selectState, sig))
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secretTable = {
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'dynamoHum': self.DISARM,
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'zombyWoof': self.ARM,
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'imTheSlime': self.INSTANT_ARM,
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'fiftyFifty': self.LOCK,
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'dentalFloss': self.INSTANT_LOCK
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}
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def secretCallback(secret, logger):
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if secret in secretTable:
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secretTable[secret]()
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logger.debug('Secret pipe listener received: \"%s\"', secret)
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elif logger:
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logger.debug('Secret pipe listener received invalid secret')
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self._addManaged(PipeListener(callback=secretCallback, name='secret'))
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self._addManaged(KeypadListener(stateMachine=self, passwd='5918462'))
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def startTimer(t, sound):
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self._timer = _CountdownTimer(t, self.TIMOUT, sound)
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def stopTimer():
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if self._timer.is_alive():
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self._timer.stop()
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self._timer = None
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LED = self._addManaged(Blinkenlights(17))
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blinkingLED = partial(LED.setBlink, True)
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sfx = self.soundLib.soundEffects
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stateObjs = [
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_State(
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name = 'disarmed',
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entryCallbacks = [partial(LED.setBlink, False)],
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sound = sfx['disarmed']
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),
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_State(
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name = 'disarmedCountdown',
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entryCallbacks = [blinkingLED, partial(startTimer, 30, sfx['disarmedCountdown'])],
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exitCallbacks = [stopTimer],
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sound = sfx['disarmedCountdown']
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),
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_State(
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name = 'armed',
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entryCallbacks = [blinkingLED],
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sound = sfx['armed']
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),
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_State(
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name = 'lockedCountdown',
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entryCallbacks = [blinkingLED, partial(startTimer, 30, sfx['disarmedCountdown'])],
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exitCallbacks = [stopTimer],
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sound = sfx['disarmedCountdown']
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),
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_State(
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name = 'locked',
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entryCallbacks = [blinkingLED],
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sound = sfx['armed']
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),
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_State(
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name = 'armedCountdown',
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entryCallbacks = [blinkingLED, partial(startTimer, 30, sfx['armedCountdown'])],
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exitCallbacks = [stopTimer],
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sound = sfx['armedCountdown']
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),
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_State(
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name = 'triggered',
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entryCallbacks = [blinkingLED, intruderAlert],
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sound = sfx['triggered']
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)
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]
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self.states = st = namedtuple('States', [obj.name for obj in stateObjs])(*stateObjs)
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st.disarmed.addTransition( _SIGNALS.ARM, st.disarmedCountdown)
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st.disarmed.addTransition( _SIGNALS.INSTANT_ARM, st.armed)
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st.disarmed.addTransition( _SIGNALS.LOCK, st.lockedCountdown)
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st.disarmed.addTransition( _SIGNALS.INSTANT_LOCK, st.locked)
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st.disarmedCountdown.addTransition( _SIGNALS.DISARM, st.disarmed)
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st.disarmedCountdown.addTransition( _SIGNALS.TIMOUT, st.armed)
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st.disarmedCountdown.addTransition( _SIGNALS.INSTANT_ARM, st.armed)
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st.disarmedCountdown.addTransition( _SIGNALS.LOCK, st.lockedCountdown)
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st.disarmedCountdown.addTransition( _SIGNALS.INSTANT_LOCK, st.locked)
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st.armed.addTransition( _SIGNALS.DISARM, st.disarmed)
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st.armed.addTransition( _SIGNALS.TRIGGER, st.armedCountdown)
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st.armed.addTransition( _SIGNALS.LOCK, st.lockedCountdown)
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st.armed.addTransition( _SIGNALS.INSTANT_LOCK, st.locked)
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st.lockedCountdown.addTransition( _SIGNALS.DISARM, st.disarmed)
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st.lockedCountdown.addTransition( _SIGNALS.TIMOUT, st.locked)
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st.lockedCountdown.addTransition( _SIGNALS.INSTANT_LOCK, st.locked)
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st.lockedCountdown.addTransition( _SIGNALS.ARM, st.disarmedCountdown)
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st.lockedCountdown.addTransition( _SIGNALS.INSTANT_ARM, st.armed)
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st.locked.addTransition( _SIGNALS.DISARM, st.disarmed)
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st.locked.addTransition( _SIGNALS.TRIGGER, st.armedCountdown)
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st.locked.addTransition( _SIGNALS.ARM, st.disarmedCountdown)
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st.locked.addTransition( _SIGNALS.INSTANT_ARM, st.armed)
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st.armedCountdown.addTransition( _SIGNALS.DISARM, st.disarmed)
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st.armedCountdown.addTransition( _SIGNALS.TIMOUT, st.triggered)
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st.armedCountdown.addTransition( _SIGNALS.ARM, st.armed)
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st.armedCountdown.addTransition( _SIGNALS.INSTANT_ARM, st.armed)
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st.armedCountdown.addTransition( _SIGNALS.LOCK, st.locked)
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st.armedCountdown.addTransition( _SIGNALS.INSTANT_LOCK, st.locked)
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st.triggered.addTransition( _SIGNALS.DISARM, st.disarmed)
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st.triggered.addTransition( _SIGNALS.ARM, st.armed)
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st.triggered.addTransition( _SIGNALS.INSTANT_ARM, st.armed)
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st.triggered.addTransition( _SIGNALS.LOCK, st.locked)
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st.triggered.addTransition( _SIGNALS.INSTANT_LOCK, st.locked)
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self.currentState = getattr(self.states, stateFile['state'])
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def __enter__(self):
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_resetUSBDevice('1-1')
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# start all managed threads (we retain ref to these to stop them later)
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self._startManaged()
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activeSensorStates = (self.states.armed, self.states.armedCountdown, self.states.triggered)
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def sensorAction(location, logger):
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cst = self.currentState
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level = logging.INFO if cst in activeSensorStates else logging.DEBUG
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logger.log(level, 'detected motion: ' + location)
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if cst == self.states.armed:
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self.selectState(_SIGNALS.TRIGGER)
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def videoAction(location, logger, pin):
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sensorAction(location, logger)
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cst = self.currentState
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if cst in activeSensorStates:
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self.fileDump.addInitiator(pin)
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while GPIO.input(pin) and cst in activeSensorStates:
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time.sleep(0.1)
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self.fileDump.removeInitiator(pin)
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activeDoorStates = activeSensorStates + (self.states.locked,)
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def doorAction(closed, logger):
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self.soundLib.soundEffects['door'].play()
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cst = self.currentState
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level = logging.INFO if cst in activeDoorStates else logging.DEBUG
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entry = 'door closed' if closed else 'door opened'
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logger.log(level, entry)
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if not closed and cst == self.states.armed or cst == self.states.locked:
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self.selectState(_SIGNALS.TRIGGER)
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# start non-managed threads (we forget about these because they can exit with no cleanup)
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startMotionSensor(5, 'Nate\'s room', sensorAction)
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startMotionSensor(19, 'front door', sensorAction)
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startMotionSensor(26, 'Laura\'s room', sensorAction)
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startMotionSensor(6, 'deck window', partial(videoAction, pin=6))
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startMotionSensor(13, 'kitchen bar', partial(videoAction, pin=13))
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startDoorSensor(22, doorAction)
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startWebInterface(self)
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self.currentState.entry()
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def __exit__(self, exception_type, exception_value, traceback):
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self._stopManaged()
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def selectState(self, signal):
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with self._lock:
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nextState = self.currentState.next(signal)
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if nextState != self.currentState:
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self.currentState.exit()
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self.currentState = nextState
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self.currentState.entry()
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stateFile['state'] = self.currentState.name
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def _addManaged(self, obj):
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self._managed.append(obj)
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return obj
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def _startManaged(self):
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for m in self._managed:
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m.start()
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def _stopManaged(self):
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for m in self._managed:
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m.stop()
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