-
Notifications
You must be signed in to change notification settings - Fork 85
Expand file tree
/
Copy pathEssentialsRoomCombiner.cs
More file actions
500 lines (424 loc) · 19.7 KB
/
Copy pathEssentialsRoomCombiner.cs
File metadata and controls
500 lines (424 loc) · 19.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
using Crestron.SimplSharp;
using PepperDash.Core;
using PepperDash.Core.Logging;
using Serilog.Events;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
namespace PepperDash.Essentials.Core
{
/// <summary>
/// Represents a device that manages room combinations by controlling partitions and scenarios.
/// </summary>
/// <remarks>The <see cref="EssentialsRoomCombiner"/> allows for dynamic configuration of room
/// combinations based on partition states and predefined scenarios. It supports both automatic and manual modes
/// for managing room combinations. In automatic mode, the device determines the current room combination scenario
/// based on partition sensor states. In manual mode, scenarios can be set explicitly by the user.</remarks>
public class EssentialsRoomCombiner : EssentialsDevice, IEssentialsRoomCombiner
{
private EssentialsRoomCombinerPropertiesConfig _propertiesConfig;
private IRoomCombinationScenario _currentScenario;
private List<IEssentialsRoom> _rooms;
/// <summary>
/// Gets a list of rooms represented as key-name pairs.
/// </summary>
public List<IKeyName> Rooms
{
get
{
return _rooms.Cast<IKeyName>().ToList();
}
}
private bool _isInAutoMode;
/// <summary>
/// Gets or sets a value indicating whether the system is operating in automatic mode.
/// </summary>
/// <remarks>Changing this property triggers an update event via
/// <c>IsInAutoModeFeedback.FireUpdate()</c>. Ensure that any event listeners are properly configured to handle
/// this update.</remarks>
public bool IsInAutoMode
{
get
{
return _isInAutoMode;
}
set
{
if (value == _isInAutoMode)
{
return;
}
_isInAutoMode = value;
IsInAutoModeFeedback.FireUpdate();
}
}
/// <summary>
/// Gets a value indicating whether automatic mode is disabled.
/// </summary>
public bool DisableAutoMode
{
get
{
return _propertiesConfig.DisableAutoMode;
}
}
private CTimer _scenarioChangeDebounceTimer;
private int _scenarioChangeDebounceTimeSeconds = 10; // default to 10s
private Mutex _scenarioChange = new Mutex();
/// <summary>
/// Initializes a new instance of the <see cref="EssentialsRoomCombiner"/> class, which manages room combination
/// scenarios and partition states.
/// </summary>
/// <remarks>The <see cref="EssentialsRoomCombiner"/> class is designed to handle dynamic room
/// combination scenarios based on partition states. It supports both automatic and manual modes for managing
/// room combinations. By default, the instance starts in automatic mode unless the <paramref name="props"/>
/// specifies otherwise. After activation, the room combiner initializes partition state providers and sets up
/// the initial room configuration. Additionally, it subscribes to the <see
/// cref="DeviceManager.AllDevicesInitialized"/> event to ensure proper initialization of dependent devices
/// before determining or setting the room combination scenario.</remarks>
/// <param name="key">The unique identifier for the room combiner instance.</param>
/// <param name="props">The configuration properties for the room combiner, including default settings and debounce times.</param>
public EssentialsRoomCombiner(string key, EssentialsRoomCombinerPropertiesConfig props)
: base(key)
{
_propertiesConfig = props;
Partitions = new List<IPartitionController>();
RoomCombinationScenarios = new List<IRoomCombinationScenario>();
if (_propertiesConfig.ScenarioChangeDebounceTimeSeconds > 0)
{
_scenarioChangeDebounceTimeSeconds = _propertiesConfig.ScenarioChangeDebounceTimeSeconds;
}
IsInAutoModeFeedback = new BoolFeedback(() => _isInAutoMode);
// default to auto mode
IsInAutoMode = true;
if (_propertiesConfig.defaultToManualMode)
{
IsInAutoMode = false;
}
IsInAutoModeFeedback.FireUpdate();
CreateScenarios();
AddPostActivationAction(() =>
{
SetupPartitionStateProviders();
