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alex.py
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alex.py
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import sys
import jmri
import time
import random
import os
from jmri_bindings import *
from myroutes import *
import util
import datetime
import track
import lock
import pprint
import loco
from javax.swing import JOptionPane
DEBUG = True
# statuses
NORMAL = 0
STOPPING = 1
ESTOP = 2
class EstopError(RuntimeError):
pass
class StopError(RuntimeError):
pass
# The Alex class provides a series of utility methods which can be used
# to control a locomotive around a layout. It is intended to be used as
# a parent to a particular journey class
# noinspection PyInterpreter
class Alex(util.Util, jmri.jmrit.automat.AbstractAutomaton):
def __init__(self, loc, memory, track):
self.loco = loc
self.knownLocation = None
self.memory = memory
self.track = track
self.allRoutesSet = False
self.lastRouteSetTime = None
#self.tracks = []
#self.initTracks()
# init() is called exactly once at the beginning to do
# any necessary configuration.
def init(self):
self.sensorStates = None
self.platformWaitTimeMsecs = 20000
return
def debug(self, message):
if DEBUG:
calling_method = sys._getframe(1).f_code.co_name
if hasattr(self, 'loco') and self.loco is not None:
addr = str(self.loco.dccAddr)
else:
addr = 'unknown'
s = str(datetime.datetime.now()) + ' ' + addr + ': ' + calling_method + ': ' + message
print s
self.log(message)
# # Get's a 'lock' on a memory variable. It sets the variable
# # to the loco number but only if the value is blank. If
# # it's already got a value then we wait for a while to see
# # if it clears, otherwise we give up.
# def getLock(self, mem, loco=None):
# if loco is None:
# loco = self.loco
# lock = False
# tries = 0
# while lock is not True:
# print loco.dccAddr, "getting lock on", mem
# value = memories.getMemory(mem).getValue()
# if value == str(loco.dccAddr):
# self.debug("already had a lock, returning")
# return mem
# if value is None or value == '':
# memories.getMemory(mem).setValue(str(loco.dccAddr))
# time.sleep(1)
# value = memories.getMemory(mem).getValue()
# if value == str(loco.dccAddr):
# self.debug("lock acquired")
# lock = True
# else:
# # race condition and we lost
# tries += 1
# if tries < 20:
# print loco.dccAddr, "new memory setting did not stick, trying again"
# time.sleep(5)
# else:
# print loco.dccAddr, "giving op on lock"
# raise RuntimeError(str(loco.dccAddr) + ": giving up getting lock on " + mem)
# else:
# # link track is busy
# tries += 1
# if tries < 40:
# print loco.dccAddr, "track is locked, waiting ..."
# time.sleep(5)
# else:
# print loco.dccAddr, "giving up on lock"
# raise RuntimeError(str(loco.dccAddr) + ": giving up getting lock on " + mem)
# return mem
#
# # Attempts to get a lock and returns immediately whether or
# # not the attempt was successful. No race condition testing
# # is done, the calling function can do that with checkLock()
# def getLockNonBlocking(self, mem, loco = None):
# if loco is None:
# loco = self.loco
# self.debug("getting non-blocking lock on " + str(mem))
# value = memories.getMemory(mem).getValue()
# if value == str(loco.dccAddr):
# return mem
# if value is None or value == '':
# memories.getMemory(mem).setValue(str(loco.dccAddr))
# return mem
# self.debug("failed to get non-blocking lock on" + mem)
# return False
def getLock(self, mem):
if "North" in mem:
end = NORTH
end_s = "North"
else:
end = SOUTH
end_s = "South"
if self.loco.dir() == "Nth2Sth":
dir = SOUTHBOUND
else:
dir = NORTHBOUND
self.debug("getting (old) lock on " + end_s + " Link")
lck = lock.Lock()
lck.getOldLock(end, dir, self.loco)
self.debug(lck.status())
return lck
def getLockNonBlocking(self, mem):
if "North" in mem:
end = NORTH
end_s = "North"
else:
end = SOUTH
end_s = "South"
if self.loco.dir() == "Nth2Sth":
dir = SOUTHBOUND
else:
dir = NORTHBOUND
self.debug("getting non blocking lock on " + end_s + " Link")
lck = lock.Lock()
lck.getOldLockNonBlocking(end, dir, self.loco)
if lck.empty():
self.debug("failed to get lock")
return False
self.debug(lck.status())
return lck
def unlock(self, lck):
if DEBUG:
if not lck.empty():
if lck.end == NORTH:
end_s = 'North'
else:
end_s = 'South'
self.debug("unlocking " + end_s + " Link")
lck.unlock()
