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chore: move all files to file-scoped namespace
This commit is contained in:
parent
aaa5b0532b
commit
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522 changed files with 39628 additions and 45678 deletions
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@ -8,491 +8,481 @@ using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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namespace PepperDash.Essentials.Core
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namespace PepperDash.Essentials.Core;
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/// <summary>
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/// Represents a device that manages room combinations by controlling partitions and scenarios.
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/// </summary>
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/// <remarks>The <see cref="EssentialsRoomCombiner"/> allows for dynamic configuration of room
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/// combinations based on partition states and predefined scenarios. It supports both automatic and manual modes
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/// for managing room combinations. In automatic mode, the device determines the current room combination scenario
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/// based on partition sensor states. In manual mode, scenarios can be set explicitly by the user.</remarks>
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public class EssentialsRoomCombiner : EssentialsDevice, IEssentialsRoomCombiner
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{
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private EssentialsRoomCombinerPropertiesConfig _propertiesConfig;
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private IRoomCombinationScenario _currentScenario;
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private List<IEssentialsRoom> _rooms;
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/// <summary>
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/// Represents a device that manages room combinations by controlling partitions and scenarios.
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/// Gets a list of rooms represented as key-name pairs.
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/// </summary>
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/// <remarks>The <see cref="EssentialsRoomCombiner"/> allows for dynamic configuration of room
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/// combinations based on partition states and predefined scenarios. It supports both automatic and manual modes
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/// for managing room combinations. In automatic mode, the device determines the current room combination scenario
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/// based on partition sensor states. In manual mode, scenarios can be set explicitly by the user.</remarks>
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public class EssentialsRoomCombiner : EssentialsDevice, IEssentialsRoomCombiner
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public List<IKeyName> Rooms
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{
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private EssentialsRoomCombinerPropertiesConfig _propertiesConfig;
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private IRoomCombinationScenario _currentScenario;
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private List<IEssentialsRoom> _rooms;
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/// <summary>
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/// Gets a list of rooms represented as key-name pairs.
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/// </summary>
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public List<IKeyName> Rooms
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get
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{
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get
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{
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return _rooms.Cast<IKeyName>().ToList();
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}
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return _rooms.Cast<IKeyName>().ToList();
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}
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}
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private bool _isInAutoMode;
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private bool _isInAutoMode;
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/// <summary>
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/// Gets or sets a value indicating whether the system is operating in automatic mode.
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/// </summary>
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/// <remarks>Changing this property triggers an update event via
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/// <c>IsInAutoModeFeedback.FireUpdate()</c>. Ensure that any event listeners are properly configured to handle
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/// this update.</remarks>
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public bool IsInAutoMode
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/// <summary>
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/// Gets or sets a value indicating whether the system is operating in automatic mode.
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/// </summary>
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/// <remarks>Changing this property triggers an update event via
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/// <c>IsInAutoModeFeedback.FireUpdate()</c>. Ensure that any event listeners are properly configured to handle
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/// this update.</remarks>
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public bool IsInAutoMode
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{
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get
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{
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get
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{
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return _isInAutoMode;
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}
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set
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{
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if (value == _isInAutoMode)
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{
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return;
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}
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_isInAutoMode = value;
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IsInAutoModeFeedback.FireUpdate();
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}
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return _isInAutoMode;
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}
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/// <summary>
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/// Gets a value indicating whether automatic mode is disabled.
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/// </summary>
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public bool DisableAutoMode
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set
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{
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get
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if (value == _isInAutoMode)
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{
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return _propertiesConfig.DisableAutoMode;
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}
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}
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private CTimer _scenarioChangeDebounceTimer;
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private int _scenarioChangeDebounceTimeSeconds = 10; // default to 10s
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private Mutex _scenarioChange = new Mutex();
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/// <summary>
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/// Initializes a new instance of the <see cref="EssentialsRoomCombiner"/> class, which manages room combination
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/// scenarios and partition states.
