shared-libraries/ScStwLibraries/sources/scstwrace.cpp

629 lines
19 KiB
C++

/****************************************************************************
** ScStw Libraries
** Copyright (C) 2020 Itsblue development
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
****************************************************************************/
#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->startDelayTimer = new QTimer(this);
startDelayTimer->setSingleShot(true);
this->startWaitLoop = new QEventLoop(this);
connect(this->startDelayTimer, &QTimer::timeout, this->startWaitLoop, &QEventLoop::quit);
// write default settings
this->startSoundSettings.insert(ScStwSoundPlayer::Start, {{"Enabled", true}, {"Delay", 1}});
this->writeStartSoundSetting(ScStwSoundPlayer::AtYourMarks, false, 0);
this->writeStartSoundSetting(ScStwSoundPlayer::Ready, false, 0);
this->setSoundVolume(1.0);
this->competitionMode = false;
}
// --------------------------
// --- Main Functionality ---
// --------------------------
ScStw::StatusCode ScStwRace::start(bool asyncronous) {
if(this->state == WAITING) {
if(this->isReadyForNextState()) {
this->startWaitLoop->exit(LoopManualExit);
return ScStw::Success;
}
else {
return ScStw::TimersNotReadyError;
}
}
else if(this->state != IDLE) {
return ScStw::CurrentStateNotVaildForOperationError;
}
qDebug() << "[INFO][RACE] checking timers";
if(!this->isReadyForNextState())
return ScStw::TimersNotReadyError;
qDebug() << "[INFO][RACE] starting race";
this->setState(PREPAIRING);
if(asyncronous) {
QTimer::singleShot(1, [=](){this->playSoundsAndStartTimers();});
}
else
this->playSoundsAndStartTimers();
return ScStw::Success;
}
ScStw::StatusCode ScStwRace::stop() {
if(this->state != RUNNING && this->state != STARTING) {
return ScStw::CurrentStateNotVaildForOperationError;
}
qDebug() << "+ [INFO] stopping race";
double timeOfStop = QDateTime::currentMSecsSinceEpoch();
ScStw::StatusCode returnCode = ScStw::Success;
foreach(ScStwTimer *speedTimer, this->timers){
if(!speedTimer->stop(timeOfStop) && speedTimer->getState() != ScStwTimer::DISABLED){
returnCode = ScStw::InternalErrorTimerOperationFailed;
}
}
if(returnCode == ScStw::Success) {
this->setState(STOPPED);
}
return returnCode;
}
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);
}
}
}
}
ScStw::StatusCode ScStwRace::reset() {
if(this->state != STOPPED && this->state != INCIDENT) {
return ScStw::CurrentStateNotVaildForOperationError;
}
qDebug() << "+ [INFO] resetting race";
ScStw::StatusCode returnCode = ScStw::Success;
foreach(ScStwTimer *speedTimer, this->timers){
if(!speedTimer->reset() && speedTimer->getState() != ScStwTimer::DISABLED) {
returnCode = ScStw::InternalErrorTimerOperationFailed;
}
}
if(returnCode == ScStw::Success)
this->setState(IDLE);
return returnCode;
}
ScStw::StatusCode ScStwRace::cancel() {
if(this->state != PREPAIRING && this->state != WAITING && this->state != STARTING && this->state != RUNNING)
return ScStw::CurrentStateNotVaildForOperationError;
qDebug() << "[INFO][RACE] cancelling race";
ScStw::StatusCode returnCode = ScStw::Success;
foreach(ScStwTimer *timer, this->timers){
if(!timer->cancel() && timer->getState() != ScStwTimer::DISABLED)
returnCode = ScStw::InternalErrorTimerOperationFailed;
}
if(returnCode != ScStw::Success)
return returnCode;
this->setState(STOPPED);
this->startWaitLoop->exit(LoopCancelExit);
this->soundPlayer->cancel(this->soundVolume);
this->startDelayTimer->stop();
return returnCode;
}
int ScStwRace::handleFalseStart() {
if(this->getState() != STARTING && this->getState() != RUNNING)
return ScStw::CurrentStateNotVaildForOperationError;
int returnCode = ScStw::Success;
// cancel all running timers
foreach(ScStwTimer *timer, this->timers) {
if(!timer->cancel() && timer->getState() != ScStwTimer::DISABLED && timer->getState() != ScStwTimer::FAILED)
returnCode = ScStw::InternalErrorTimerOperationFailed;
}
this->setState(STOPPED);
this->soundPlayer->cancel(this->soundVolume);
return returnCode;
}
bool ScStwRace::playSoundsAndStartTimers() {
if(this->state != PREPAIRING)
return true;
// The check if all timers are ready has already happened at this point
qDebug() << "now playing at marks sound";
if(!this->doDelayAndSoundOfCurrentStartState())
return false;
// check if the start was cancelled
if(!this->isStarting())
return false;