# Returns true if the loco supplied has a lock on the
# mem supplied, false otherwise
def checkLock(self, mem, loco=None):
if loco is None:
loco = self.loco
memory = memories.getMemory(mem)
if memory is None:
memory = memories.newMemory(mem)
if memory is None:
print loco.dccAddr, "could not create memory called", mem, "giving up"
raise RuntimeError('coulnd not create new memory')
if memory and memory.getValue() == str(loco.dccAddr):
return True
#print loco.dccAddr, "does not have lock on ", mem
return False
def setTroublesomeTurnouts(self, route):
for i in range(0, route.getNumOutputTurnouts()):
t = route.getOutputTurnout(i)
if t.getSystemName() in TROUBLESOME_TURNOUTS:
s = route.getOutputTurnoutState(i)
if s == CLOSED:
state = 'CLOSED'
else:
state = 'THROWN'
self.debug("setting troublesome turnout " + t.getSystemName() + " to state " + state)
t.setCommandedState(s)
# sets (triggers) a route
def setRoute(self, route, sleeptime=None, waitTillNotBusy=False):
self.debug('setting route ' + str(route))
r = routes.getRoute(route)
if r is None:
raise RuntimeError("no such route: " + route)
#self.setTroublesomeTurnouts(r)
#r.activateRoute()
r.setRoute()
self.lastRouteSetTime = time.time()
if sleeptime is not None and sleeptime > 0:
time.sleep(sleeptime)
if waitTillNotBusy and r.isRouteBusy():
self.debug("waiting till route is not busy")
while r.isRouteBusy():
time.sleep(0.2)
self.debug("route not busy")
# Iterates through a list of sidings and makes sure we know
# the identity of the loco in those which are occupied
def whatsInSidings(self, sidings):
for s in sidings:
self.debug("checking siding " + s)
if self.isBlockOccupied(s):
addr = self.getBlockContents(s)
if addr is None or addr == '':
self.debug(" getting loco from user")
addr = JOptionPane.showInputDialog("DCC loco in: " + s)
if addr is None or addr == "":
continue
addr = int(addr)
loc = loco.Loco.getLocoByAddr(addr, self.locos)
if loc is None:
self.debug(" new loco addr " + str(addr) + " found")
loc = loco.Loco(int(addr))
self.locos.append(loc)
self.debug("setting + " + loc.nameAndAddress() + " block to " + s)
loc.setBlock(s)
else:
self.debug(" not occupied")
def clearSidings(self, end):
list = []
if end == NORTH:
sidings = NORTH_SIDINGS
else:
sidings = SOUTH_SIDINGS
# check we know what's there
self.whatsInSidings(sidings)
# get the tracks
self.initTracks()
usedblocks = []
for s in sidings:
self.debug("checking siding " + s)
if not self.isBlockOccupied(s):
self.debug(" not occupied")
continue
block = blocks.getBlock(s)
self.debug(" block value: " + str(block.getValue()) )
loc = loco.Loco.getLocoByAddr(block.getValue(), self.locos)
self.debug(" loco: " + loc.nameAndAddress())
# work out where we're going to put this loco
chosenblock = None
prevBlock = None
for t in self.tracks[::-1]:
self.debug(" checking " + t.name())
if end == SOUTH:
blocklist = t.blocks[:] # copy
else:
blocklist = t.blocks[::-1] # reversed copy
for b in blocklist:
self.debug(" checking block " + b)
i = blocklist.index(b)
if self.isBlockOccupied(b) or b in usedblocks:
self.debug( " block is occupied or already chosen")
if i == 0:
# first block, can't use this track
self.debug(" can't use this track, next ")
break
else:
chosenblock = blocklist[i - 1]
if i > 1:
prevBlock = blocklist[i - 2]
break
else:
if i == len(blocklist) - 1:
# last block
chosenblock = b
if i > 1:
prevBlock = blocklist[i - 2]
break
if chosenblock:
self.debug(" choosing block " + chosenblock)
list.append([loc, t, chosenblock, s, prevBlock])
usedblocks.append(chosenblock)
break
if chosenblock is None:
self.debug("unable to find enough free blocks")
return False
locolist = []
for i in list:
loc = i[0]
trak = i[1]
blok = i[2]
siding = i[3]
prevBlock = i[4]
self.debug("moving loco " + loc.nameAndAddress() + " from " + siding + " to " + trak.name() + " block " + blok)
routes = self.requiredRoutes(siding)
if trak.southbound() and end == NORTH or trak.northbound() and end == SOUTH:
rightway = True
else:
rightway = False
routes.append(trak.exitRoute(rightway))
self.loco = loc
self.getLocoThrottle(loc)
self.shortJourney(end == NORTH, siding, blok, 'medium', slowTime=1, slowSpeed='slow', routes=routes, clearThisBlock=prevBlock)
locolist.append(str(loc.dccAddr))
if end == NORTH:
memname = 'IMNORTHSIDINGSEMPTIED'
else:
memname = 'IMSOUTHSIDINGSEMPTIED'
mem = memories.provideMemory(memname)
