use serde::{Serialize, Deserialize}; use futures_signals::signal::Signal; use futures_signals::signal::SignalExt; use futures_signals::signal::Mutable; use uuid::Uuid; 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 { /// Descriptor of the machine desc: MachineDescription, /// 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, } impl Machine { pub fn new(desc: MachineDescription, perm: access::PermIdentifier) -> Machine { Machine { desc: desc, 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 { // 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 ( &mut self , pp: &P , who: &User ) -> Result { // TODO: Check different levels if pp.check(who, &self.desc.privs.write)? { 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 }) } } #[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, /// The permission required privs: access::PrivilegesBuf, }