qDebug() << "Now in waiting state";
this->setState(WAITING);
// do climber readiness tests
// wait until both climbers are ready
// if the automatic ready tone is enabled, wait for the climbers to become ready
if(this->competitionMode && this->startSoundSettings.contains(ScStwSoundPlayer::Ready) && this->startSoundSettings[ScStwSoundPlayer::Ready]["Enabled"].toBool()) {
qDebug() << "[RACE][INFO] Now waiting for climbers";
// get delay
int minimumReadyDelay = 1000;
if(this->startSoundSettings[ScStwSoundPlayer::Ready]["Delay"].toInt() > 1000)
minimumReadyDelay = this->startSoundSettings[ScStwSoundPlayer::Ready]["Delay"].toInt();
this->startDelayTimer->setInterval(minimumReadyDelay);
// wait for climbers to become ready initially
bool timerTriggered = true;
do {
if(!this->isReadyForNextState()) {
this->startDelayTimer->stop();
timerTriggered = false;
}
else if(this->startDelayTimer->isActive()) {
timerTriggered = true;
}
else {
this->startDelayTimer->stop();
this->startDelayTimer->start();
timerTriggered = true;
}
emit this->currentStartDelayChanged();
qDebug() << "entering wait loop...";
int loopExitCode = this->startWaitLoop->exec();
qDebug() << "wait loop exited with code " << loopExitCode;
switch (loopExitCode) {
case LoopAutomaticExit:
break;
case LoopManualExit:
// prevent manual stop
timerTriggered = false;
break;
case LoopCancelExit:
return false;
}
qDebug() << "At end of loop: remaining time: " << this->startDelayTimer->remainingTime() << " timer triggered: " << timerTriggered << " ready for next state: " << this->isReadyForNextState();
} while(this->startDelayTimer->remainingTime() > 0 || !timerTriggered || !this->isReadyForNextState());
qDebug() << "[RACE][DEBUG] Initial wait finished";
// wait for all climbers to be ready for the ReadyActionDelay, but at least one second continuosly
// the climber ready wait loop will also quit, if the climber steps of the pad
// -> wait for both climbers to stand on the pad for at least one second
qDebug() << "[RACE][DEBUG] Wait finished, starting now!";
// play ready tone
if(!this->soundPlayer->play(ScStwSoundPlayer::Ready, this->soundVolume))
return false;
}
else if(this->competitionMode) {
// wait for climbers and manual start
int loopExitCode;
do {
loopExitCode = this->startWaitLoop->exec();
if(loopExitCode == LoopCancelExit)
return false;
} while(loopExitCode != LoopManualExit || !this->isReadyForNextState());
}
else {
qDebug() << "now playing ready sound";
if(!this->doDelayAndSoundOfCurrentStartState())
return false;
}
qDebug() << "now in starting state";
// enter starting state
this->setState(STARTING);
// play start tone
qDebug() << "now playing start sound";
double timeOfSoundPlaybackStart;
this->doDelayAndSoundOfCurrentStartState(&timeOfSoundPlaybackStart);
// 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->isStarting())
return true;
this->setState(RUNNING);
return true;
}
bool ScStwRace::doDelayAndSoundOfCurrentStartState(double *timeOfSoundPlaybackStart) {
ScStwSoundPlayer::StartSound sound;
switch (this->state) {
case PREPAIRING:
sound = ScStwSoundPlayer::AtYourMarks;
break;
case WAITING:
sound = ScStwSoundPlayer::Ready;
break;
case STARTING:
sound = ScStwSoundPlayer::Start;
break;
default:
return false;
}
if(this->startSoundSettings.contains(sound) && this->startSoundSettings[sound]["Enabled"].toBool()) {
if(sound != ScStwSoundPlayer::Start && this->startSoundSettings[sound]["Delay"].toInt() > 0) {
// perform the delay before the start
// get delay
int thisSoundDelay = this->startSoundSettings[sound]["Delay"].toInt();
// perform next action
if(thisSoundDelay > 0) {
this->startDelayTimer->setInterval(thisSoundDelay);
this->startDelayTimer->start();
emit this->currentStartDelayChanged();
if(this->startWaitLoop->exec() == LoopCancelExit)
return false;
}
}
if(!this->isStarting())
return false;
if(!this->soundPlayer->play(sound, this->soundVolume, timeOfSoundPlaybackStart))
return false;
}
return true;
}
void ScStwRace::setState(RaceState newState) {
if(newState != this->state) {
qDebug() << "[INFO][RACE] state changed: " << newState;
this->state = newState;
emit this->stateChanged(newState);
if(this->state == IDLE) {
// if we changed to IDLE -> handle timer enable / disable
if(this->competitionModeChanged && this->competitionMode) {
this->enableAllTimers();
this->competitionModeChanged = false;
}
if(!this->competitionMode) {
foreach(ScStwTimer* timer, this->timers) {
if(timer->getWantsToBeDisabled() && timer->getState() != ScStwTimer::DISABLED)
this->handleTimerWantsToBeDisabledChange(timer, timer->getWantsToBeDisabled());
}
}
}
}
}
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();
}
else if (timer->getState() == ScStwTimer::FAILED) {
this->handleFalseStart();
}
}
if(raceIsOver)
this->setState(STOPPED);
}
// ------------------------
// --- helper functions ---
// ------------------------
bool ScStwRace::isReadyForNextState() {
if(!this->competitionMode) {
return true;
}
switch (this->state) {
case IDLE: {
foreach (ScStwTimer *timer, this->timers) {
if(timer->getState() == ScStwTimer::DISABLED)
continue;
if(timer->getReadyState() == ScStwTimer::ExtensionIsNotConnected || timer->getReadyState() == ScStwTimer::ExtensionBatteryNotFine) {
qDebug() << "Timer ready state is: " << timer->getReadyState();
timer->technicalIncident();
foreach (ScStwTimer *subTimer, this->timers) {
if(timer != subTimer && (timer->getReadyState() == ScStwTimer::ExtensionIsNotConnected || timer->getReadyState() == ScStwTimer::ExtensionBatteryNotFine))
subTimer->technicalIncident();
else if(timer != subTimer)
subTimer->setState(ScStwTimer::CANCELLED);
}
this->setState(INCIDENT);
qDebug() << "[ERROR][RACE] Could not start due to not-ready timers";
return false;
}
}
break;
case WAITING: {
foreach (ScStwTimer *timer, this->timers) {
if(timer->getReadyState() != ScStwTimer::IsReady)
return false;
}
break;
}
default:
break;;
}
}
return true;
}
/**
* @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::handleTimerWantsToBeDisabledChange(ScStwTimer* timer, bool wantsToBeDisabled) {
if(this->competitionMode)
return;
if(this->state == IDLE) {
timer->setDisabled(wantsToBeDisabled);
}
}
void ScStwRace::setCompetitionMode(bool competitionMode) {
if(this->competitionMode == competitionMode)
return;
qDebug() << "Setting competition mode to " << competitionMode;
this->competitionMode = competitionMode;
if(this->state != IDLE)
this->competitionModeChanged = true;
else if(this->competitionMode)
this->enableAllTimers();
}
void ScStwRace::enableAllTimers() {
if(this->state != IDLE)
return;
qDebug() << "ENABLING ALL TIMERS";
foreach (ScStwTimer *timer, this->timers) {
timer->setDisabled(false);
}
}
QVariantList ScStwRace::getCurrentStartDelay() {
int nextActionDelay = 0;
double nextActionDelayProg = -1;
if(this->state == PREPAIRING || this->state == WAITING) {
// get the total delay and the delay progress of the next action timer
double remaining = this->startDelayTimer->remainingTime();
nextActionDelay = this->startDelayTimer->interval();;
if(remaining < 0) {
remaining = nextActionDelay;
}
nextActionDelayProg = 1 - (remaining / nextActionDelay);
}
return {
nextActionDelay,
nextActionDelayProg
};
}
bool ScStwRace::writeStartSoundSetting(ScStwSoundPlayer::StartSound sound, bool enabled, int delay) {
if(sound != ScStwSoundPlayer::AtYourMarks && sound != ScStwSoundPlayer::Ready)
return false;
QVariantMap setting = {{"Enabled", enabled}, {"Delay", delay}};
if(!this->startSoundSettings.contains(sound))
this->startSoundSettings.insert(sound, setting);
else
this->startSoundSettings[sound] = 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::stateChanged, this, &ScStwRace::refreshTimerStates);
connect(timer, &ScStwTimer::wantsToBeDisabledChanged, this, &ScStwRace::handleTimerWantsToBeDisabledChange);
connect(timer, &ScStwTimer::stateChanged, this, &ScStwRace::timersChanged);
connect(timer, &ScStwTimer::reactionTimeChanged, this, &ScStwRace::timersChanged);
connect(timer, &ScStwTimer::readyStateChanged, this->startWaitLoop, &QEventLoop::quit);
connect(timer, &ScStwTimer::readyStateChanged, this, &ScStwRace::isReadyForNextStateChanged);
if(this->competitionMode && timer->getState() == ScStwTimer::DISABLED)
timer->setDisabled(false);
return true;
}
ScStwRace::RaceState ScStwRace::getState() {
return this->state;
}
QList<ScStwTimer*> ScStwRace::getTimers() {
return this->timers;
}
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());
tmpTimer.insert("letter", timer->getLetter());
tmpTimers.append(tmpTimer);
}
return tmpTimers;
}
bool ScStwRace::isStarting() {
return this->state == PREPAIRING || this->state == WAITING || this->state == STARTING;
}