mem.setValue(','.join(locolist))
return True
# Calculates the routes required to connect the siding using
# a dictionary (aka hash) specified in an external file
def requiredRoutes(self, siding):
if siding is None:
raise RuntimeError("siding cannot be None")
if type(siding) == jmri.Block:
siding = siding.getUserName()
elif type(siding) == jmri.jmrit.display.layoutEditor.LayoutBlock:
siding = siding.getId()
if siding in ROUTEMAP:
return ROUTEMAP[siding]
return [siding]
def emergencyStop(self):
self.throttle.setSpeedSetting(-1)
self.waitMsec(250)
self.throttle.setSpeedSetting(-1)
# Brings the locomotive controlled by the supplied throttle
# to a gradual halt by reducing the speed setting over time seconds
def gradualHalt(self, time=5, granularity=1):
if time <= granularity:
print self.loco.dccAddr, "stopping train"
self.throttle.setSpeedSetting(0)
self.waitMsec(250)
self.throttle.setSpeedSetting(0)
return
if granularity < 0.25:
granularity = 0.25 # avoid too many loconet messages
print self.loco.dccAddr, "bringing train to halt over", time, "secs"
speed = self.throttle.getSpeedSetting()
times = time / granularity
speedDiff = speed / times
print self.loco.dccAddr, "speed:", speed, "times:", times, "speedDiff:", speedDiff
while True:
speed = self.throttle.getSpeedSetting()
newSpeed = speed - speedDiff
if newSpeed < 0:
newSpeed = 0
print " gradual halt setting speed", newSpeed
self.throttle.setSpeedSetting(newSpeed)
if newSpeed == 0:
return
# Acts differently on alternate calls. On calls 0, 2, 4 ...
# it records the state of a list of sensors. On calls 1, 3 ...
# it returns a list of sensors which have changed state since
# the previous call.
#
# The intended use is to call this method twice with the same
# list of sensors, once just before a call to waitChange() and
# one after, to determine which sensor(s) has changed.
def changedSensors(self, sensorList):
if self.sensorStates is None:
self.sensorStates = []
for s in sensorList:
self.sensorStates.append(s.getState())
return
changedList = []
for i in range(len(sensorList)):
if sensorList[i].getState() != self.sensorStates[i]:
changedList.append(sensorList[i])
self.sensorStates = None
return changedList
def waitAtPlatform(self):
if self.getJackStatus() == STOPPING:
wt = self.platformWaitTimeMsecs / 2
else:
wt = self.platformWaitTimeMsecs
self.debug("waiting at platform for " + str(self.platformWaitTimeMsecs / 1000) + " secs")
self.waitMsec(wt)
# Gets a DCC throttle for the loco supplied
def getLocoThrottle(self, loc):
throttleAttempts = 0
while throttleAttempts < 2 and loc.throttle is None:
loc.throttle = self.getThrottle(loc.dccAddr, loc.longAddr())
throttleAttempts += 1
if loc.throttle is None:
time.sleep(5)
if loc.throttle is None:
raise RuntimeError("failed to get a throttle for " + loc.name())
slot = loc.throttle.getLocoNetSlot()
if slot:
self.debug("got throttle for loco addr " + str(loc.dccAddr) + " slot " + str(slot.getSlot()) + " status: " + LN_SLOT_STATUS[slot.slotStatus()])
else:
self.debug("throttle for loco addr " + str(loc.dccAddr) + " has no slot ")
# Returns the value of the JACKSTATUS memory
def getJackStatus(self):
mem = memories.provideMemory('IMJACKSTATUS')
return int(mem.getValue())
# The loco should be moving towards the loop already. This
# method puts the loco into the loop and either stops it (if
# stop is True) or gets it out again
def reverseLoop(self, loop, stop = True, lock=None):
inroute, outroute = ROUTEMAP[loop]
self.setRoute(inroute)
oSensor = layoutblocks.getLayoutBlock(loop).getOccupancySensor()
irSensor = sensors.getSensor(IRSENSORS[loop])
if oSensor.knownState != ACTIVE:
self.debug("reverseLoop: waiting for occupancy sensor to go active")
self.waitChange([oSensor])
self.loco.setBlock(loop)
if lock and lock.full():
lock.unlock(partialUnlock=True)
sp = self.loco.speed('in reverse loop', 'medium')
self.loco.setSpeedSetting(sp)
if irSensor.knownState != ACTIVE:
self.debug('reverseLoop: waiting for IR sensor to go active')
self.waitChange([irSensor])
self.debug('reverseLoop: waiting for IR sensor to go inactive')
self.waitChange([irSensor])
if lock:
lock.unlock()
lock.logLock()
if stop:
self.debug('reverseLoop: stopping loco and returning')
self.loco.setSpeedSetting(0)
return
self.debug('reverseLoop: setting exit route and returning')
self.setRoute(outroute)
self.loco.unselectReverseLoop(loop)
