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timer.py
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timer.py
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from bisect import insort
from time import time, localtime, mktime
from enigma import eTimer, eActionMap
import datetime
class TimerEntry:
StateWaiting = 0
StatePrepared = 1
StateRunning = 2
StateEnded = 3
StateFailed = 4
def __init__(self, begin, end):
self.begin = begin
self.prepare_time = 20
self.end = end
self.state = 0
self.findRunningEvent = True
self.findNextEvent = False
self.resetRepeated()
#begindate = localtime(self.begin)
#newdate = datetime.datetime(begindate.tm_year, begindate.tm_mon, begindate.tm_mday 0, 0, 0);
self.repeatedbegindate = begin
self.backoff = 0
self.disabled = False
self.failed = False
def resetState(self):
self.state = self.StateWaiting
self.cancelled = False
self.first_try_prepare = 0
self.findRunningEvent = True
self.findNextEvent = False
self.timeChanged()
def resetRepeated(self):
self.repeated = int(0)
def setRepeated(self, day):
self.repeated |= (2 ** day)
def isRunning(self):
return self.state == self.StateRunning
def addOneDay(self, timedatestruct):
oldHour = timedatestruct.tm_hour
newdate = (datetime.datetime(timedatestruct.tm_year, timedatestruct.tm_mon, timedatestruct.tm_mday, timedatestruct.tm_hour, timedatestruct.tm_min, timedatestruct.tm_sec) + datetime.timedelta(days=1)).timetuple()
if localtime(mktime(newdate)).tm_hour != oldHour:
return (datetime.datetime(timedatestruct.tm_year, timedatestruct.tm_mon, timedatestruct.tm_mday, timedatestruct.tm_hour, timedatestruct.tm_min, timedatestruct.tm_sec) + datetime.timedelta(days=2)).timetuple()
return newdate
def isFindRunningEvent(self):
return self.findRunningEvent
def isFindNextEvent(self):
return self.findNextEvent
# update self.begin and self.end according to the self.repeated-flags
def processRepeated(self, findRunningEvent=True, findNextEvent=False):
if self.repeated != 0:
now = int(time()) + 1
if findNextEvent:
now = self.end + 120
self.findRunningEvent = findRunningEvent
self.findNextEvent = findNextEvent
#to avoid problems with daylight saving, we need to calculate with localtime, in struct_time representation
localrepeatedbegindate = localtime(self.repeatedbegindate)
localbegin = localtime(self.begin)
localend = localtime(self.end)
localnow = localtime(now)
day = []
flags = self.repeated
for x in (0, 1, 2, 3, 4, 5, 6):
if flags & 1 == 1:
day.append(0)
else:
day.append(1)
flags >>= 1
# if day is NOT in the list of repeated days
# OR if the day IS in the list of the repeated days, check, if event is currently running... then if findRunningEvent is false, go to the next event
while ((day[localbegin.tm_wday] != 0) or (mktime(localrepeatedbegindate) > mktime(localbegin)) or
(day[localbegin.tm_wday] == 0 and (findRunningEvent and localend < localnow) or ((not findRunningEvent) and localbegin < localnow))):
localbegin = self.addOneDay(localbegin)
localend = self.addOneDay(localend)
#we now have a struct_time representation of begin and end in localtime, but we have to calculate back to (gmt) seconds since epoch
self.begin = int(mktime(localbegin))
self.end = int(mktime(localend))
if self.begin == self.end:
self.end += 1
self.timeChanged()
def __lt__(self, o):
return self.getNextActivation() < o.getNextActivation()
# must be overridden
def activate(self):
pass
# can be overridden
def timeChanged(self):
pass
# check if a timer entry must be skipped
def shouldSkip(self):
if self.disabled:
if self.end <= time() and not "PowerTimerEntry" in `self`:
self.disabled = False
return True
if "PowerTimerEntry" in `self`:
if (self.timerType == 3 or self.timerType == 4) and self.autosleeprepeat != 'once':
return False
elif self.begin >= time() and (self.timerType == 3 or self.timerType == 4) and self.autosleeprepeat == 'once':
return False
elif (self.timerType == 3 or self.timerType == 4) and self.autosleeprepeat == 'once' and self.state != TimerEntry.StatePrepared:
return True
else:
return self.end <= time() and self.state == TimerEntry.StateWaiting and self.timerType != 3 and self.timerType != 4
else:
return self.end <= time() and (self.state == TimerEntry.StateWaiting or self.state == TimerEntry.StateFailed)
def abort(self):
self.end = time()
# in case timer has not yet started, but gets aborted (so it's preparing),
# set begin to now.
if self.begin > self.end:
self.begin = self.end
self.cancelled = True
# must be overridden!
def getNextActivation(self):
pass
def fail(self):
self.faileded = True
def disable(self):
self.disabled = True
def enable(self):
self.disabled = False
class Timer:
# the time between "polls". We do this because
# we want to account for time jumps etc.
# of course if they occur <100s before starting,
# it's not good. thus, you have to repoll when
# you change the time.
#
# this is just in case. We don't want the timer
# hanging. we use this "edge-triggered-polling-scheme"
# anyway, so why don't make it a bit more fool-proof?
MaxWaitTime = 100
def __init__(self):
self.timer_list = [ ]
self.processed_timers = [ ]
self.timer = eTimer()
self.timer.callback.append(self.calcNextActivation)
self.lastActivation = time()
self.calcNextActivation()
self.on_state_change = [ ]
def stateChanged(self, entry):
for f in self.on_state_change:
f(entry)
def cleanup(self):
self.processed_timers = [entry for entry in self.processed_timers if entry.disabled]
def cleanupDisabled(self):
disabled_timers = [entry for entry in self.processed_timers if entry.disabled]
for timer in disabled_timers:
timer.shouldSkip()
def cleanupDaily(self, days):
limit = time() - (days * 3600 * 24)
self.processed_timers = [entry for entry in self.processed_timers if (entry.disabled and entry.repeated) or (entry.end and (entry.end > limit))]
def addTimerEntry(self, entry, noRecalc=0):
entry.processRepeated()
# when the timer has not yet started, and is already passed,
# don't go trough waiting/running/end-states, but sort it
# right into the processedTimers.
if entry.shouldSkip() or entry.state == TimerEntry.StateEnded or (entry.state == TimerEntry.StateWaiting and entry.disabled):
insort(self.processed_timers, entry)
entry.state = TimerEntry.StateEnded
else:
insort(self.timer_list, entry)
if not noRecalc:
self.calcNextActivation()
# small piece of example code to understand how to use record simulation
# if NavigationInstance.instance:
# lst = [ ]
# cnt = 0
# for timer in self.timer_list:
# print "timer", cnt
# cnt += 1
# if timer.state == 0: #waiting
# lst.append(NavigationInstance.instance.recordService(timer.service_ref))
# else:
# print "STATE: ", timer.state
#
# for rec in lst:
# if rec.start(True): #simulate
# print "FAILED!!!!!!!!!!!!"
# else:
# print "OK!!!!!!!!!!!!!!"
# NavigationInstance.instance.stopRecordService(rec)
# else:
# print "no NAV"
def setNextActivation(self, now, when):
delay = int((when - now) * 1000)
self.timer.start(delay, 1)
self.next = when
def calcNextActivation(self):
now = time()
if self.lastActivation > now:
print "[timer.py] timewarp - re-evaluating all processed timers."
tl = self.processed_timers
self.processed_timers = [ ]
for x in tl:
# simulate a "waiting" state to give them a chance to re-occure
x.resetState()
self.addTimerEntry(x, noRecalc=1)
self.processActivation()
self.lastActivation = now
min = int(now) + self.MaxWaitTime
# calculate next activation point
if self.timer_list:
self.timer_list.sort() # resort/refresh list, try to fix hanging timers
w = self.timer_list[0].getNextActivation()
if w < min:
min = w
if int(now) < 1072224000 and min > now + 5:
# system time has not yet been set (before 01.01.2004), keep a short poll interval
min = now + 5
# print "[TIMER] self.timer_list = %s" % self.timer_list
self.setNextActivation(now, min)
def timeChanged(self, timer):
timer.timeChanged()
if timer.state == TimerEntry.StateEnded:
self.processed_timers.remove(timer)
else:
try:
self.timer_list.remove(timer)
except:
print "[timer] Failed to remove, not in list"
return
# give the timer a chance to re-enqueue
if timer.state == TimerEntry.StateEnded:
timer.state = TimerEntry.StateWaiting
elif "PowerTimerEntry" in `timer` and (timer.timerType == 3 or timer.timerType == 4):
if timer.state > 0:
eActionMap.getInstance().unbindAction('', timer.keyPressed)
timer.state = TimerEntry.StateWaiting
self.addTimerEntry(timer)
def doActivate(self, w):
self.timer_list.remove(w)
# when activating a timer which has already passed,
# simply abort the timer. don't run trough all the stages.
if w.shouldSkip():
w.state = TimerEntry.StateEnded
else:
# when active returns true, this means "accepted".
# otherwise, the current state is kept.
# the timer entry itself will fix up the delay then.
if w.activate():
w.state += 1
# did this timer reached the last state?
if w.state < TimerEntry.StateEnded:
# no, sort it into active list
insort(self.timer_list, w)
else:
# yes. Process repeated, and re-add.
if w.repeated:
w.processRepeated()
w.state = TimerEntry.StateWaiting
self.addTimerEntry(w)
else:
insort(self.processed_timers, w)
self.stateChanged(w)
def processActivation(self):
t = int(time()) + 1
# we keep on processing the first entry until it goes into the future.
while self.timer_list and self.timer_list[0].getNextActivation() < t:
self.doActivate(self.timer_list[0])