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/// </summary>
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/// <remarks>The <see cref="EssentialsRoomCombiner"/> class is designed to handle dynamic room
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/// combination scenarios based on partition states. It supports both automatic and manual modes for managing
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/// room combinations. By default, the instance starts in automatic mode unless the <paramref name="props"/>
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/// specifies otherwise. After activation, the room combiner initializes partition state providers and sets up
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/// the initial room configuration. Additionally, it subscribes to the <see
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/// cref="DeviceManager.AllDevicesInitialized"/> event to ensure proper initialization of dependent devices
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/// before determining or setting the room combination scenario.</remarks>
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/// <param name="key">The unique identifier for the room combiner instance.</param>
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/// <param name="props">The configuration properties for the room combiner, including default settings and debounce times.</param>
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public EssentialsRoomCombiner(string key, EssentialsRoomCombinerPropertiesConfig props)
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: base(key)
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{
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_propertiesConfig = props;
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Partitions = new List<IPartitionController>();
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RoomCombinationScenarios = new List<IRoomCombinationScenario>();
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if (_propertiesConfig.ScenarioChangeDebounceTimeSeconds > 0)
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{
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_scenarioChangeDebounceTimeSeconds = _propertiesConfig.ScenarioChangeDebounceTimeSeconds;
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}
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IsInAutoModeFeedback = new BoolFeedback(() => _isInAutoMode);
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// default to auto mode
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IsInAutoMode = true;
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if (_propertiesConfig.defaultToManualMode)
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{
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IsInAutoMode = false;
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}
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IsInAutoModeFeedback.FireUpdate();
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CreateScenarios();
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AddPostActivationAction(() =>
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{
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SetupPartitionStateProviders();
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SetRooms();
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});
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// Subscribe to the AllDevicesInitialized event
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// We need to wait until all devices are initialized in case
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// any actions are dependent on 3rd party devices already being
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// connected and initialized
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DeviceManager.AllDevicesInitialized += (o, a) =>
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{
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if (IsInAutoMode)
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{
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DetermineRoomCombinationScenario();
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}
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else
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{
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SetRoomCombinationScenario(_propertiesConfig.defaultScenarioKey);
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}
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};
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}
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private void CreateScenarios()
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{
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foreach (var scenarioConfig in _propertiesConfig.Scenarios)
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{
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var scenario = new RoomCombinationScenario(scenarioConfig);
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RoomCombinationScenarios.Add(scenario);
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}
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}
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private void SetRooms()
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{
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_rooms = new List<IEssentialsRoom>();
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foreach (var roomKey in _propertiesConfig.RoomKeys)
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{
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var room = DeviceManager.GetDeviceForKey(roomKey);
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if (DeviceManager.GetDeviceForKey(roomKey) is IEssentialsRoom essentialsRoom)
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{
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_rooms.Add(essentialsRoom);
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}
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}
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var rooms = DeviceManager.AllDevices.OfType<IEssentialsRoom>().Cast<Device>();
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foreach (var room in rooms)
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{
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room.Deactivate();
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}
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}
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private void SetupPartitionStateProviders()
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{
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foreach (var pConfig in _propertiesConfig.Partitions)
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{
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var sensor = DeviceManager.GetDeviceForKey(pConfig.DeviceKey) as IPartitionStateProvider;
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var partition = new EssentialsPartitionController(pConfig.Key, pConfig.Name, sensor, _propertiesConfig.defaultToManualMode, pConfig.AdjacentRoomKeys);
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partition.PartitionPresentFeedback.OutputChange += PartitionPresentFeedback_OutputChange;
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Partitions.Add(partition);
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}
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}
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private void PartitionPresentFeedback_OutputChange(object sender, FeedbackEventArgs e)
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{
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StartDebounceTimer();
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}
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private void StartDebounceTimer()
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{
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// default to 500ms for manual mode
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var time = 500;
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// if in auto mode, debounce the scenario change
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if (IsInAutoMode) time = _scenarioChangeDebounceTimeSeconds * 1000;
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if (_scenarioChangeDebounceTimer == null)
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{
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_scenarioChangeDebounceTimer = new CTimer((o) => DetermineRoomCombinationScenario(), time);
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}
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else
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{
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_scenarioChangeDebounceTimer.Reset(time);
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}
