//~ "log"
)
-type doorstate struct {
- locked bool
- shut bool
-}
-
func MetaEventRoutine_Presence(ps *pubsub.PubSub) {
//~ var last_door_cmd *DoorCommandEvent
var last_presence bool
var last_movement, last_buttonpress int64
- doorstatemap := make(map[int]doorstate,1)
+ var front_locked, front_shut, back_shut bool = true, true, true
events_chan := ps.Sub("door", "doorcmd", "buttons", "movement")
defer ps.Unsub(events_chan, "door", "doorcmd", "buttons", "movement")
} else {
last_movement = 0
}
- case r3events.ButtonPressUpdate:
+ case r3events.BoreDoomButtonPressEvent:
last_buttonpress = evnt.Ts
new_presence = true
//~ case DoorCommandEvent:
//~ last_door_cmd = &evnt
case r3events.DoorLockUpdate:
- doorstatemap[evnt.DoorID]=doorstate{locked:evnt.Locked, shut:doorstatemap[evnt.DoorID].shut}
+ front_locked = evnt.Locked
case r3events.DoorAjarUpdate:
- doorstatemap[evnt.DoorID]=doorstate{locked:doorstatemap[evnt.DoorID].locked, shut:evnt.Shut}
+ front_shut = evnt.Shut
+ case r3events.BackdoorAjarUpdate:
+ back_shut = evnt.Shut
}
- any_door_unlocked := false
- any_door_ajar := false
- for _, ds := range(doorstatemap) {
- if ds.locked == false {any_door_unlocked = true }
- if ds.shut == false {any_door_ajar = true }
- }
+ any_door_unlocked := ! front_locked
+ any_door_ajar := ! (front_shut && back_shut)
if new_presence != last_presence {
//... skip state check .. we had a definite presence event