nymea/libnymea-core/ruleengine/rule.cpp

283 lines
7.7 KiB
C++

/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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* under https://nymea.io/license
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/*!
\class nymeaserver::Rule
\brief This class represents a rule.
\ingroup rules
\inmodule core
A Rule is always triggered by an \l{EventDescriptor}, has \l{State}{States}
to be compared and \l{RuleAction}{RuleActions} to be executed.
\sa EventDescriptor, State, RuleAction
*/
#include "rule.h"
#include "loggingcategories.h"
#include <QDebug>
namespace nymeaserver {
/*! Constructs an empty, invalid \l{Rule}. */
Rule::Rule():
m_id(RuleId()),
m_name(QString()),
m_timeDescriptor(TimeDescriptor()),
m_stateEvaluator(StateEvaluator()),
m_eventDescriptors(QList<EventDescriptor>()),
m_actions(QList<RuleAction>()),
m_exitActions(QList<RuleAction>()),
m_enabled(true),
m_active(false),
m_statesActive(false),
m_timeActive(false),
m_executable(false)
{
}
/*! Returns the id of this \l{Rule}. */
RuleId Rule::id() const
{
return m_id;
}
/*! Sets the \a ruleId of this \l{Rule}. */
void Rule::setId(const RuleId &ruleId)
{
m_id = ruleId;
}
/*! Returns the name of this rule. */
QString Rule::name() const
{
return m_name;
}
/*! Sets the \a name of this \l{Rule}. */
void Rule::setName(const QString &name)
{
m_name = name;
}
/*! Returns true if the rule is active. */
bool Rule::active() const
{
return m_active;
}
/*! Returns true if the rule is active regarding the StateEvaluator evaluation. */
bool Rule::statesActive() const
{
return m_statesActive;
}
/*! Returns true if the rule is active regarding the TimeDescriptor evaluation. */
bool Rule::timeActive() const
{
if (m_timeDescriptor.calendarItems().isEmpty())
return true;
return m_timeActive;
}
/*! Returns the \l{TimeDescriptor} or this Rule. */
TimeDescriptor Rule::timeDescriptor() const
{
return m_timeDescriptor;
}
/*! Sets the \a timeDescriptor of this \l{Rule}. */
void Rule::setTimeDescriptor(const TimeDescriptor &timeDescriptor)
{
m_timeDescriptor = timeDescriptor;
}
/*! Returns the StateEvaluator that needs to evaluate successfully in order for this to Rule apply. */
StateEvaluator Rule::stateEvaluator() const
{
return m_stateEvaluator;
}
/*! Sets the \a stateEvaluator of this \l{Rule}. */
void Rule::setStateEvaluator(const StateEvaluator &stateEvaluator)
{
m_stateEvaluator = stateEvaluator;
}
/*! Returns the \l{EventDescriptor} for this Rule.*/
EventDescriptors Rule::eventDescriptors() const
{
return m_eventDescriptors;
}
/*! Sets the \a eventDescriptors of this \l{Rule}. */
void Rule::setEventDescriptors(const EventDescriptors &eventDescriptors)
{
m_eventDescriptors = eventDescriptors;
}
/*! Returns the \l{RuleAction}{RuleActions} to be executed when this Rule is matched and states match. */
RuleActions Rule::actions() const
{
return m_actions;
}
/*! Sets the \a actions of this \l{Rule}. */
void Rule::setActions(const RuleActions actions)
{
m_actions = actions;
}
/*! Returns the \l{RuleAction}{RuleActions} to be executed when this Rule leaves the active state. */
RuleActions Rule::exitActions() const
{
return m_exitActions;
}
/*! Sets the \a exitActions of this \l{Rule}. */
void Rule::setExitActions(const RuleActions exitActions)
{
m_exitActions = exitActions;
}
/*! Returns true if the rule is enabled. */
bool Rule::enabled() const {
return m_enabled;
}
/*! Set the \a enabled flag of this rule. In order to actually enable/disable the rule you still need to
* update the \l{RuleEngine} */
void Rule::setEnabled(const bool &enabled)
{
m_enabled = enabled;
}
/*! Returns true if the rule is executable. */
bool Rule::executable() const
{
return m_executable;
}
/*! Set the rule \a executable. */
void Rule::setExecutable(const bool &executable)
{
m_executable = executable;
}
/*! Returns true if this \l{Rule} is valid. A \l{Rule} with a valid \l{id()} is valid. */
bool Rule::isValid() const
{
return !m_id.isNull();
}
/*! Returns true if this \l{Rule} is consistent. */
bool Rule::isConsistent() const
{
// check if this rules is based on any event and contains exit actions
if (!eventDescriptors().isEmpty() && stateEvaluator().isEmpty() && timeDescriptor().calendarItems().isEmpty() && !exitActions().isEmpty()) {
qCWarning(dcRuleEngine) << "Rule not consistent. The exitActions will never be executed if the rule contains an eventDescriptor but no stateEvaluator or calendarItem.";
return false;
}
// check if this rules is based on any time events and contains exit actions
if (!timeDescriptor().timeEventItems().isEmpty() && stateEvaluator().isEmpty() && timeDescriptor().calendarItems().isEmpty() && !exitActions().isEmpty()) {
qCWarning(dcRuleEngine) << "Rule not consistent. The exitActions will never be executed if the rule contains a timeEvent but no stateEvaluator or calendarItem.";
return false;
}
// check if there are any actions
if (actions().isEmpty()) {
qCWarning(dcRuleEngine) << "Rule not consistent. A rule without actions has no effect.";
return false;
}
return true;
}
void Rule::setStatesActive(const bool &statesActive)
{
m_statesActive = statesActive;
}
void Rule::setTimeActive(const bool &timeActive)
{
m_timeActive = timeActive;
}
void Rule::setActive(const bool &active)
{
m_active = active;
}
/*! Print a Rule with all its contents to QDebug. Note that this might print a lot of data.
* It is useful to debug, but be cautionous with using this in production code. */
QDebug operator<<(QDebug dbg, const Rule &rule)
{
dbg.nospace() << endl << "=== Rule begin ===" << endl;
dbg.nospace() << "ID:" << rule.id().toString() << endl;
dbg.nospace() << "Name:" << rule.name() << endl;
dbg.nospace() << "Enabled:" << rule.enabled() << endl;
dbg.nospace() << "Active:" << rule.active() << endl;
dbg.nospace() << rule.eventDescriptors();
dbg.nospace() << rule.timeDescriptor();
dbg.nospace() << rule.stateEvaluator();
dbg.nospace() << "Actions:" << rule.actions();
dbg.nospace() << "ExitActions:" << rule.exitActions();
dbg.nospace() << "=== Rule end ===";
return dbg.space();
}
Rules::Rules()
{
}
Rules::Rules(const QList<Rule> &other): QList<Rule>(other)
{
}
QVariant Rules::get(int index) const
{
return QVariant::fromValue(at(index));
}
void Rules::put(const QVariant &variant)
{
append(variant.value<Rule>());
}
}