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}
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/// <summary>
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/// Determines the current room combination scenario based on the state of the partition sensors
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/// </summary>
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private void DetermineRoomCombinationScenario()
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{
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if (_scenarioChangeDebounceTimer != null)
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{
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_scenarioChangeDebounceTimer.Dispose();
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_scenarioChangeDebounceTimer = null;
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}
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this.LogInformation("Determining Combination Scenario");
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var currentScenario = RoomCombinationScenarios.FirstOrDefault((s) =>
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{
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this.LogDebug("Checking scenario {scenarioKey}", s.Key);
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// iterate the partition states
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foreach (var partitionState in s.PartitionStates)
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{
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this.LogDebug("checking PartitionState {partitionStateKey}", partitionState.PartitionKey);
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// get the partition by key
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var partition = Partitions.FirstOrDefault((p) => p.Key.Equals(partitionState.PartitionKey));
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this.LogDebug("Expected State: {partitionPresent} Actual State: {partitionState}", partitionState.PartitionPresent, partition.PartitionPresentFeedback.BoolValue);
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if (partition != null && partitionState.PartitionPresent != partition.PartitionPresentFeedback.BoolValue)
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{
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// the partition can't be found or the state doesn't match
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return false;
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}
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}
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// if it hasn't returned false by now we have the matching scenario
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return true;
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});
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if (currentScenario != null)
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{
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this.LogInformation("Found combination Scenario {scenarioKey}", currentScenario.Key);
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ChangeScenario(currentScenario);
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}
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}
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private async Task ChangeScenario(IRoomCombinationScenario newScenario)
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{
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if (newScenario == _currentScenario)
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{
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return;
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}
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// Deactivate the old scenario first
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if (_currentScenario != null)
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{
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Debug.LogMessage(LogEventLevel.Information, "Deactivating scenario {currentScenario}", this, _currentScenario.Name);
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await _currentScenario.Deactivate();
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}
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_currentScenario = newScenario;
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// Activate the new scenario
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if (_currentScenario != null)
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{
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Debug.LogMessage(LogEventLevel.Debug, $"Current Scenario: {_currentScenario.Name}", this);
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await _currentScenario.Activate();
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}
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RoomCombinationScenarioChanged?.Invoke(this, new EventArgs());
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}
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#region IEssentialsRoomCombiner Members
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/// <summary>
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/// Occurs when the room combination scenario changes.
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/// </summary>
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/// <remarks>This event is triggered whenever the configuration or state of the room combination
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/// changes. Subscribers can use this event to update their logic or UI based on the new scenario.</remarks>
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public event EventHandler<EventArgs> RoomCombinationScenarioChanged;
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/// <summary>
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/// Gets the current room combination scenario.
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/// </summary>
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public IRoomCombinationScenario CurrentScenario
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{
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get
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{
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return _currentScenario;
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}
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}
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/// <summary>
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/// Gets or sets the IsInAutoModeFeedback
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/// </summary>
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public BoolFeedback IsInAutoModeFeedback { get; private set; }
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/// <summary>
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/// Enables auto mode for the room combiner and its partitions, allowing automatic room combination scenarios to
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/// be determined.
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/// </summary>
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/// <remarks>Auto mode allows the room combiner to automatically adjust its configuration based on
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/// the state of its partitions. If auto mode is disabled in the configuration, this method logs a warning and
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/// does not enable auto mode.</remarks>
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public void SetAutoMode()
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{
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if(_propertiesConfig.DisableAutoMode)
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{
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this.LogWarning("Auto mode is disabled for this room combiner. Cannot set to auto mode.");
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return;
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}
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IsInAutoMode = true;
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foreach (var partition in Partitions)
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{
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partition.SetAutoMode();
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}
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_isInAutoMode = value;
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IsInAutoModeFeedback.FireUpdate();
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}
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}
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DetermineRoomCombinationScenario();
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/// <summary>
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/// Gets a value indicating whether automatic mode is disabled.