return
# Gets the slowtime - the number of seconds to
# move at slowSpeed before coming to a halt at a platform.
# Slowtimes are defined in myroutes. If there is no
# slowtime defined for the loco at the destination
# it returns a default of 1.
def getSlowtime(self, destination):
return self.loco.getSlowtime(destination)
# Gets a train from startBlock to endBlock and optionally slows it down
# and stops it there. Tries to update block occupancy values.
#
# params:
# direction: True for forwards, False for reverse
# startBlock: the block the loco is in (can be a name, a Block or s LayoutBlock)
# endBlock: the destination block
# normalSpeed: the speed (0 = stop, 1 = full speed) to spend most of the journey
# slowSpeed: the speed to reduce to once we enter the endBlock
# slowTime: the time (in msec) to spend at SlowSpeed before stopping (values under 200 are assumed to be seconds)
# unlockOnBlock: (boolean) unlock the supplied lock when the block that is locked goes inactive if True
# stopIRClear: (Sensor or String) the sensor (or name of the sensor) which will go inactive when it's safe to stop
# routes: list of Route objects to set (ie. activate)
# lock: (String or Lock) name of a lock we need to unlock when we're done
# passBlock: (boolean) wait until the endBlock is empty before returning (and don't stop the loco)
# nextBlock: the block after endBlock (which is not monitored by an occupancy sensor)
# dontStop: (boolean) if true, don't stop the loco
# endIRSensor: use this sensor to indicate arrival rather than endBlock's sensor
# lockSensor: wait until this sensor (or the sensor this string indicates) is inactive before releasing supplied lock
# eStop: issue an emergency stop rather than an idle command when stopping the loco
# ignoreOccupiedEndblock: long trains are sometimes in their destination block already
# lockToUpgrade: a lock which needs upgrading from a partial asap in order to give routes time. We try to upgrade it while we're waiting for sensors
# upgradeLockRoutes: routes to be set after the lock is upgraded
# clearThisBlock: make sure this block is not occupied before we stop the loco
def shortJourney(self, direction, startBlock=None, endBlock=None, normalSpeed=None, slowSpeed=None, slowTime=None, unlockOnBlock=False,
stopIRClear=None, routes=None, lock=None, passBlock=False, nextBlock=None, dontStop=None, endIRSensor=None,
lockSensor=None, eStop=False, ignoreOccupiedEndBlock=False, lockToUpgrade=None, upgradeLockRoutes=None, clearThisBlock=None):
self.log("startJourney called")
# check we're not in ESTOP status
if self.getJackStatus() == ESTOP:
raise EstopError("Estop")
# wait until the power comes back on
while powermanager.getPower() == jmri.PowerManager.OFF:
time.sleep(1)
# passBlock implies dontStop
if dontStop is None:
if passBlock is True:
dontStop = True
else:
dontStop = False
if dontStop is False and passBlock is True:
raise RuntimeError("dontStop can't be false if passBlock is true")
# Default speed
if normalSpeed is None:
normalSpeed = self.loco.speed('medium')
# Default start block
if startBlock is None:
startBlock = self.loco.block
# must have endBlock
if endBlock is None:
raise RuntimeError("must specify endBlock")
# convert lockSensor
if lockSensor and type(lockSensor) != jmri.Sensor:
lockSensor = sensors.getSensor(lockSensor)
# convert endIRSensor
if endIRSensor and type(endIRSensor) != jmri.Sensor:
endIRSensor = sensors.getSensor(endIRSensor)
# convert string speeds to floats
origNormalSpeed = 'dunno'
if type(normalSpeed) == str or type(normalSpeed) == unicode:
origNormalSpeed = normalSpeed
normalSpeed = self.loco.speed(normalSpeed)
if type(slowSpeed) == str or type(slowSpeed) == unicode:
slowSpeed = self.loco.speed(slowSpeed)
# Get a startBlock and endBlock converted to layoutBlocks and get their
# sensors too.
startBlock, startBlockSensor = self.convertToLayoutBlockAndSensor(startBlock)
endBlock, endBlockSensor = self.convertToLayoutBlockAndSensor(endBlock)
if clearThisBlock:
clearBlock, clearBlockSensor = self.convertToLayoutBlockAndSensor(clearThisBlock)
if routes:
self.debug('shortjourney: ' + startBlock.getUserName() + " -> " + endBlock.getUserName() + " routes: " + ', '.join(routes))
else:
self.debug('shortjourney: ' + startBlock.getUserName() + " -> " + endBlock.getUserName() + " routes: None")
# slowSpeed implies slowTime (if there's no IR sensor involved)
if slowSpeed is not None and stopIRClear is None:
if slowTime is None:
slowTime = self.getSlowtime(endBlock.getUserName())
# convert slowTime to msecs
if 0 < slowTime < 200:
slowTime = int(slowTime * 1000)
# if unlockOnBlock is set it means we remove the supplied lock when the block
# with a matching name moves from ACTIVE to any other state. Get the sensor
# we need to watch
if unlockOnBlock and lock:
unlockSensor = layoutblocks.getLayoutBlock(lock.replace(" lock", "")).getBlock().getSensor()
else:
unlockSensor = None
# set the throttle
throttle = self.loco.throttle
if self.loco.throttle.getLocoNetSlot() is None:
self.debug("loco throttle has no slot, getting a new throttle")
self.getLocoThrottle(self.loco)
# turn lights on
self.loco.throttle.setF0(True)
# are we moving
if self.loco.throttle.getSpeedSetting() > 0:
startTime = time.time()
moving = True
else:
moving = False
# check if we know where we are if the startblock is not occupied
if startBlockSensor.knownState != ACTIVE:
self.debug(str(self.loco.dccAddr) + " start block " + startBlock.getUserName() + " is not occupied *******************************************")
if self.knownLocation is None:
errstr = str(self.loco.dccAddr) + "start block " + startBlock.getUserName() + "is not occupied and no known location"
raise RuntimeError(errstr)
if self.knownLocation != startBlock:
raise RuntimeError("start block is not occupied and known location does not match start block")
# check we are ok to start moving (ie. the target block is free)
ok_to_go = False
arrived = False
tries = 0
while not ok_to_go:
if endBlockSensor.knownState == ACTIVE:
if lock and not lock.empty() and 'ink' in endBlock.getId():
# The block is a link and we have a lock so
# we can safely ignore the occupied block
self.debug("ignoring occupied endblock: it's a link and we have a lock")
ok_to_go = True
if ignoreOccupiedEndBlock:
# calling method specifically says don't bother with this check
self.debug("ignoring occupied endBlock: flag set")
ok_to_go = True
arrived = True
else:
self.debug("my destination block " + endBlock.getId() + " is occupied")
if lock:
self.debug("lock: " + str(lock) + " lock.empty(): " + str(lock.empty()) + " ink in " + endBlock.getId() + ' ' + str('ink' in endBlock.getId()))
if self.loco.isInSidings() or self.loco.isVisible():
# let another loco have the lock
if type(lock) != str and type(lock) != unicode:
if not lock.empty():
self.debug("relinquishing lock")
lock.unlock()
else:
self.debug("relinquishing lock")
lock.unlock()
if moving:
# stop!
self.debug("stopping loco")
self.loco.setSpeedSetting(0)
if tries < 300:
# wait ...
time.sleep(1)
tries += 1
else:
# give up.
raise RuntimeError("timeout waiting for endblock to be free")
else:
ok_to_go = True
# if we are already moving set the new throttle setting
# before we set routes or we might get to the next turnout
# too soon, too fast
if moving and normalSpeed is not None:
self.debug("we are already moving, setting normal speed: " + str(normalSpeed))
if self.isBlockVisible(self.loco.block):
self.loco.graduallyChangeSpeed(normalSpeed)
else:
self.loco.setSpeedSetting(normalSpeed)
# If we have a lock specified, check we've got it
if lock:
if type(lock) != str and type(lock != unicode):
if lock.empty():
lock.getLock(lock.end, lock.direction, lock.loco)
else:
if not self.checkLock(lock, self.loco):
self.debug("lock is supplied but we don't have lock, getting it")
lock = self.getLock(lock)
# Set initial route. It is assumed that only the first route
# needs to be set before we start moving unless we're in a siding because
# then the route order can be naughty
subsequentRoutesSet = False
if routes is not None and len(routes) > 0:
self.debug("setting initial route")
self.setRoute(routes[0])
if "iding" in startBlock.getId() and not moving:
self.debug("in sidings and not moving; setting subsequent routes")
for r in routes:
if r == routes[0]:
continue
self.setRoute(r)
subsequentRoutesSet = True
# sidings have a lot of points to move
time.sleep(4)
# If we are stationary, and the current direction is different
# from the direction requested, set direction
if not moving and throttle.getIsForward() != direction:
if direction is True:
dir = 'forward'
self.loco.forward()
else:
self.loco.reverse()
dir = 'reverse'
self.debug("set direction to " + dir)
# set throttle position if we're not already moving (if we
# are moving we set the throttle earlier)
if not moving:
if normalSpeed is None:
raise RuntimeError("normalSpeed is None (was specified as " + str(origNormalSpeed) + ")")
startTime = time.time()
self.debug("not moving, setting normal Speed: " + str(normalSpeed))
self.loco.setSpeedSetting(normalSpeed)
# Set remaining routes if there are any
if routes is not None and len(routes) > 1 and not subsequentRoutesSet:
self.debug("setting subsequent routes")
for r in routes:
if r == routes[0]:
continue
self.setRoute(r)
#
# ---------------- wait for a sensor to change (unless we've arrived) ------------------------------------------
#
self.debug("waiting for destination block " + endBlock.userName + " to become active")
if endIRSensor is not None:
sensorList = [endIRSensor]
else:
sensorList = [endBlockSensor]
if unlockSensor:
sensorList.append(unlockSensor)
changedList = []
shortJourneyStart = time.time()
while not arrived:
repeatedSpeed = False
while len(changedList) == 0:
self.changedSensors(sensorList) # record the current states
# wait for sensors to change
self.waitChange(sensorList, 500)
if self.getJackStatus() == ESTOP:
# abort
self.debug("aborting shortJourney, ESTOP status detected")
self.loco.emergencyStop()
raise EstopError("Estop")
# else:
# self.debug("getJackStatus(): " + str(self.getJackStatus()) + " " + type(self.getJackStatus()).__name__ + "ESTOP: " + str(ESTOP) + ' ' + type(ESTOP).__name__ + " don't match")
if repeatedSpeed is False and time.time() - shortJourneyStart > 3.0:
# send a gentle reminder of the speed after 3 seconds
self.loco.repeatSpeedMessage(normalSpeed)
repeatedSpeed = True
if time.time() - shortJourneyStart > 30 * 60.0:
# 30 minute timeout
raise RuntimeError("shortJourney took too long")
# if lockToUpgrade is set, we have a partial lock which we'd like to
# upgrade sooner rather than later to give any additional routes time
# to fire without having to slow the loco down
if lockToUpgrade and lockToUpgrade.partial():
if lockToUpgrade.upgradeLockNonBlocking(keepOldPartial=True):
lockToUpgrade.writeMemories()
self.debug("lock upgrade successful")
if upgradeLockRoutes is not None:
self.debug("setting additional routes")
for r in upgradeLockRoutes:
self.setRoute(r)
self.allRoutesSet = True
# get a list of sensors whose state has changed (might be empty)
changedList = self.changedSensors(sensorList)
# a sensor has changed
# check if we should release the lock
if unlockSensor and unlockSensor in changedList:
lock.unlock()
lock.logLock()
# check if we have reached the endBlock
if endBlockSensor in changedList or endIRSensor in changedList:
arrived = True
# we have arrived
arriveTime = time.time()
if endIRSensor:
self.debug("destination block IR sensor at " + endBlock.userName + " is active, we have arrived")
else:
self.debug("destination block " + endBlock.userName + " is active, we have arrived")
# set the value in the new occupied block
self.loco.setBlock(endBlock)
# if there was a lock specified it means the calling method
# wants us to release it now, unless passBlock is set (which means
# wait until we are past the endBlock before releasing lock) or
# lockSensor is set (which means wait until that sensor is inactive,
# which we do later)
if lock is not None and passBlock == False:
if lockSensor and lockSensor.getKnownState() == ACTIVE:
pass
else:
lock.unlock()
lock.logLock()
lock = None
# check we're not in ESTOP status
if self.getJackStatus() == ESTOP:
raise EstopError("Estop")
# slow the loco down in preparation for a stop (if slowSpeed is set)
if slowSpeed is not None and slowSpeed > 0:
# slow train to 'slowspeed'
if self.isBlockVisible(endBlock) and stopIRClear is None:
self.debug("gradually setting slowSpeed: " + str(slowSpeed))
self.loco.graduallyChangeSpeed(slowSpeed)
else:
self.debug("setting slowSpeed: " + str(slowSpeed))
self.loco.setSpeedSetting(slowSpeed)
# check we're not in ESTOP status
if self.getJackStatus() == ESTOP:
raise EstopError("Estop")
