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shared-libraries/ScStwLibraries/sources/scstwrace.cpp

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#include "../headers/scstwrace.h"
ScStwRace::ScStwRace(QObject *parent) : QObject(parent)
{
this->state = IDLE;
// configure the loop that waits for the sound effect to finish
this->soundPlayer = new ScStwSoundPlayer();
// configure timer that handles the delay between the start commands
this->nextActionTimer = new QTimer(this);
nextActionTimer->setSingleShot(true);
this->nextActionLoop = new QEventLoop();
this->nextStartAction = None;
connect(this->nextActionTimer, &QTimer::timeout, this->nextActionLoop, &QEventLoop::quit);
connect(this, &ScStwRace::nextStartActionChanged, this, &ScStwRace::nextStartActionDetailsChanged);
// write default settings
this->startActionSettings.insert(Start, {{"Enabled", true}, {"Delay", 1}});
this->writeStartActionSetting(AtYourMarks, false, 0);
this->writeStartActionSetting(Ready, false, 0);
this->setSoundVolume(1.0);
}
// --------------------------
// --- Main Functionality ---
// --------------------------
/**
* Function to start the race
*
* @brief ScStwRace::startRace
* @return {int} 200: OK; 904: MAIN state not matching
*/
int ScStwRace::start() {
if(this->state != IDLE) {
return 904;
}
qDebug() << "+ [INFO] starting race";
this->setState(STARTING);
this->playSoundsAndStartTimers(None);
return 200;
}
/**
* Function to stop the currently running race
*
* @brief ScStwRace::stopRace
* @param {int} type 0: stop; 1: cancel; 2: false start
* @return {int} 200: OK; 904: MAIN state not matching
*/
int ScStwRace::stop() {
if(this->state != RUNNING && this->state != STARTING) {
return 904;
}
qDebug() << "+ [INFO] stopping race";
double timeOfStop = QDateTime::currentMSecsSinceEpoch();
int returnCode = 900;
bool stopOk = true;
foreach(ScStwTimer *speedTimer, this->timers){
if(!speedTimer->stop(timeOfStop) && speedTimer->getState() != ScStwTimer::DISABLED){
stopOk = false;
}
}
returnCode = stopOk ? 200:904;
if(returnCode == 200) {
this->setState(STOPPED);
}
return returnCode;
}
/**
* @brief ScStwRace::handleTimerStop Function to declare the winner and looser timers after a timer has been stopped
*/
void ScStwRace::handleTimerStop() {
if(this->state == RUNNING) {
// find out which timer has won
double lowestStoppedTime = -1;
QList<ScStwTimer *> timersWhichHaveWonIds;
// iterate through all timers and find the lowest time taht was stopped
foreach(ScStwTimer * timer, this->timers) {
if(timer->getCurrentTime() > 0 && (timer->getCurrentTime() <= lowestStoppedTime || lowestStoppedTime < 0)) {
// this is the timer with the lowest stopped time
lowestStoppedTime = timer->getCurrentTime();
}
}
// append the timer(s) with the lowest stopped time to the winner list
foreach(ScStwTimer * timer, this->timers) {
if(timer->getCurrentTime() > 0
&& (timer->getCurrentTime() <= lowestStoppedTime || lowestStoppedTime < 0)
&& timer->getState() != ScStwTimer::RUNNING
) {
// this is the timer with the lowest stopped time
timersWhichHaveWonIds.append(timer);
}
}
// update the states of all timers
foreach(ScStwTimer * timer, this->timers) {
if(timer->getState() == ScStwTimer::RUNNING)
continue;
if(timersWhichHaveWonIds.contains(timer)) {
timer->setResult(ScStwTimer::WON);
}
else {
timer->setResult(ScStwTimer::LOST);
}
}
}
}
/**
* @brief ScStwRace::resetRace
* @return {int} 200: OK; 904: MAIN state not matching
*/
int ScStwRace::reset() {
if(this->state != STOPPED) {
return 904;
}
qDebug() << "+ [INFO] resetting race";
int returnCode = 200;
foreach(ScStwTimer *speedTimer, this->timers){
if(!speedTimer->reset() && speedTimer->getState() != ScStwTimer::DISABLED) {
returnCode = 904;
}
}
if(returnCode == 200){
this->setState(IDLE);
}
return returnCode;
}
void ScStwRace::cancelStart(bool falseStart){
// TODO: FIXME
qDebug() << "+ [INFO] cancelling race: " << falseStart;
if(falseStart){
// cancel all running timers
foreach(ScStwTimer *timer, this->timers) {
timer->cancel();
}
this->setState(STOPPED);
this->soundPlayer->cancel(this->soundVolume);
}
else {
this->soundPlayer->cancel(this->soundVolume);
this->nextActionTimer->stop();
this->nextActionLoop->quit();
this->nextStartAction = None;
foreach(ScStwTimer *timer, this->timers){
timer->cancel();
}
}
}
bool ScStwRace::playSoundsAndStartTimers(StartAction thisAction) {
if(this->state != STARTING)
return true;
double timeOfSoundPlaybackStart;
if(this->startActionSettings.contains(thisAction) && this->startActionSettings[thisAction]["Enabled"].toBool()) {
if(!this->soundPlayer->play(thisAction, this->soundVolume, &timeOfSoundPlaybackStart))
return false;
if(this->state != STARTING)
return true;
}
if(thisAction < Start) {
this->nextStartAction = StartAction(thisAction + 1);
qDebug() << "next action is: " << nextStartAction;
int nextActionDelay = -1;
