feat: config验证 + StateMachine + WifiPlugin + ScreenPlugin

团队交付 Phase 1 第一轮:
- 张明远: config.rs 完整验证逻辑 (Display/VideoItem/Transition/Scenes/StateMachine)
- 李思琪: state_machine.rs 完整实现 (defer/ignore triggers, 加权随机, loop range)
- 王浩然: wifi/mod.rs WiFi管理插件 (scan/connect/status/ap via nmcli)
- 赵雨薇: screen/mod.rs 屏幕管理插件 (systemd-inhibit唤醒锁 + unclutter光标)

cargo check 零 warning 通过。

Co-Authored-By: GPT-5.4 <noreply@openai.com>
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
showen
2026-03-12 05:31:21 +08:00
parent 311e4bad0e
commit 3654af5843
4 changed files with 927 additions and 29 deletions

View File

@@ -1 +1,275 @@
// StateMachine — 待 Commit 4 迁移
use crate::core::config::{
AnimationStep, NextStateEntry, StateConfig, StateMachineConfig, StateMode, StateTransition,
TriggerType,
};
use anyhow::Result;
use rand::Rng;
pub struct StateMachine {
pub config: StateMachineConfig,
pub current_state: String,
pub current_sequence_index: usize,
pub current_loop_remaining: i32,
pub pending_trigger_target: Option<String>,
}
impl StateMachine {
pub fn new(config: StateMachineConfig) -> Self {
Self {
current_state: config.initial_state.clone(),
config,
current_sequence_index: 0,
current_loop_remaining: 0,
pending_trigger_target: None,
}
}
pub fn start(&mut self) -> Result<()> {
self.current_state = self.config.initial_state.clone();
self.pending_trigger_target = None;
self.reset_state_progress()
}
pub fn current_video_id(&self) -> Option<String> {
self.current_state_config()
.and_then(|state| state.sequence.get(self.current_sequence_index))
.map(|step| step.video_id.clone())
}
pub fn current_state_config(&self) -> Option<&StateConfig> {
self.config.states.get(&self.current_state)
}
pub fn on_video_completed(&mut self) -> Result<bool> {
self.ensure_current_state_valid()?;
if self.current_loop_remaining > 1 {
self.current_loop_remaining -= 1;
return Ok(true);
}
if let Some(target_state) = self.pending_trigger_target.take() {
self.transition_to_state(&target_state)?;
return Ok(true);
}
let sequence_len = self
.current_state_config()
.ok_or_else(|| anyhow::anyhow!("当前状态不存在: {}", self.current_state))?
.sequence
.len();
if self.current_sequence_index + 1 < sequence_len {
self.current_sequence_index += 1;
self.current_loop_remaining = self.resolve_current_loop_count()?;
return Ok(true);
}
let next_state = self.select_next_state()?;
self.transition_to_state(&next_state)?;
Ok(true)
}
pub fn handle_trigger(&mut self, name: &str, value: &str) -> Result<bool> {
let Some(state) = self.current_state_config() else {
return Ok(false);
};
if state.ignore_triggers {
return Ok(false);
}
let target_state = self
.matching_transition(&state.transitions, name, value)
.map(|transition| transition.target_state.clone());
let Some(target_state) = target_state else {
return Ok(false);
};
if state.defer_triggers {
self.pending_trigger_target = Some(target_state);
return Ok(true);
}
self.transition_to_state(&target_state)?;
Ok(true)
}
pub fn check_random_triggers(&mut self) -> Result<bool> {
let Some(state) = self.current_state_config() else {
return Ok(false);
};
if state.ignore_triggers {
return Ok(false);
}
if !matches!(state.mode, StateMode::FreeMode | StateMode::InteractiveMode) {
return Ok(false);
}
let mut rng = rand::thread_rng();
let target_state = state
.transitions
.iter()
.filter_map(|transition| match &transition.trigger {
TriggerType::Random { probability } => {
let probability = probability.clamp(0.0, 1.0);
if rng.gen_bool(probability) {
Some(transition)
} else {
None
}
}
_ => None,
})
.max_by_key(|transition| transition.priority)
