fabaccess-bffh/src/machine.rs

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use serde::{Serialize, Deserialize};
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use futures_signals::signal::Signal;
use futures_signals::signal::SignalExt;
use futures_signals::signal::Mutable;
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use uuid::Uuid;
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use crate::error::Result;
use crate::db::user::User;
use crate::db::access;
use crate::db::machine::{MachineIdentifier, Status, MachineState};
#[derive(Debug)]
/// Internal machine representation
///
/// A machine connects an event from a sensor to an actor activating/deactivating a real-world
/// machine, checking that the user who wants the machine (de)activated has the required
/// permissions.
pub struct Machine {
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/// Descriptor of the machine
desc: MachineDescription,
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/// The state of the machine as bffh thinks the machine *should* be in.
///
/// This is a Signal generator. Subscribers to this signal will be notified of changes. In the
/// case of an actor it should then make sure that the real world matches up with the set state
state: Mutable<MachineState>,
}
impl Machine {
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pub fn new(desc: MachineDescription, perm: access::PermIdentifier) -> Machine {
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Machine {
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desc: desc,
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state: Mutable::new(MachineState { state: Status::Free}),
}
}
/// Generate a signal from the internal state.
///
/// A signal is a lossy stream of state changes. Lossy in that if changes happen in quick
/// succession intermediary values may be lost. But this isn't really relevant in this case
/// since the only relevant state is the latest one.
pub fn signal(&self) -> impl Signal<Item=MachineState> {
// dedupe ensures that if state is changed but only changes to the value it had beforehand
// (could for example happen if the machine changes current user but stays activated) no
// update is sent.
Box::pin(self.state.signal_cloned().dedupe_cloned())
}
/// Requests to use a machine. Returns `true` if successful.
///
/// This will update the internal state of the machine, notifying connected actors, if any.
pub fn request_use<P: access::RoleDB>
( &mut self
, pp: &P
, who: &User
) -> Result<bool>
{
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// TODO: Check different levels
if pp.check(who, &self.desc.privs.write)? {
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self.state.set(MachineState { state: Status::InUse(who.id.clone()) });
return Ok(true);
} else {
return Ok(false);
}
}
pub fn set_state(&mut self, state: Status) {
self.state.set(MachineState { state })
}
}
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#[derive(Debug, Clone, Serialize, Deserialize)]
/// A description of a machine
///
/// This is the struct that a machine is serialized to/from.
/// Combining this with the actual state of the system will return a machine
pub struct MachineDescription {
/// The main machine identifier. This must be unique.
id: MachineIdentifier,
/// The name of the machine. Doesn't need to be unique but is what humans will be presented.
name: String,
/// An optional description of the Machine.
description: Option<String>,
/// The permission required
privs: access::PrivilegesBuf,
}