SetRooms();
});
// Subscribe to the AllDevicesInitialized event
// We need to wait until all devices are initialized in case
// any actions are dependent on 3rd party devices already being
// connected and initialized
DeviceManager.AllDevicesInitialized += (o, a) =>
{
if (IsInAutoMode)
{
DetermineRoomCombinationScenario();
}
else
{
SetRoomCombinationScenario(_propertiesConfig.defaultScenarioKey);
}
};
}
private void CreateScenarios()
{
foreach (var scenarioConfig in _propertiesConfig.Scenarios)
{
var scenario = new RoomCombinationScenario(scenarioConfig);
RoomCombinationScenarios.Add(scenario);
}
}
private void SetRooms()
{
_rooms = new List<IEssentialsRoom>();
foreach (var roomKey in _propertiesConfig.RoomKeys)
{
var room = DeviceManager.GetDeviceForKey(roomKey);
if (DeviceManager.GetDeviceForKey(roomKey) is IEssentialsRoom essentialsRoom)
{
_rooms.Add(essentialsRoom);
}
}
var rooms = DeviceManager.AllDevices.OfType<IEssentialsRoom>().Cast<Device>();
foreach (var room in rooms)
{
room.Deactivate();
}
}
private void SetupPartitionStateProviders()
{
foreach (var pConfig in _propertiesConfig.Partitions)
{
var sensor = DeviceManager.GetDeviceForKey(pConfig.DeviceKey) as IPartitionStateProvider;
var partition = new EssentialsPartitionController(pConfig.Key, pConfig.Name, sensor, _propertiesConfig.defaultToManualMode, pConfig.AdjacentRoomKeys);
partition.PartitionPresentFeedback.OutputChange += PartitionPresentFeedback_OutputChange;
Partitions.Add(partition);
}
}
private void PartitionPresentFeedback_OutputChange(object sender, FeedbackEventArgs e)
{
StartDebounceTimer();
}
private void StartDebounceTimer()
{
// default to 500ms for manual mode
var time = 500;
// if in auto mode, debounce the scenario change
if (IsInAutoMode) time = _scenarioChangeDebounceTimeSeconds * 1000;
if (_scenarioChangeDebounceTimer == null)
{
_scenarioChangeDebounceTimer = new CTimer((o) => DetermineRoomCombinationScenario(), time);
}
else
{
_scenarioChangeDebounceTimer.Reset(time);
}
}
/// <summary>
/// Determines the current room combination scenario based on the state of the partition sensors
/// </summary>
private void DetermineRoomCombinationScenario()
{
if (_scenarioChangeDebounceTimer != null)
{
_scenarioChangeDebounceTimer.Dispose();
_scenarioChangeDebounceTimer = null;
}
this.LogInformation("Determining Combination Scenario");
var currentScenario = RoomCombinationScenarios.FirstOrDefault((s) =>
{
this.LogDebug("Checking scenario {scenarioKey}", s.Key);
// iterate the partition states
foreach (var partitionState in s.PartitionStates)
{
this.LogDebug("checking PartitionState {partitionStateKey}", partitionState.PartitionKey);
// get the partition by key
var partition = Partitions.FirstOrDefault((p) => p.Key.Equals(partitionState.PartitionKey));
this.LogDebug("Expected State: {partitionPresent} Actual State: {partitionState}", partitionState.PartitionPresent, partition.PartitionPresentFeedback.BoolValue);
if (partition != null && partitionState.PartitionPresent != partition.PartitionPresentFeedback.BoolValue)
{
// the partition can't be found or the state doesn't match
return false;
}
}
// if it hasn't returned false by now we have the matching scenario
return true;
});
if (currentScenario != null)
{
this.LogInformation("Found combination Scenario {scenarioKey}", currentScenario.Key);
ChangeScenario(currentScenario);
}
}
private async Task ChangeScenario(IRoomCombinationScenario newScenario)
{
if (newScenario == _currentScenario)
{
return;
}
// Deactivate the old scenario first
if (_currentScenario != null)
{
Debug.LogMessage(LogEventLevel.Information, "Deactivating scenario {currentScenario}", this, _currentScenario.Name);
await _currentScenario.Deactivate();
}
_currentScenario = newScenario;
// Activate the new scenario
if (_currentScenario != null)
{
Debug.LogMessage(LogEventLevel.Debug, $"Current Scenario: {_currentScenario.Name}", this);
await _currentScenario.Activate();
}
RoomCombinationScenarioChanged?.Invoke(this, new EventArgs());
}
#region IEssentialsRoomCombiner Members
/// <summary>
/// Occurs when the room combination scenario changes.
/// </summary>
/// <remarks>This event is triggered whenever the configuration or state of the room combination
/// changes. Subscribers can use this event to update their logic or UI based on the new scenario.</remarks>
public event EventHandler<EventArgs> RoomCombinationScenarioChanged;
/// <summary>
/// Gets the current room combination scenario.
/// </summary>
public IRoomCombinationScenario CurrentScenario
{
get
{
return _currentScenario;
}
}
/// <summary>
/// Gets or sets the IsInAutoModeFeedback
/// </summary>
public BoolFeedback IsInAutoModeFeedback { get; private set; }
/// <summary>
/// Enables auto mode for the room combiner and its partitions, allowing automatic room combination scenarios to
/// be determined.
/// </summary>
/// <remarks>Auto mode allows the room combiner to automatically adjust its configuration based on
/// the state of its partitions. If auto mode is disabled in the configuration, this method logs a warning and
/// does not enable auto mode.</remarks>
public void SetAutoMode()
{
if(_propertiesConfig.DisableAutoMode)
{
this.LogWarning("Auto mode is disabled for this room combiner. Cannot set to auto mode.");
return;
}
IsInAutoMode = true;
foreach (var partition in Partitions)
{
partition.SetAutoMode();
}
DetermineRoomCombinationScenario();
}
/// <summary>
/// Switches the system to manual mode, disabling automatic operations.
/// </summary>
/// <remarks>This method sets the system to manual mode by updating the mode state and propagates
/// the change to all partitions. Once in manual mode, automatic operations are disabled for the system and its
/// partitions.</remarks>
/// <summary>
/// SetManualMode method
/// </summary>
public void SetManualMode()
{
IsInAutoMode = false;
foreach (var partition in Partitions)
{
partition.SetManualMode();
}
}
/// <summary>
/// Toggles the current mode between automatic and manual.
/// </summary>
/// <remarks>If the current mode is automatic, this method switches to manual mode. If the
/// current mode is manual, it switches to automatic mode.</remarks>
/// <summary>
/// ToggleMode method
/// </summary>
public void ToggleMode()
{
if (IsInAutoMode)
{
SetManualMode();
}
else
{
SetAutoMode();
}
}
/// <summary>
/// Gets or sets the RoomCombinationScenarios
/// </summary>
public List<IRoomCombinationScenario> RoomCombinationScenarios { get; private set; }
/// <summary>
/// Gets the collection of partition controllers managed by this instance.
/// </summary>
public List<IPartitionController> Partitions { get; private set; }
/// <summary>
/// Toggles the state of the partition identified by the specified partition key.
/// </summary>
/// <remarks>If no partition with the specified key exists, the method performs no
/// action.</remarks>
/// <param name="partitionKey">The key of the partition whose state is to be toggled. This value cannot be null or empty.</param>
public void TogglePartitionState(string partitionKey)
{
var partition = Partitions.FirstOrDefault((p) => p.Key.Equals(partitionKey));
if (partition != null)
{
partition.ToggglePartitionState();
}
}
/// <summary>
/// Sets the room combination scenario based on the specified scenario key.
/// </summary>
/// <remarks>This method manually adjusts the partition states according to the specified
/// scenario. If the application is in auto mode, the operation will not proceed, and a log message will be
/// generated indicating that the mode must be set to manual first. If the specified scenario key does not
/// match any existing scenario, a debug log message will be generated. For each partition state in the
/// scenario, the corresponding partition will be updated to either "Present" or "Not Present" based on the
/// scenario's configuration. If a partition key in the scenario cannot be found, a debug log message will be
/// generated.</remarks>
/// <param name="scenarioKey">The key identifying the room combination scenario to apply. This must match the key of an existing scenario.</param>
public void SetRoomCombinationScenario(string scenarioKey)
{
if (IsInAutoMode)
{
Debug.LogMessage(LogEventLevel.Information, this, "Cannot set room combination scenario when in auto mode. Set to auto mode first.");
return;
}
// Get the scenario
var scenario = RoomCombinationScenarios.FirstOrDefault((s) => s.Key.Equals(scenarioKey));
// Set the parition states from the scenario manually
if (scenario != null)
{
Debug.LogMessage(LogEventLevel.Information, this, "Manually setting scenario to '{0}'", scenario.Key);
foreach (var partitionState in scenario.PartitionStates)
{
var partition = Partitions.FirstOrDefault((p) => p.Key.Equals(partitionState.PartitionKey));
if (partition != null)
{
if (partitionState.PartitionPresent)
{
Debug.LogMessage(LogEventLevel.Information, this, "Manually setting state to Present for: '{0}'", partition.Key);
partition.SetPartitionStatePresent();
}
else
{
Debug.LogMessage(LogEventLevel.Information, this, "Manually setting state to Not Present for: '{0}'", partition.Key);
partition.SetPartitionStateNotPresent();
}
}
else
{
Debug.LogMessage(LogEventLevel.Debug, this, "Unable to find partition with key: '{0}'", partitionState.PartitionKey);
}
}
// Activates the scenario to prevent _currentScenario from being null when starting in manual mode.
ChangeScenario(scenario);
}
else
{
Debug.LogMessage(LogEventLevel.Debug, this, "Unable to find scenario with key: '{0}'", scenarioKey);
}
}
#endregion
}
/// <summary>
/// Provides a factory for creating instances of <see cref="EssentialsRoomCombiner"/> devices.
/// </summary>
/// <remarks>This factory is responsible for constructing <see cref="EssentialsRoomCombiner"/> devices
/// based on the provided configuration. It supports the type name "essentialsroomcombiner" for device
/// creation.</remarks>
/// <summary>
/// Represents a EssentialsRoomCombinerFactory
/// </summary>
public class EssentialsRoomCombinerFactory : EssentialsDeviceFactory<EssentialsRoomCombiner>
{
/// <summary>
/// Initializes a new instance of the <see cref="EssentialsRoomCombinerFactory"/> class.
/// </summary>
/// <remarks>This factory is used to create instances of room combiners with the specified type
/// names. By default, the factory includes the type name "essentialsroomcombiner".</remarks>
public EssentialsRoomCombinerFactory()
{
TypeNames = new List<string> { "essentialsroomcombiner" };
}
/// <summary>
/// Creates and initializes a new instance of the <see cref="EssentialsRoomCombiner"/> device.
/// </summary>
/// <remarks>This method uses the provided device configuration to extract the properties and
/// create an <see cref="EssentialsRoomCombiner"/> device. Ensure that the configuration contains valid
/// properties for the device to be created successfully.</remarks>
/// <param name="dc">The device configuration containing the key and properties required to build the device.</param>
/// <returns>A new instance of <see cref="EssentialsRoomCombiner"/> initialized with the specified configuration.</returns>
public override EssentialsDevice BuildDevice(PepperDash.Essentials.Core.Config.DeviceConfig dc)
{
Debug.LogMessage(LogEventLevel.Debug, "Factory Attempting to create new EssentialsRoomCombiner Device");
var props = dc.Properties.ToObject<EssentialsRoomCombinerPropertiesConfig>();
return new EssentialsRoomCombiner(dc.Key, props);
}
}
}