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/// </summary>
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public bool DisableAutoMode
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{
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get
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{
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return _propertiesConfig.DisableAutoMode;
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}
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}
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private CTimer _scenarioChangeDebounceTimer;
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private int _scenarioChangeDebounceTimeSeconds = 10; // default to 10s
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private Mutex _scenarioChange = new Mutex();
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/// <summary>
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/// Initializes a new instance of the <see cref="EssentialsRoomCombiner"/> class, which manages room combination
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/// scenarios and partition states.
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/// </summary>
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/// <remarks>The <see cref="EssentialsRoomCombiner"/> class is designed to handle dynamic room
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/// combination scenarios based on partition states. It supports both automatic and manual modes for managing
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/// room combinations. By default, the instance starts in automatic mode unless the <paramref name="props"/>
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/// specifies otherwise. After activation, the room combiner initializes partition state providers and sets up
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/// the initial room configuration. Additionally, it subscribes to the <see
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/// cref="DeviceManager.AllDevicesInitialized"/> event to ensure proper initialization of dependent devices
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/// before determining or setting the room combination scenario.</remarks>
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/// <param name="key">The unique identifier for the room combiner instance.</param>
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/// <param name="props">The configuration properties for the room combiner, including default settings and debounce times.</param>
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public EssentialsRoomCombiner(string key, EssentialsRoomCombinerPropertiesConfig props)
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: base(key)
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{
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_propertiesConfig = props;
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Partitions = new List<IPartitionController>();
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RoomCombinationScenarios = new List<IRoomCombinationScenario>();
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if (_propertiesConfig.ScenarioChangeDebounceTimeSeconds > 0)
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{
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_scenarioChangeDebounceTimeSeconds = _propertiesConfig.ScenarioChangeDebounceTimeSeconds;
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}
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/// <summary>
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/// Switches the system to manual mode, disabling automatic operations.
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/// </summary>
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/// <remarks>This method sets the system to manual mode by updating the mode state and propagates
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/// the change to all partitions. Once in manual mode, automatic operations are disabled for the system and its
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/// partitions.</remarks>
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/// <summary>
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/// SetManualMode method
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/// </summary>
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public void SetManualMode()
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IsInAutoModeFeedback = new BoolFeedback(() => _isInAutoMode);
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// default to auto mode
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IsInAutoMode = true;
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if (_propertiesConfig.defaultToManualMode)
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{
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IsInAutoMode = false;
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foreach (var partition in Partitions)
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{
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partition.SetManualMode();
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}
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}
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/// <summary>
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/// Toggles the current mode between automatic and manual.
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/// </summary>
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/// <remarks>If the current mode is automatic, this method switches to manual mode. If the
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/// current mode is manual, it switches to automatic mode.</remarks>
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/// <summary>
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/// ToggleMode method
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/// </summary>
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public void ToggleMode()
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IsInAutoModeFeedback.FireUpdate();
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CreateScenarios();
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AddPostActivationAction(() =>
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{
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SetupPartitionStateProviders();
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SetRooms();
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});
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// Subscribe to the AllDevicesInitialized event
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// We need to wait until all devices are initialized in case
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// any actions are dependent on 3rd party devices already being
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// connected and initialized
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DeviceManager.AllDevicesInitialized += (o, a) =>
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{
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if (IsInAutoMode)
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{
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SetManualMode();
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DetermineRoomCombinationScenario();
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}
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else
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{
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SetAutoMode();
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SetRoomCombinationScenario(_propertiesConfig.defaultScenarioKey);
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}
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};
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}
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private void CreateScenarios()
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{
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foreach (var scenarioConfig in _propertiesConfig.Scenarios)
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{
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var scenario = new RoomCombinationScenario(scenarioConfig);
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RoomCombinationScenarios.Add(scenario);
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}
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}
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private void SetRooms()
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{
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_rooms = new List<IEssentialsRoom>();
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foreach (var roomKey in _propertiesConfig.RoomKeys)
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{
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var room = DeviceManager.GetDeviceForKey(roomKey);
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if (DeviceManager.GetDeviceForKey(roomKey) is IEssentialsRoom essentialsRoom)
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{
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_rooms.Add(essentialsRoom);
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}
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}
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/// <summary>
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/// Gets or sets the RoomCombinationScenarios
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/// </summary>
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public List<IRoomCombinationScenario> RoomCombinationScenarios { get; private set; }
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var rooms = DeviceManager.AllDevices.OfType<IEssentialsRoom>().Cast<Device>();
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/// <summary>
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/// Gets the collection of partition controllers managed by this instance.
