def track_eject(self, eject_tracker: EjectTracker, already_left):
        """Remove one ball from count."""
        ball_left = self._wait_for_ball_to_leave(
        ) if not already_left else None
        ball_activity = self.wait_for_ball_activity()
        # we are stable from here on
        eject_tracker.set_ready()
        count = self._entrance_count
        while True:
            if ball_left:
                futures = [ball_activity, ball_left]
            else:
                futures = [ball_activity]

            yield from Util.any(futures, loop=self.machine.clock.loop)

            if ball_left and ball_left.done():
                ball_left = False
                eject_tracker.track_ball_left()
                self.debug_log(
                    "Device ejected a ball. Reducing ball count by one.")
                self._entrance_count -= 1
                count -= 1
                if self._entrance_count < 0:
                    self._entrance_count = 0
                    self.ball_device.log.warning("Entrance count went below 0")

            if ball_activity.done() and self._entrance_count > count:
                for _ in range(self._entrance_count - count):
                    yield from eject_tracker.track_ball_entrance()

                count = self._entrance_count
                ball_activity = self.wait_for_ball_activity()
    def _handle_late_confirm_or_missing(self, eject_request: OutgoingBall, ball_eject_process: EjectTracker,
                                        incoming_ball_at_target: IncomingBall,
                                        eject_try: int) -> Generator[int, None, bool]:
        ball_return_future = Util.ensure_future(ball_eject_process.wait_for_ball_return(), loop=self.machine.clock.loop)
        unknown_balls_future = Util.ensure_future(ball_eject_process.wait_for_ball_unknown_ball(),
                                                  loop=self.machine.clock.loop)
        eject_success_future = incoming_ball_at_target.wait_for_confirm()
        timeout = self.ball_device.config['ball_missing_timeouts'][eject_request.target] / 1000

        # if ball_eject_process.is_jammed():
        #     # ball returned. eject failed
        #     eject_request.already_left = False
        #     incoming_ball_at_target.did_not_arrive()
        #     return False

        # assume that the ball may have skipped the target device by now
        incoming_ball_at_target.set_can_skip()

        if not eject_request.target.is_playfield():
            yield from eject_request.target.ball_count_handler.wait_for_count_is_valid()
            if eject_success_future.done():
                self.debug_log("Got eject confirm (after recounting)")
                yield from self._handle_eject_success(eject_request)
                return True
        else:
            if (yield from self._handle_playfield_timeout_confirm(
                    eject_request, ball_return_future, unknown_balls_future,
                    incoming_ball_at_target)):
                return True

        try:
            event = yield from Util.first([ball_return_future, unknown_balls_future, eject_success_future],
                                          timeout=timeout, loop=self.machine.clock.loop)
        except asyncio.TimeoutError:
            # handle lost ball
            incoming_ball_at_target.did_not_arrive()
            yield from self._failed_eject(eject_request, eject_try, True)
            yield from self.ball_device.lost_ejected_ball(target=eject_request.target)
            # ball is lost but the eject is finished -> return true
            return True
        else:
            if event == eject_success_future:
                # we eventually got eject success
                yield from self._handle_eject_success(eject_request)
                return True
            elif event == ball_return_future:
                # ball returned. eject failed
                self.debug_log("Ball returned. Eject failed.")
                eject_request.already_left = False
                incoming_ball_at_target.did_not_arrive()
                return False
            elif event == unknown_balls_future:
                # TODO: this may be an option
                self.debug_log("Got unknown balls. Assuming a ball returned.")
                incoming_ball_at_target.did_not_arrive()
                return False
        # throw an error if we got here
        raise AssertionError("Invalid state")
 def _handle_eject_success(self, ball_eject_process: EjectTracker,
                           eject_request: OutgoingBall):
     self.debug_log("Eject successful")
     if ball_eject_process:
         ball_eject_process.eject_success()
     yield from self.machine.events.post_async(
         'balldevice_' + self.ball_device.name + '_ball_eject_success',
         balls=1,
         target=eject_request.target)
     '''event: balldevice_(name)_ball_eject_success
Beispiel #4
0
    def track_eject(self, eject_tracker: EjectTracker, already_left):
        """Return eject_process dict."""
        # count active switches
        while True:
            waiter = self.wait_for_ball_activity()
            try:
                active_switches = self._count_switches_sync()
                waiter.cancel()
                break
            except ValueError:
                yield from waiter

        ball_left_future = Util.ensure_future(
            self._wait_for_ball_to_leave(active_switches),
            loop=self.machine.clock.loop) if not already_left else None

        # all switches are stable. we are ready now
        eject_tracker.set_ready()

        jam_active_before_eject = self.is_jammed()
        jam_active_after_eject = False
        active_switches = active_switches
        count = len(active_switches)
        while True:
            ball_count_change = Util.ensure_future(
                self.wait_for_ball_count_changes(count),
                loop=self.machine.clock.loop)
            if ball_left_future:
                futures = [ball_count_change, ball_left_future]
            else:
                futures = [ball_count_change]
            yield from Util.any(futures, loop=self.machine.clock.loop)

            if ball_left_future and ball_left_future.done():
                ball_left_future = None
                eject_tracker.track_ball_left()
                count -= 1
                ball_count_change.cancel()
            elif ball_count_change.done():
                new_count = ball_count_change.result()
                # check jam first
                if not jam_active_after_eject and not jam_active_before_eject and self.is_jammed(
                ):
                    eject_tracker.track_ball_returned()
                    jam_active_after_eject = True
                    count += 1
                if new_count > count:
                    # TODO: add some magic to detect entrances
                    pass
                if new_count > count:
                    eject_tracker.track_unknown_balls(new_count - count)
                elif count > new_count:
                    eject_tracker.track_lost_balls(count - new_count)
                count = new_count
    def _handle_late_confirm_or_missing(self, eject_request: OutgoingBall, ball_eject_process: EjectTracker,
                                        incoming_ball_at_target: IncomingBall) -> Generator[int, None, bool]:
        ball_return_future = Util.ensure_future(ball_eject_process.wait_for_ball_return(), loop=self.machine.clock.loop)
        unknown_balls_future = Util.ensure_future(ball_eject_process.wait_for_ball_unknown_ball(),
                                                  loop=self.machine.clock.loop)
        eject_success_future = incoming_ball_at_target.wait_for_confirm()
        timeout = self.ball_device.config['ball_missing_timeouts'][eject_request.target] / 1000

        # assume that the ball may have skipped the target device by now
        incoming_ball_at_target.set_can_skip()

        if not eject_request.target.is_playfield():
            yield from eject_request.target.ball_count_handler.wait_for_count_is_valid()
            if eject_success_future.done():
                self.debug_log("Got eject confirm (after recounting)")
                yield from self._handle_eject_success(ball_eject_process, eject_request)
                return True
        else:
            # TODO: remove hack when moving code below
            yield from asyncio.sleep(0.1, loop=self.machine.clock.loop)

            # TODO: move this to a better location
            if not ball_return_future.done() and not unknown_balls_future.done() and \
                    eject_request.target.is_playfield():
                # if target is playfield mark eject as confirmed
                self.debug_log("Confirming eject because target is playfield and ball did not return.")
                incoming_ball_at_target.ball_arrived()
                yield from self._handle_eject_success(ball_eject_process, eject_request)
                return True

        try:
            event = yield from Util.first([ball_return_future, unknown_balls_future, eject_success_future],
                                          timeout=timeout, loop=self.machine.clock.loop)
        except asyncio.TimeoutError:
            # handle lost ball
            incoming_ball_at_target.did_not_arrive()
            ball_eject_process.ball_lost()
            yield from self.ball_device.lost_ejected_ball(target=eject_request.target)
            # ball is lost but the eject is finished -> return true
            return True
        else:
            if event == eject_success_future:
                # we eventually got eject success
                yield from self._handle_eject_success(ball_eject_process, eject_request)
                return True
            elif event == ball_return_future:
                # ball returned. eject failed
                eject_request.already_left = False
                incoming_ball_at_target.did_not_arrive()
                ball_eject_process.ball_returned()
                return False
            elif event == unknown_balls_future:
                # TODO: this may be an option
                self.debug_log("Got unknown balls. Assuming a ball returned.")
                incoming_ball_at_target.did_not_arrive()
                ball_eject_process.ball_returned()
                return False
            else:
                raise AssertionError("Invalid state")