.map(|transition| transition.target_state.clone());
let Some(target_state) = target_state else {
return Ok(false);
};
if state.defer_triggers {
self.pending_trigger_target = Some(target_state);
return Ok(true);
}
self.transition_to_state(&target_state)?;
Ok(true)
}
pub fn has_pending_trigger(&self) -> bool {
self.pending_trigger_target.is_some()
}
fn reset_state_progress(&mut self) -> Result<()> {
self.ensure_current_state_valid()?;
self.current_sequence_index = 0;
self.current_loop_remaining = self.resolve_current_loop_count()?;
Ok(())
}
fn transition_to_state(&mut self, target_state: &str) -> Result<()> {
if !self.config.states.contains_key(target_state) {
anyhow::bail!("目标状态不存在: {}", target_state);
}
self.current_state = target_state.to_string();
self.pending_trigger_target = None;
self.reset_state_progress()
}
fn ensure_current_state_valid(&self) -> Result<()> {
let state = self
.current_state_config()
.ok_or_else(|| anyhow::anyhow!("当前状态不存在: {}", self.current_state))?;
if state.sequence.is_empty() {
anyhow::bail!("状态 '{}' 的 sequence 不能为空", state.name);
}
if self.current_sequence_index >= state.sequence.len() {
anyhow::bail!(
"状态 '{}' 的 sequence 索引越界: {} >= {}",
state.name,
self.current_sequence_index,
state.sequence.len()
);
}
Ok(())
}
fn resolve_current_loop_count(&self) -> Result<i32> {
let state = self
.current_state_config()
.ok_or_else(|| anyhow::anyhow!("当前状态不存在: {}", self.current_state))?;
let step = state
.sequence
.get(self.current_sequence_index)
.ok_or_else(|| {
anyhow::anyhow!(
"状态 '{}' 的 sequence 索引越界: {}",
state.name,
self.current_sequence_index
)
})?;
Ok(self.resolve_step_loop_count(step))
}
fn resolve_step_loop_count(&self, step: &AnimationStep) -> i32 {
if let Some([start, end]) = step.random_loop_range {
let min = start.min(end);
let max = start.max(end);
return rand::thread_rng().gen_range(min..=max).max(1);
}
step.loop_count.unwrap_or(1).max(1)
}
fn select_next_state(&self) -> Result<String> {
let state = self
.current_state_config()
.ok_or_else(|| anyhow::anyhow!("当前状态不存在: {}", self.current_state))?;
if let Some(entries) = &state.next_states {
if let Some(next_state) = self.select_weighted_next_state(entries) {
return Ok(next_state);
}
}
if let Some(next_state) = &state.next_state {
return Ok(next_state.clone());
}
match state.mode {
StateMode::FreeMode | StateMode::InteractiveMode => Ok(self.current_state.clone()),
}
}
fn select_weighted_next_state(&self, entries: &[NextStateEntry]) -> Option<String> {
let valid_entries: Vec<&NextStateEntry> =
entries.iter().filter(|entry| entry.weight > 0.0).collect();
if valid_entries.is_empty() {
return None;
}
let total_weight: f32 = valid_entries.iter().map(|entry| entry.weight).sum();
if total_weight <= 0.0 {
return None;
}
let mut cursor = rand::thread_rng().gen_range(0.0..total_weight);
for entry in valid_entries {
cursor -= entry.weight;
if cursor <= 0.0 {
return Some(entry.state.clone());
}
}
entries.last().map(|entry| entry.state.clone())
}
fn matching_transition<'a>(
&self,
transitions: &'a [StateTransition],
name: &str,
value: &str,
) -> Option<&'a StateTransition> {
transitions
.iter()
.filter(|transition| Self::trigger_matches(&transition.trigger, name, value))
.max_by_key(|transition| transition.priority)
}
fn trigger_matches(trigger: &TriggerType, name: &str, value: &str) -> bool {
match trigger {
TriggerType::Button { name: expected } => expected == name,
TriggerType::Voice { keyword } => keyword == value || keyword == name,
TriggerType::Sensor { name: expected } => expected == name,
TriggerType::Timer { .. } | TriggerType::Random { .. } => false,
}
}
}