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/// </summary>
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public List<IPartitionController> Partitions { get; private set; }
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/// <summary>
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/// Toggles the state of the partition identified by the specified partition key.
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/// </summary>
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/// <remarks>If no partition with the specified key exists, the method performs no
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/// action.</remarks>
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/// <param name="partitionKey">The key of the partition whose state is to be toggled. This value cannot be null or empty.</param>
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public void TogglePartitionState(string partitionKey)
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foreach (var room in rooms)
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{
|
||||
var partition = Partitions.FirstOrDefault((p) => p.Key.Equals(partitionKey));
|
||||
room.Deactivate();
|
||||
}
|
||||
}
|
||||
|
||||
if (partition != null)
|
||||
{
|
||||
partition.ToggglePartitionState();
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
/// <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)
|
||||
this.LogInformation("Determining Combination Scenario");
|
||||
|
||||
var currentScenario = RoomCombinationScenarios.FirstOrDefault((s) =>
|
||||
{
|
||||
if (IsInAutoMode)
|
||||
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)
|
||||
{
|
||||
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)
|
||||
// Deactivate the old scenario first
|
||||
if (_currentScenario != 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));
|
||||
Debug.LogMessage(LogEventLevel.Information, "Deactivating scenario {currentScenario}", this, _currentScenario.Name);
|
||||
await _currentScenario.Deactivate();
|
||||
}
|
||||
|
||||
if (partition != null)
|
||||
_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 the feedback indicating whether the system is currently in auto mode.
|
||||
/// </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>
|
||||
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>
|
||||
public void ToggleMode()
|
||||
{
|
||||
if (IsInAutoMode)
|
||||
{
|
||||
SetManualMode();
|
||||
}
|
||||
else
|
||||
{
|
||||
SetAutoMode();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the collection of room combination scenarios.
|
||||
/// </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)
|
||||
{
|
||||
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();
|
||||
}
|
||||
Debug.LogMessage(LogEventLevel.Information, this, "Manually setting state to Present for: '{0}'", partition.Key);
|
||||
partition.SetPartitionStatePresent();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogMessage(LogEventLevel.Debug, this, "Unable to find partition with key: '{0}'", partitionState.PartitionKey);
|
||||
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 scenario with key: '{0}'", scenarioKey);
|
||||
else
|
||||
{
|
||||
Debug.LogMessage(LogEventLevel.Debug, this, "Unable to find partition with key: '{0}'", partitionState.PartitionKey);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogMessage(LogEventLevel.Debug, this, "Unable to find scenario with key: '{0}'", scenarioKey);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
#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>
|
||||
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>
|
||||
/// Provides a factory for creating instances of <see cref="EssentialsRoomCombiner"/> devices.
|
||||
/// Creates and initializes a new instance of the <see cref="EssentialsRoomCombiner"/> device.
|
||||
/// </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>
|
||||
/// <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)
|
||||
{
|
||||
/// <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" };
|
||||
}
|
||||
Debug.LogMessage(LogEventLevel.Debug, "Factory Attempting to create new EssentialsRoomCombiner Device");
|
||||
|
||||
/// <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>();
|
||||
|
||||
var props = dc.Properties.ToObject<EssentialsRoomCombinerPropertiesConfig>();
|
||||
|
||||
return new EssentialsRoomCombiner(dc.Key, props);
|
||||
}
|
||||
return new EssentialsRoomCombiner(dc.Key, props);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue