class ThrottledSemaphore: def __init__(self, n, per_n_seconds=1): assert n > 0, 'n must be greater than 0!' assert per_n_seconds > 0, 'per_n_seconds must be greater than 0!' self.n = n self.per_n_seconds = per_n_seconds self.semaphore = n self.cv = threading.Condition(threading.Lock()) self.thread = StoppableThread(self.reset) return def acquire(self): """Acquire a semaphore, decrementing internal counter by one. If no semaphores are available, block until one is. The return value is a boolean indicating whether a semaphore was acquired. Acquiring can fail if the `stop` method is called while acquire is blocking. """ got_one = False with self.cv: while not self.semaphore: self.cv.wait() if self.thread.stopped(): break else: self.semaphore -= 1 got_one = True return got_one __enter__ = acquire def release(self): # NOTE: no-op to be consistent with python API return def __exit__(self, t, v, tb): self.release() return def start(self): self.thread.start() return def stop(self): # NOTE: on return, thread dies as per python API self.thread.stop() return def reset(self): while not self.thread.stopped(): time.sleep(self.per_n_seconds) with self.cv: self.semaphore = self.n self.cv.notify(self.n) # NOTE: wake every thread so they all exit with self.cv: self.cv.notify_all() return
class ScriptHost(object): def __init__(self): self._script = "" self.is_running = False self.ui = ScriptUI() # Rising/falling edge dict self._rising_dict = {} self._falling_dict = {} self.runtime = None self.runtime_thread = None # Callbacks self.on_print = None self.on_error = None self.on_start = None self.on_stop = None def __del__(self): if self.is_running: self.stop_script() def setup_runtime(self): """ Creates a new lua runtime and initializes all globals. Used by start_script(), should not be called directly. """ # Create new lua instance self.runtime = lupa.LuaRuntime(unpack_returned_tuples=True) # Reset keys and button states self.ui._keys = {} self.ui._buttons = {} # Reset rising/falling edge dict self._rising_dict = {} self._falling_dict = {} # Set up API g = self.runtime.globals() g["Sound"] = Sound g["Expression"] = Expression g["Hardware"] = LuaHardware(self.runtime) g["Animate"] = LuaAnimate g["AnimatePeriodic"] = LuaAnimatePeriodic g["UI"] = self.ui g["print"] = callback(self.on_print) g["sleep"] = self._sleep g["rising_edge"] = self._rising_edge g["falling_edge"] = self._falling_edge g["seconds"] = time.time # Basic Arduino functions g["delay"] = lambda t: self._sleep(t / 1000) g["min"] = min g["max"] = max g["abs"] = abs g["constrain"] = lambda x, a, b: max(a, min(x, b)) g["map"] = lambda x, in_min, in_max, out_min, out_max: (x - in_min) * ( out_max - out_min) / (in_max - in_min) + out_min g["millis"] = lambda: time.time() * 1000.0 def start_script(self, script): """ Start a new script. This method will create a new runtime, pass the script to the runtime, and start a thread to continuously call the script's loop function. Can only be used if no other script is running. """ # Check if running if self.is_running: raise RuntimeError("A script is already running!") self._script = script callback(self.on_start)() self.is_running = True # Initialize a new runtime self.setup_runtime() self.runtime_thread = StoppableThread(target=self._run) self.runtime_thread.start() def stop_script(self): """ Attempts to stop the current script. Returns immediately if no script is running. If a script is running, this method will send a stop signal to to the script thread, and then block until the thread is stopped. Note that the thread's stopped condition is only checked during sleep() and at the end of loop() calls, this function will not stop infinite loops. """ if self.is_running and self.runtime_thread is not None: self.runtime_thread.stop() self.runtime_thread.join() def generate_lua_error(self, message): """ If a script is running, this method will generate an error inside the script. Useful to signal script errors (e.g. bad parameter) to the user. """ if self.is_running and self.runtime is not None: g = self.runtime.globals() g["error"](message) def _report_error(self, e): """ Helper function that prefixes the type of error to the exception, and then sends the error message to the application through the on_error callback. """ if type(e) == lupa.LuaSyntaxError: callback(self.on_error)("Syntax error: %s" % str(e)) elif type(e) == lupa.LuaError: callback(self.on_error)("Lua error: %s" % str(e)) else: exc_type, exc_value, exc_traceback = sys.exc_info() tb_str = "".join(traceback.format_tb(exc_traceback)).replace( "\n", "<br>") callback(self.on_error)("Python error: %s<br>%s" % (str(e), tb_str)) def _sleep(self, time): """ Lua API Sleep function that pauses the thread for a number of seconds. This sleep function will return immediately if the thread's stop flag is set. This means that loop function should come to an end instantaneously, after which the thread is ended. """ if self.runtime_thread is not None: self.runtime_thread.sleep(time) def _rising_edge(self, identifier, status): """ Lua API Helper function to detect a rising edge of a signal (e.g. button, key, capacitive touch pad, etc). Identifier is an arbitrary string that is used to distinguish between different signals. Internally, it's used as a key for the dictionary that keeps track of different signals. Usage: if rising_edge("mybutton", UI:is_key_pressed("up")) then -- Do something end """ last_status = False if identifier in self._rising_dict: last_status = self._rising_dict[identifier] self._rising_dict[identifier] = status return status and not last_status def _falling_edge(self, identifier, status): """ Lua API Helper function to detect a falling edge of a signal (e.g. button, key, capacitive touch pad, etc). Identifier is an arbitrary string that is used to distinguish between different signals. Internally, it's used as a key for the dictionary that keeps track of different signals. Usage: if falling_edge("mybutton", UI:is_key_pressed("up")) then -- Do something end """ last_status = False if identifier in self._falling_dict: last_status = self._falling_dict[identifier] self._falling_dict[identifier] = status return last_status and not status def _remove_lua_overlays(self): for dofname, dof in Expression.dofs.iteritems(): for overlay in dof.overlays: if lupa.lua_type(overlay) is not None: # It's a Lua value, remove it! dof.overlays.remove(overlay) def _run(self): """ Called by the worker thread when the script is run. First attempts to call the script's setup function, then continuously calls the loop function. When the thread's stop flag is set, the loop breaks and the thread attempts to run the quit function. At any time, if the runtime encounters an error, the script is stopped, and the on_error and on_stop callbacks are triggered. """ g = self.runtime.globals() # Evaluate code and run setup try: self.runtime.execute(self._script) if g["setup"] is not None: g["setup"]() except Exception as e: self.runtime_thread.stop() self._report_error(e) if g["loop"] is not None: # Continuously run loop, until thread is stopped while not self.runtime_thread.stopped(): try: g["loop"]() except Exception as e: self._report_error(e) self.runtime_thread.stop() # Delay not really necessary, but can be used to limit CPU time. # Without delay, this loop consumes about 70% CPU time on a RPi1. # else: # # 10ms breathing room between loops # time.sleep(0.01) # Run quit if g["quit"] is not None: try: g["quit"]() except Exception as e: self._report_error(e) callback(self.on_stop)() self._remove_lua_overlays() self.is_running = False