2020-11-17 12:09:45 +01:00
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use futures_signals::signal::Signal;
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use futures_signals::signal::SignalExt;
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use futures_signals::signal::Mutable;
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2020-11-17 12:26:35 +01:00
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use uuid::Uuid;
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2020-11-17 12:09:45 +01:00
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use crate::error::Result;
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use crate::db::user::User;
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use crate::db::access;
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use crate::db::machine::{MachineIdentifier, Status, MachineState};
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#[derive(Debug)]
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/// Internal machine representation
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///
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/// A machine connects an event from a sensor to an actor activating/deactivating a real-world
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/// machine, checking that the user who wants the machine (de)activated has the required
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/// permissions.
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pub struct Machine {
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/// Computer-readable identifier for this machine
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id: MachineIdentifier,
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/// The human-readable name of the machine. Does not need to be unique
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name: String,
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/// The required permissions to use this machine.
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perm: access::PermIdentifier,
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/// The state of the machine as bffh thinks the machine *should* be in.
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///
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/// This is a Signal generator. Subscribers to this signal will be notified of changes. In the
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/// case of an actor it should then make sure that the real world matches up with the set state
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state: Mutable<MachineState>,
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}
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impl Machine {
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pub fn new(id: Uuid, name: String, perm: access::PermIdentifier) -> Machine {
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Machine {
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id: id,
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name: name,
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perm: perm,
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state: Mutable::new(MachineState { state: Status::Free}),
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}
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}
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/// Generate a signal from the internal state.
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///
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/// A signal is a lossy stream of state changes. Lossy in that if changes happen in quick
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/// succession intermediary values may be lost. But this isn't really relevant in this case
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/// since the only relevant state is the latest one.
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pub fn signal(&self) -> impl Signal<Item=MachineState> {
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// dedupe ensures that if state is changed but only changes to the value it had beforehand
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// (could for example happen if the machine changes current user but stays activated) no
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// update is sent.
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Box::pin(self.state.signal_cloned().dedupe_cloned())
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}
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/// Requests to use a machine. Returns `true` if successful.
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///
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/// This will update the internal state of the machine, notifying connected actors, if any.
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pub fn request_use<P: access::RoleDB>
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( &mut self
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, pp: &P
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, who: &User
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) -> Result<bool>
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{
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if pp.check(who, &self.perm)? {
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self.state.set(MachineState { state: Status::InUse(who.id.clone()) });
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return Ok(true);
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} else {
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return Ok(false);
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}
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}
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pub fn set_state(&mut self, state: Status) {
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self.state.set(MachineState { state })
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}
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}
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