# if we didn't unlock above because the lockSensor was still active,
# do it now.
if lock and lockSensor:
if lockSensor.getKnownState() == ACTIVE:
# still active, wait
self.log("waiting for lockSensor to go inactive before releasing lock")
self.waitChange([lockSensor])
lock.unlock()
lock.logLock()
# check we're not in ESTOP status
if self.getJackStatus() == ESTOP:
raise EstopError("Estop")
if stopIRClear:
# check if we have a sensor or the name of a sensor
if type(stopIRClear) == str:
stopIRClear = sensors.getSensor(stopIRClear)
# wait till the IR sensor is clear
if stopIRClear.knownState != ACTIVE:
self.debug("waiting for IR sensor " + stopIRClear.getDisplayName() + " to be active")
self.waitSensorActive(stopIRClear)
self.debug("IR sensor active")
self.debug("waiting for IR sensor " + stopIRClear.getDisplayName() + " to be inactive")
self.waitSensorInactive(stopIRClear)
self.debug("IR sensor " + stopIRClear.getDisplayName() + " inactive...")
elif slowTime and slowTime > 0:
# there is no IR sensor to wait for, wait the specified time
self.debug(" ********************** waiting slowtime at " + endBlock.getId() + ' :' + str(slowTime / 1000) + " **********************************************")
self.waitMsec(slowTime)
# check we're not in ESTOP status
if self.getJackStatus() == ESTOP:
raise EstopError("Estop")
# wait till we've cleared this block
if clearThisBlock:
if clearBlockSensor.knownState == ACTIVE:
self.debug("waiting till block " + clearBlock.getId() + " is clear before stopping loco")
self.waitSensorInactive(clearBlockSensor)
if dontStop is False:
# stop the train
if stopIRClear is not None or eStop is True:
self.loco.emergencyStop()
else:
self.loco.setSpeedSetting(0)
self.debug("bringing loco to a halt in block " + endBlock.userName)
else:
self.debug("not stopping loco")
# we know where we are now
self.knownLocation = endBlock
# check we're not in ESTOP status
if self.getJackStatus() == ESTOP:
raise EstopError("Estop")
if passBlock is True:
# wait until the endblock is empty
self.debug("waiting until block " + endBlock.getId() + " is unoccupied")
self.waitSensorInactive(endBlockSensor)
if lock is not None:
lock.unlock()
lock.logLock()
# set the loco's block to 'nextBlock' which is the block
# has now moved into (and which has no sensor)
if nextBlock:
self.loco.setBlock(nextBlock)
self.knownLocation = nextBlock
finishTime = time.time()
logStr = self.loco.nameAndAddress() + ',' + startBlock.getUserName() + ',' + endBlock.getUserName() + ',' + str(startTime) + \
',' + str(arriveTime) + ',' + str(finishTime) + ',' + str(arriveTime - startTime) + "\n"
logfile = open('C:\Users\steve\shortJourney.log', 'a')
logfile.write(logStr)
logfile.close()
return True
# moves a train from their current block into the north sidings
def moveIntoNorthSidings(self, lock=None, speed=None, dontStopEarly=False):
# check we're not in ESTOP status
if self.getJackStatus() == ESTOP:
raise EstopError("Estop")
# wait until the power comes back on
while powermanager.getPower() == jmri.PowerManager.OFF:
time.sleep(1)
# deal with locking
if type(lock) == str or type(lock) == unicode:
raise RuntimeError("old style lock used with moveIntoSouthSidings")
if lock is None or lock.empty():
if self.loco.throttle.getSpeedSetting() > 0:
# we need a lock promptly or we must stop
lock = self.loco.getLockNonBlocking(NORTH)
else:
# we are stationary, we can wait for a lock
if self.loco.rarity() == 0.0:
sleepTime = 5 # no hurry for the lock
else:
sleepTime = None # get getLock() decide
lock = self.loco.getLock(NORTH, sleepTime=sleepTime)
if lock.empty():
if self.getJackStatus() == ESTOP:
self.loco.emergencyStop()
raise EstopError
self.track.setExitSignalAppearance(RED)
# bring loco to a halt
self.loco.graduallyChangeSpeed('slow')
time.sleep(self.getSlowtime(self.loco.block.getUserName()))
self.loco.setSpeedSetting(0)
lock.getLock(NORTH, NORTHBOUND, self.loco)
self.debug(lock.status())
self.track.setExitSignalAppearance(GREEN)
# remove the memory
if self.memory is not None:
m = memories.provideMemory(self.memory)
m.setValue(0)
mem = memories.provideMemory("IMTRACK" + str(self.track.nr) + "LOCO")
mem.setValue(None)
mem = memories.provideMemory("IMTRACK" + str(self.track.nr) + "SPEED")
mem.setValue(None)
self.debug("set memory IMTRACK" + str(self.track.nr) + "SPEED to None: new value: " + str(mem.getValue()))
route = self.track.exitRoute(self.track.southbound())
routes = [route]
if lock is None:
lock = self.loco.getLock(NORTH)
elif hasattr(lock, 'empty') and lock.empty():
lock.getLock(NORTH)
if not self.loco.reversible():
b = self.loco.selectReverseLoop(NORTH_REVERSE_LOOP)
if not self.loco.reversible() and b is not None:
# we need a reverse loop and it's available
self.debug("moving into North reverse loop")
if speed is None:
speed = self.loco.speed('off track north', 'medium')
while self.loco.isVisible():
self.shortJourney(True, self.loco.block, self.loco.track.nextBlockNorth(self.loco.block), speed, dontStop=True, routes=[route])
speed = self.loco.speed('north interlink northbound', 'medium')
self.shortJourney(True, self.loco.block, 'North Link', speed, dontStop=True, routes=[route])
# reverse loops are used by long trains, be more cautious with locks
if lock.partial():
self.loco.setSpeedSetting(0)
lock.upgradeLock(keepOldPartial=True)
self.track.setExitSignalAppearance(GREEN)
speed = self.loco.speed('into reverse loop', 'fast')
self.loco.setSpeedSetting(speed)
self.reverseLoop(NORTH_REVERSE_LOOP, lock=lock)
self.loco.unselectReverseLoop(NORTH_REVERSE_LOOP)
elif self.getJackStatus() == NORMAL and self.loco.rarity() == 0 and self.loco.reversible() and not dontStopEarly:
# If this loco has a rarity of zero and we're not shutting down operations, and it hasn't been retired
# there's no point in going all the way to the sidings because we'll just get
# started up again. Stop on the North Link.
self.debug("stopping early")
if speed is None:
speed = self.loco.speed('off track north', 'medium')
self.shortJourney(False, self.loco.block, self.loco.track.nextBlockNorth(self.loco.block), speed, dontStop=True, routes=[route])
speed = self.loco.speed('north interlink northbound', 'medium')
self.shortJourney(False, self.loco.block, 'North Link', normalSpeed=speed, slowSpeed=speed, routes=[route], eStop=True)
if lock.partial():
# we should get the full lock straight away
lock.upgradeLock(keepOldPartial=True)
# check JackStatus hasn't changed in the meantime
if self.getJackStatus() == STOPPING:
self.debug("JackStatus is now STOPPING - moving to siding")
siding = self.loco.selectSiding(NORTH_SIDINGS, blocking=False)
if siding is None:
self.debug("no sidings available, JackStatus STOPPING, nothing can move, giving up")
return
routes = self.requiredRoutes(siding)
self.shortJourney(False, self.loco.block, siding, 'fast', stopIRClear=IRSENSORS[siding.getId()], routes=routes, lock=lock)
else:
self.debug("stopped early. Jack Status: " + str(self.getJackStatus()))
else:
# This is the 'normal' option - move into a siding
# self.debug("not stopping early. status :" + str(self.getJackStatus()) + " doesn't equal normal: " + str(NORMAL) + " self.rarity(): " + str(self.loco.rarity()))
self.debug("moving into sidings")
siding = None
while siding is None:
siding = self.loco.selectSiding(NORTH_SIDINGS, blocking=False)
if siding is None:
if not self.getJackStatus() == NORMAL:
self.debug("no available sidings and jack status stopping, giving up")
self.loco.setSpeedSetting(0)
lock.unlock()
return
if lock and not lock.empty():
# nothing can move out of a siding while I hold the lock
self.debug("no sidings available, releasing lock and waiting")
self.loco.setSpeedSetting(0)
lock.unlock()
time.sleep(20)
else:
# not sure this ever happens
time.sleep(5)