if(this->startActionSettings.contains(this->nextStartAction) && this->startActionSettings[this->nextStartAction]["Enabled"].toBool()) {
nextActionDelay = this->startActionSettings[this->nextStartAction]["Delay"].toInt();
}
// perform next action
this->nextActionTimer->start(nextActionDelay > 0 ? nextActionDelay:1);
if(nextActionDelay > 0)
emit this->nextStartActionChanged();
this->nextActionLoop->exec();
return this->playSoundsAndStartTimers(this->nextStartAction);
}
// perform start
// start all timers
bool startOk = true;
foreach(ScStwTimer *timer, this->timers){
if(!timer->start(timeOfSoundPlaybackStart + 3100) && timer->getState() != ScStwTimer::DISABLED){
startOk = false;
}
}
if(!startOk) {
qDebug() << "[ERROR][START] error staring all timers";
return false;
}
if(!this->soundPlayer->waitForSoundFinish()) {
qDebug() << "[ERROR][START] start sound wait error";
return false;
}
// check if a false start occured
if(this->state != STARTING)
return true;
nextStartAction = None;
emit this->nextStartActionChanged();
this->setState(RUNNING);
return true;
}
/**
* @brief ScStwRace::setState
* @param {QString} newState
*/
void ScStwRace::setState(RaceState newState) {
if(newState != this->state) {
qDebug() << "+ [INFO][MAIN] state changed: " << newState;
this->state = newState;
emit this->stateChanged(newState);
if(this->state == IDLE) {
// if we changed to IDLE -> enable timers
foreach(ScStwTimer* timer, this->timerEnableQueque) {
this->handleTimerEnable(timer);
}
this->timerEnableQueque.clear();
}
}
}
/**
* @brief ScStwRace::refreshTimerStates
*/
void ScStwRace::refreshTimerStates() {
qDebug() << "[INFO][MAIN] refreshing timer states";
// check if the race is over
bool raceIsOver = true;
foreach(ScStwTimer * timer, this->timers){
if(timer->getState() < ScStwTimer::WON && timer->getState() != ScStwTimer::WAITING){
// if the timer is not in stoped state
raceIsOver = false;
break;
}
else if(timer->getState() == ScStwTimer::WAITING) {
this->handleTimerStop();
}
}
if(raceIsOver){
this->setState(STOPPED);
return;
}
}
// ------------------------
// --- helper functions ---
// ------------------------
/**
* @brief ScStwRace::handleTimerEnable function to enable timers at the right moment to prevent them from bricking the state machine
* @param {ScStwExtensionControlledTimer*} timer timer to be enabled
*/
void ScStwRace::handleTimerEnable(ScStwTimer* timer) {
if(this->state == IDLE) {
if(timer->getState() == ScStwTimer::DISABLED) {
timer->setDisabled(false);
}
else {
timer->setDisabled(true);
}
}
else {
this->timerEnableQueque.append(timer);
}
}
QVariantList ScStwRace::getNextStartActionDetails() {
int nextActionDelay = 0;
double nextActionDelayProg = -1;
if(this->nextStartAction == AtYourMarks || this->nextStartAction == Ready) {
// get the total delay and the delay progress of the next action timer
double remaining = this->nextActionTimer->remainingTime();
nextActionDelay = this->startActionSettings[this->nextStartAction]["Delay"].toInt();
if(remaining < 0) {
remaining = nextActionDelay;
}
nextActionDelayProg = 1 - (remaining / nextActionDelay);
}
return {
this->nextStartAction,
nextActionDelay,
nextActionDelayProg
};
}
bool ScStwRace::writeStartActionSetting(StartAction action, bool enabled, int delay) {
if(action != AtYourMarks && action != Ready)
return false;
QVariantMap setting = {{"Enabled", enabled}, {"Delay", delay}};
if(!this->startActionSettings.contains(action))
this->startActionSettings.insert(action, setting);
else
this->startActionSettings[action] = setting;
return true;
}
bool ScStwRace::setSoundVolume(double volume) {
if(volume >= 0 && volume <= 1) {
this->soundVolume = volume;
return true;
}
else {
return false;
}
}
bool ScStwRace::addTimer(ScStwTimer *timer) {
if(this->state != IDLE)
return false;
foreach(ScStwTimer *existingTimer, this->timers) {
if(existingTimer == timer)
return true;
}
this->timers.append(timer);
connect(timer, &ScStwTimer::startCanceled, this, &ScStwRace::cancelStart);
connect(timer, &ScStwTimer::stateChanged, this, &ScStwRace::refreshTimerStates);
connect(timer, &ScStwTimer::requestEnableChange, this, &ScStwRace::handleTimerEnable);
connect(timer, &ScStwTimer::stateChanged, this, &ScStwRace::timersChanged);
connect(timer, &ScStwTimer::reactionTimeChanged, this, &ScStwRace::timersChanged);
return true;
}
ScStwRace::RaceState ScStwRace::getState() {
return this->state;
}
ScStwRace::StartAction ScStwRace::getNextStartAction()
{
return this->nextStartAction;
}
QVariantList ScStwRace::getTimerDetailList() {
QVariantList tmpTimers;
foreach(ScStwTimer * timer, this->timers){
QVariantMap tmpTimer;
tmpTimer.insert("id", this->timers.indexOf(timer));
tmpTimer.insert("state", timer->getState());
tmpTimer.insert("currentTime", timer->getCurrentTime());
tmpTimer.insert("reactionTime", timer->getReactionTime());
tmpTimer.insert("text", timer->getText());
tmpTimers.append(tmpTimer);
}
return tmpTimers;
}